babylon.module.d.ts 5.7 MB

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  1. declare module "babylonjs/types" {
  2. /** Alias type for value that can be null */
  3. export type Nullable<T> = T | null;
  4. /**
  5. * Alias type for number that are floats
  6. * @ignorenaming
  7. */
  8. export type float = number;
  9. /**
  10. * Alias type for number that are doubles.
  11. * @ignorenaming
  12. */
  13. export type double = number;
  14. /**
  15. * Alias type for number that are integer
  16. * @ignorenaming
  17. */
  18. export type int = number;
  19. /** Alias type for number array or Float32Array */
  20. export type FloatArray = number[] | Float32Array;
  21. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  22. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  23. /**
  24. * Alias for types that can be used by a Buffer or VertexBuffer.
  25. */
  26. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  27. /**
  28. * Alias type for primitive types
  29. * @ignorenaming
  30. */
  31. type Primitive = undefined | null | boolean | string | number | Function;
  32. /**
  33. * Type modifier to make all the properties of an object Readonly
  34. */
  35. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  36. /**
  37. * Type modifier to make all the properties of an object Readonly recursively
  38. */
  39. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  40. /**
  41. * Type modifier to make object properties readonly.
  42. */
  43. export type DeepImmutableObject<T> = {
  44. readonly [K in keyof T]: DeepImmutable<T[K]>;
  45. };
  46. /** @hidden */
  47. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  48. }
  49. }
  50. declare module "babylonjs/Misc/observable" {
  51. import { Nullable } from "babylonjs/types";
  52. /**
  53. * A class serves as a medium between the observable and its observers
  54. */
  55. export class EventState {
  56. /**
  57. * Create a new EventState
  58. * @param mask defines the mask associated with this state
  59. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  60. * @param target defines the original target of the state
  61. * @param currentTarget defines the current target of the state
  62. */
  63. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  64. /**
  65. * Initialize the current event state
  66. * @param mask defines the mask associated with this state
  67. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68. * @param target defines the original target of the state
  69. * @param currentTarget defines the current target of the state
  70. * @returns the current event state
  71. */
  72. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  73. /**
  74. * An Observer can set this property to true to prevent subsequent observers of being notified
  75. */
  76. skipNextObservers: boolean;
  77. /**
  78. * Get the mask value that were used to trigger the event corresponding to this EventState object
  79. */
  80. mask: number;
  81. /**
  82. * The object that originally notified the event
  83. */
  84. target?: any;
  85. /**
  86. * The current object in the bubbling phase
  87. */
  88. currentTarget?: any;
  89. /**
  90. * This will be populated with the return value of the last function that was executed.
  91. * If it is the first function in the callback chain it will be the event data.
  92. */
  93. lastReturnValue?: any;
  94. }
  95. /**
  96. * Represent an Observer registered to a given Observable object.
  97. */
  98. export class Observer<T> {
  99. /**
  100. * Defines the callback to call when the observer is notified
  101. */
  102. callback: (eventData: T, eventState: EventState) => void;
  103. /**
  104. * Defines the mask of the observer (used to filter notifications)
  105. */
  106. mask: number;
  107. /**
  108. * Defines the current scope used to restore the JS context
  109. */
  110. scope: any;
  111. /** @hidden */
  112. _willBeUnregistered: boolean;
  113. /**
  114. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  115. */
  116. unregisterOnNextCall: boolean;
  117. /**
  118. * Creates a new observer
  119. * @param callback defines the callback to call when the observer is notified
  120. * @param mask defines the mask of the observer (used to filter notifications)
  121. * @param scope defines the current scope used to restore the JS context
  122. */
  123. constructor(
  124. /**
  125. * Defines the callback to call when the observer is notified
  126. */
  127. callback: (eventData: T, eventState: EventState) => void,
  128. /**
  129. * Defines the mask of the observer (used to filter notifications)
  130. */
  131. mask: number,
  132. /**
  133. * Defines the current scope used to restore the JS context
  134. */
  135. scope?: any);
  136. }
  137. /**
  138. * Represent a list of observers registered to multiple Observables object.
  139. */
  140. export class MultiObserver<T> {
  141. private _observers;
  142. private _observables;
  143. /**
  144. * Release associated resources
  145. */
  146. dispose(): void;
  147. /**
  148. * Raise a callback when one of the observable will notify
  149. * @param observables defines a list of observables to watch
  150. * @param callback defines the callback to call on notification
  151. * @param mask defines the mask used to filter notifications
  152. * @param scope defines the current scope used to restore the JS context
  153. * @returns the new MultiObserver
  154. */
  155. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  156. }
  157. /**
  158. * The Observable class is a simple implementation of the Observable pattern.
  159. *
  160. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  161. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  162. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  163. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  164. */
  165. export class Observable<T> {
  166. private _observers;
  167. private _eventState;
  168. private _onObserverAdded;
  169. /**
  170. * Gets the list of observers
  171. */
  172. readonly observers: Array<Observer<T>>;
  173. /**
  174. * Creates a new observable
  175. * @param onObserverAdded defines a callback to call when a new observer is added
  176. */
  177. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  178. /**
  179. * Create a new Observer with the specified callback
  180. * @param callback the callback that will be executed for that Observer
  181. * @param mask the mask used to filter observers
  182. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  183. * @param scope optional scope for the callback to be called from
  184. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  185. * @returns the new observer created for the callback
  186. */
  187. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  188. /**
  189. * Create a new Observer with the specified callback and unregisters after the next notification
  190. * @param callback the callback that will be executed for that Observer
  191. * @returns the new observer created for the callback
  192. */
  193. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  194. /**
  195. * Remove an Observer from the Observable object
  196. * @param observer the instance of the Observer to remove
  197. * @returns false if it doesn't belong to this Observable
  198. */
  199. remove(observer: Nullable<Observer<T>>): boolean;
  200. /**
  201. * Remove a callback from the Observable object
  202. * @param callback the callback to remove
  203. * @param scope optional scope. If used only the callbacks with this scope will be removed
  204. * @returns false if it doesn't belong to this Observable
  205. */
  206. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  207. private _deferUnregister;
  208. private _remove;
  209. /**
  210. * Moves the observable to the top of the observer list making it get called first when notified
  211. * @param observer the observer to move
  212. */
  213. makeObserverTopPriority(observer: Observer<T>): void;
  214. /**
  215. * Moves the observable to the bottom of the observer list making it get called last when notified
  216. * @param observer the observer to move
  217. */
  218. makeObserverBottomPriority(observer: Observer<T>): void;
  219. /**
  220. * Notify all Observers by calling their respective callback with the given data
  221. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  222. * @param eventData defines the data to send to all observers
  223. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  224. * @param target defines the original target of the state
  225. * @param currentTarget defines the current target of the state
  226. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  227. */
  228. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  229. /**
  230. * Calling this will execute each callback, expecting it to be a promise or return a value.
  231. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  232. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  233. * and it is crucial that all callbacks will be executed.
  234. * The order of the callbacks is kept, callbacks are not executed parallel.
  235. *
  236. * @param eventData The data to be sent to each callback
  237. * @param mask is used to filter observers defaults to -1
  238. * @param target defines the callback target (see EventState)
  239. * @param currentTarget defines he current object in the bubbling phase
  240. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  241. */
  242. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  243. /**
  244. * Notify a specific observer
  245. * @param observer defines the observer to notify
  246. * @param eventData defines the data to be sent to each callback
  247. * @param mask is used to filter observers defaults to -1
  248. */
  249. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  250. /**
  251. * Gets a boolean indicating if the observable has at least one observer
  252. * @returns true is the Observable has at least one Observer registered
  253. */
  254. hasObservers(): boolean;
  255. /**
  256. * Clear the list of observers
  257. */
  258. clear(): void;
  259. /**
  260. * Clone the current observable
  261. * @returns a new observable
  262. */
  263. clone(): Observable<T>;
  264. /**
  265. * Does this observable handles observer registered with a given mask
  266. * @param mask defines the mask to be tested
  267. * @return whether or not one observer registered with the given mask is handeled
  268. **/
  269. hasSpecificMask(mask?: number): boolean;
  270. }
  271. }
  272. declare module "babylonjs/Misc/domManagement" {
  273. /**
  274. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  275. * Babylon.js
  276. */
  277. export class DomManagement {
  278. /**
  279. * Checks if the window object exists
  280. * @returns true if the window object exists
  281. */
  282. static IsWindowObjectExist(): boolean;
  283. /**
  284. * Checks if the navigator object exists
  285. * @returns true if the navigator object exists
  286. */
  287. static IsNavigatorAvailable(): boolean;
  288. /**
  289. * Extracts text content from a DOM element hierarchy
  290. * @param element defines the root element
  291. * @returns a string
  292. */
  293. static GetDOMTextContent(element: HTMLElement): string;
  294. }
  295. }
  296. declare module "babylonjs/Misc/logger" {
  297. /**
  298. * Logger used througouht the application to allow configuration of
  299. * the log level required for the messages.
  300. */
  301. export class Logger {
  302. /**
  303. * No log
  304. */
  305. static readonly NoneLogLevel: number;
  306. /**
  307. * Only message logs
  308. */
  309. static readonly MessageLogLevel: number;
  310. /**
  311. * Only warning logs
  312. */
  313. static readonly WarningLogLevel: number;
  314. /**
  315. * Only error logs
  316. */
  317. static readonly ErrorLogLevel: number;
  318. /**
  319. * All logs
  320. */
  321. static readonly AllLogLevel: number;
  322. private static _LogCache;
  323. /**
  324. * Gets a value indicating the number of loading errors
  325. * @ignorenaming
  326. */
  327. static errorsCount: number;
  328. /**
  329. * Callback called when a new log is added
  330. */
  331. static OnNewCacheEntry: (entry: string) => void;
  332. private static _AddLogEntry;
  333. private static _FormatMessage;
  334. private static _LogDisabled;
  335. private static _LogEnabled;
  336. private static _WarnDisabled;
  337. private static _WarnEnabled;
  338. private static _ErrorDisabled;
  339. private static _ErrorEnabled;
  340. /**
  341. * Log a message to the console
  342. */
  343. static Log: (message: string) => void;
  344. /**
  345. * Write a warning message to the console
  346. */
  347. static Warn: (message: string) => void;
  348. /**
  349. * Write an error message to the console
  350. */
  351. static Error: (message: string) => void;
  352. /**
  353. * Gets current log cache (list of logs)
  354. */
  355. static readonly LogCache: string;
  356. /**
  357. * Clears the log cache
  358. */
  359. static ClearLogCache(): void;
  360. /**
  361. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  362. */
  363. static LogLevels: number;
  364. }
  365. }
  366. declare module "babylonjs/Misc/typeStore" {
  367. /** @hidden */
  368. export class _TypeStore {
  369. /** @hidden */
  370. static RegisteredTypes: {
  371. [key: string]: Object;
  372. };
  373. /** @hidden */
  374. static GetClass(fqdn: string): any;
  375. }
  376. }
  377. declare module "babylonjs/Misc/stringTools" {
  378. /**
  379. * Helper to manipulate strings
  380. */
  381. export class StringTools {
  382. /**
  383. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  384. * @param str Source string
  385. * @param suffix Suffix to search for in the source string
  386. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  387. */
  388. static EndsWith(str: string, suffix: string): boolean;
  389. /**
  390. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  391. * @param str Source string
  392. * @param suffix Suffix to search for in the source string
  393. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  394. */
  395. static StartsWith(str: string, suffix: string): boolean;
  396. /**
  397. * Decodes a buffer into a string
  398. * @param buffer The buffer to decode
  399. * @returns The decoded string
  400. */
  401. static Decode(buffer: Uint8Array | Uint16Array): string;
  402. /**
  403. * Encode a buffer to a base64 string
  404. * @param buffer defines the buffer to encode
  405. * @returns the encoded string
  406. */
  407. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  408. }
  409. }
  410. declare module "babylonjs/Misc/deepCopier" {
  411. /**
  412. * Class containing a set of static utilities functions for deep copy.
  413. */
  414. export class DeepCopier {
  415. /**
  416. * Tries to copy an object by duplicating every property
  417. * @param source defines the source object
  418. * @param destination defines the target object
  419. * @param doNotCopyList defines a list of properties to avoid
  420. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  421. */
  422. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  423. }
  424. }
  425. declare module "babylonjs/Misc/precisionDate" {
  426. /**
  427. * Class containing a set of static utilities functions for precision date
  428. */
  429. export class PrecisionDate {
  430. /**
  431. * Gets either window.performance.now() if supported or Date.now() else
  432. */
  433. static readonly Now: number;
  434. }
  435. }
  436. declare module "babylonjs/Misc/devTools" {
  437. /** @hidden */
  438. export class _DevTools {
  439. static WarnImport(name: string): string;
  440. }
  441. }
  442. declare module "babylonjs/Misc/interfaces/iWebRequest" {
  443. /**
  444. * Interface used to define the mechanism to get data from the network
  445. */
  446. export interface IWebRequest {
  447. /**
  448. * Returns client's response url
  449. */
  450. responseURL: string;
  451. /**
  452. * Returns client's status
  453. */
  454. status: number;
  455. /**
  456. * Returns client's status as a text
  457. */
  458. statusText: string;
  459. }
  460. }
  461. declare module "babylonjs/Misc/webRequest" {
  462. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  463. import { Nullable } from "babylonjs/types";
  464. /**
  465. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  466. */
  467. export class WebRequest implements IWebRequest {
  468. private _xhr;
  469. /**
  470. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  471. * i.e. when loading files, where the server/service expects an Authorization header
  472. */
  473. static CustomRequestHeaders: {
  474. [key: string]: string;
  475. };
  476. /**
  477. * Add callback functions in this array to update all the requests before they get sent to the network
  478. */
  479. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  480. private _injectCustomRequestHeaders;
  481. /**
  482. * Gets or sets a function to be called when loading progress changes
  483. */
  484. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  485. /**
  486. * Returns client's state
  487. */
  488. readonly readyState: number;
  489. /**
  490. * Returns client's status
  491. */
  492. readonly status: number;
  493. /**
  494. * Returns client's status as a text
  495. */
  496. readonly statusText: string;
  497. /**
  498. * Returns client's response
  499. */
  500. readonly response: any;
  501. /**
  502. * Returns client's response url
  503. */
  504. readonly responseURL: string;
  505. /**
  506. * Returns client's response as text
  507. */
  508. readonly responseText: string;
  509. /**
  510. * Gets or sets the expected response type
  511. */
  512. responseType: XMLHttpRequestResponseType;
  513. /** @hidden */
  514. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  515. /** @hidden */
  516. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  517. /**
  518. * Cancels any network activity
  519. */
  520. abort(): void;
  521. /**
  522. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  523. * @param body defines an optional request body
  524. */
  525. send(body?: Document | BodyInit | null): void;
  526. /**
  527. * Sets the request method, request URL
  528. * @param method defines the method to use (GET, POST, etc..)
  529. * @param url defines the url to connect with
  530. */
  531. open(method: string, url: string): void;
  532. /**
  533. * Sets the value of a request header.
  534. * @param name The name of the header whose value is to be set
  535. * @param value The value to set as the body of the header
  536. */
  537. setRequestHeader(name: string, value: string): void;
  538. /**
  539. * Get the string containing the text of a particular header's value.
  540. * @param name The name of the header
  541. * @returns The string containing the text of the given header name
  542. */
  543. getResponseHeader(name: string): Nullable<string>;
  544. }
  545. }
  546. declare module "babylonjs/Misc/fileRequest" {
  547. import { Observable } from "babylonjs/Misc/observable";
  548. /**
  549. * File request interface
  550. */
  551. export interface IFileRequest {
  552. /**
  553. * Raised when the request is complete (success or error).
  554. */
  555. onCompleteObservable: Observable<IFileRequest>;
  556. /**
  557. * Aborts the request for a file.
  558. */
  559. abort: () => void;
  560. }
  561. }
  562. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  563. /**
  564. * Define options used to create a render target texture
  565. */
  566. export class RenderTargetCreationOptions {
  567. /**
  568. * Specifies is mipmaps must be generated
  569. */
  570. generateMipMaps?: boolean;
  571. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  572. generateDepthBuffer?: boolean;
  573. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  574. generateStencilBuffer?: boolean;
  575. /** Defines texture type (int by default) */
  576. type?: number;
  577. /** Defines sampling mode (trilinear by default) */
  578. samplingMode?: number;
  579. /** Defines format (RGBA by default) */
  580. format?: number;
  581. }
  582. }
  583. declare module "babylonjs/Instrumentation/timeToken" {
  584. import { Nullable } from "babylonjs/types";
  585. /**
  586. * @hidden
  587. **/
  588. export class _TimeToken {
  589. _startTimeQuery: Nullable<WebGLQuery>;
  590. _endTimeQuery: Nullable<WebGLQuery>;
  591. _timeElapsedQuery: Nullable<WebGLQuery>;
  592. _timeElapsedQueryEnded: boolean;
  593. }
  594. }
  595. declare module "babylonjs/Engines/constants" {
  596. /** Defines the cross module used constants to avoid circular dependncies */
  597. export class Constants {
  598. /** Defines that alpha blending is disabled */
  599. static readonly ALPHA_DISABLE: number;
  600. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  601. static readonly ALPHA_ADD: number;
  602. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  603. static readonly ALPHA_COMBINE: number;
  604. /** Defines that alpha blending to DEST - SRC * DEST */
  605. static readonly ALPHA_SUBTRACT: number;
  606. /** Defines that alpha blending to SRC * DEST */
  607. static readonly ALPHA_MULTIPLY: number;
  608. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  609. static readonly ALPHA_MAXIMIZED: number;
  610. /** Defines that alpha blending to SRC + DEST */
  611. static readonly ALPHA_ONEONE: number;
  612. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  613. static readonly ALPHA_PREMULTIPLIED: number;
  614. /**
  615. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  616. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  617. */
  618. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  619. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  620. static readonly ALPHA_INTERPOLATE: number;
  621. /**
  622. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  623. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  624. */
  625. static readonly ALPHA_SCREENMODE: number;
  626. /**
  627. * Defines that alpha blending to SRC + DST
  628. * Alpha will be set to SRC ALPHA + DST ALPHA
  629. */
  630. static readonly ALPHA_ONEONE_ONEONE: number;
  631. /**
  632. * Defines that alpha blending to SRC * DST ALPHA + DST
  633. * Alpha will be set to 0
  634. */
  635. static readonly ALPHA_ALPHATOCOLOR: number;
  636. /**
  637. * Defines that alpha blending to SRC * (1 - DST) + DST * (1 - SRC)
  638. */
  639. static readonly ALPHA_REVERSEONEMINUS: number;
  640. /**
  641. * Defines that alpha blending to SRC + DST * (1 - SRC ALPHA)
  642. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  643. */
  644. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  645. /**
  646. * Defines that alpha blending to SRC + DST
  647. * Alpha will be set to SRC ALPHA
  648. */
  649. static readonly ALPHA_ONEONE_ONEZERO: number;
  650. /** Defines that alpha blending equation a SUM */
  651. static readonly ALPHA_EQUATION_ADD: number;
  652. /** Defines that alpha blending equation a SUBSTRACTION */
  653. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  654. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  655. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  656. /** Defines that alpha blending equation a MAX operation */
  657. static readonly ALPHA_EQUATION_MAX: number;
  658. /** Defines that alpha blending equation a MIN operation */
  659. static readonly ALPHA_EQUATION_MIN: number;
  660. /**
  661. * Defines that alpha blending equation a DARKEN operation:
  662. * It takes the min of the src and sums the alpha channels.
  663. */
  664. static readonly ALPHA_EQUATION_DARKEN: number;
  665. /** Defines that the ressource is not delayed*/
  666. static readonly DELAYLOADSTATE_NONE: number;
  667. /** Defines that the ressource was successfully delay loaded */
  668. static readonly DELAYLOADSTATE_LOADED: number;
  669. /** Defines that the ressource is currently delay loading */
  670. static readonly DELAYLOADSTATE_LOADING: number;
  671. /** Defines that the ressource is delayed and has not started loading */
  672. static readonly DELAYLOADSTATE_NOTLOADED: number;
  673. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  674. static readonly NEVER: number;
  675. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  676. static readonly ALWAYS: number;
  677. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  678. static readonly LESS: number;
  679. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  680. static readonly EQUAL: number;
  681. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  682. static readonly LEQUAL: number;
  683. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  684. static readonly GREATER: number;
  685. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  686. static readonly GEQUAL: number;
  687. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  688. static readonly NOTEQUAL: number;
  689. /** Passed to stencilOperation to specify that stencil value must be kept */
  690. static readonly KEEP: number;
  691. /** Passed to stencilOperation to specify that stencil value must be replaced */
  692. static readonly REPLACE: number;
  693. /** Passed to stencilOperation to specify that stencil value must be incremented */
  694. static readonly INCR: number;
  695. /** Passed to stencilOperation to specify that stencil value must be decremented */
  696. static readonly DECR: number;
  697. /** Passed to stencilOperation to specify that stencil value must be inverted */
  698. static readonly INVERT: number;
  699. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  700. static readonly INCR_WRAP: number;
  701. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  702. static readonly DECR_WRAP: number;
  703. /** Texture is not repeating outside of 0..1 UVs */
  704. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  705. /** Texture is repeating outside of 0..1 UVs */
  706. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  707. /** Texture is repeating and mirrored */
  708. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  709. /** ALPHA */
  710. static readonly TEXTUREFORMAT_ALPHA: number;
  711. /** LUMINANCE */
  712. static readonly TEXTUREFORMAT_LUMINANCE: number;
  713. /** LUMINANCE_ALPHA */
  714. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  715. /** RGB */
  716. static readonly TEXTUREFORMAT_RGB: number;
  717. /** RGBA */
  718. static readonly TEXTUREFORMAT_RGBA: number;
  719. /** RED */
  720. static readonly TEXTUREFORMAT_RED: number;
  721. /** RED (2nd reference) */
  722. static readonly TEXTUREFORMAT_R: number;
  723. /** RG */
  724. static readonly TEXTUREFORMAT_RG: number;
  725. /** RED_INTEGER */
  726. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  727. /** RED_INTEGER (2nd reference) */
  728. static readonly TEXTUREFORMAT_R_INTEGER: number;
  729. /** RG_INTEGER */
  730. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  731. /** RGB_INTEGER */
  732. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  733. /** RGBA_INTEGER */
  734. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  735. /** UNSIGNED_BYTE */
  736. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  737. /** UNSIGNED_BYTE (2nd reference) */
  738. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  739. /** FLOAT */
  740. static readonly TEXTURETYPE_FLOAT: number;
  741. /** HALF_FLOAT */
  742. static readonly TEXTURETYPE_HALF_FLOAT: number;
  743. /** BYTE */
  744. static readonly TEXTURETYPE_BYTE: number;
  745. /** SHORT */
  746. static readonly TEXTURETYPE_SHORT: number;
  747. /** UNSIGNED_SHORT */
  748. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  749. /** INT */
  750. static readonly TEXTURETYPE_INT: number;
  751. /** UNSIGNED_INT */
  752. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  753. /** UNSIGNED_SHORT_4_4_4_4 */
  754. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  755. /** UNSIGNED_SHORT_5_5_5_1 */
  756. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  757. /** UNSIGNED_SHORT_5_6_5 */
  758. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  759. /** UNSIGNED_INT_2_10_10_10_REV */
  760. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  761. /** UNSIGNED_INT_24_8 */
  762. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  763. /** UNSIGNED_INT_10F_11F_11F_REV */
  764. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  765. /** UNSIGNED_INT_5_9_9_9_REV */
  766. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  767. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  768. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  769. /** nearest is mag = nearest and min = nearest and mip = nearest */
  770. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  771. /** Bilinear is mag = linear and min = linear and mip = nearest */
  772. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  773. /** Trilinear is mag = linear and min = linear and mip = linear */
  774. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  775. /** nearest is mag = nearest and min = nearest and mip = linear */
  776. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  777. /** Bilinear is mag = linear and min = linear and mip = nearest */
  778. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  779. /** Trilinear is mag = linear and min = linear and mip = linear */
  780. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  781. /** mag = nearest and min = nearest and mip = nearest */
  782. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  783. /** mag = nearest and min = linear and mip = nearest */
  784. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  785. /** mag = nearest and min = linear and mip = linear */
  786. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  787. /** mag = nearest and min = linear and mip = none */
  788. static readonly TEXTURE_NEAREST_LINEAR: number;
  789. /** mag = nearest and min = nearest and mip = none */
  790. static readonly TEXTURE_NEAREST_NEAREST: number;
  791. /** mag = linear and min = nearest and mip = nearest */
  792. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  793. /** mag = linear and min = nearest and mip = linear */
  794. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  795. /** mag = linear and min = linear and mip = none */
  796. static readonly TEXTURE_LINEAR_LINEAR: number;
  797. /** mag = linear and min = nearest and mip = none */
  798. static readonly TEXTURE_LINEAR_NEAREST: number;
  799. /** Explicit coordinates mode */
  800. static readonly TEXTURE_EXPLICIT_MODE: number;
  801. /** Spherical coordinates mode */
  802. static readonly TEXTURE_SPHERICAL_MODE: number;
  803. /** Planar coordinates mode */
  804. static readonly TEXTURE_PLANAR_MODE: number;
  805. /** Cubic coordinates mode */
  806. static readonly TEXTURE_CUBIC_MODE: number;
  807. /** Projection coordinates mode */
  808. static readonly TEXTURE_PROJECTION_MODE: number;
  809. /** Skybox coordinates mode */
  810. static readonly TEXTURE_SKYBOX_MODE: number;
  811. /** Inverse Cubic coordinates mode */
  812. static readonly TEXTURE_INVCUBIC_MODE: number;
  813. /** Equirectangular coordinates mode */
  814. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  815. /** Equirectangular Fixed coordinates mode */
  816. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  817. /** Equirectangular Fixed Mirrored coordinates mode */
  818. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  819. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  820. static readonly SCALEMODE_FLOOR: number;
  821. /** Defines that texture rescaling will look for the nearest power of 2 size */
  822. static readonly SCALEMODE_NEAREST: number;
  823. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  824. static readonly SCALEMODE_CEILING: number;
  825. /**
  826. * The dirty texture flag value
  827. */
  828. static readonly MATERIAL_TextureDirtyFlag: number;
  829. /**
  830. * The dirty light flag value
  831. */
  832. static readonly MATERIAL_LightDirtyFlag: number;
  833. /**
  834. * The dirty fresnel flag value
  835. */
  836. static readonly MATERIAL_FresnelDirtyFlag: number;
  837. /**
  838. * The dirty attribute flag value
  839. */
  840. static readonly MATERIAL_AttributesDirtyFlag: number;
  841. /**
  842. * The dirty misc flag value
  843. */
  844. static readonly MATERIAL_MiscDirtyFlag: number;
  845. /**
  846. * The all dirty flag value
  847. */
  848. static readonly MATERIAL_AllDirtyFlag: number;
  849. /**
  850. * Returns the triangle fill mode
  851. */
  852. static readonly MATERIAL_TriangleFillMode: number;
  853. /**
  854. * Returns the wireframe mode
  855. */
  856. static readonly MATERIAL_WireFrameFillMode: number;
  857. /**
  858. * Returns the point fill mode
  859. */
  860. static readonly MATERIAL_PointFillMode: number;
  861. /**
  862. * Returns the point list draw mode
  863. */
  864. static readonly MATERIAL_PointListDrawMode: number;
  865. /**
  866. * Returns the line list draw mode
  867. */
  868. static readonly MATERIAL_LineListDrawMode: number;
  869. /**
  870. * Returns the line loop draw mode
  871. */
  872. static readonly MATERIAL_LineLoopDrawMode: number;
  873. /**
  874. * Returns the line strip draw mode
  875. */
  876. static readonly MATERIAL_LineStripDrawMode: number;
  877. /**
  878. * Returns the triangle strip draw mode
  879. */
  880. static readonly MATERIAL_TriangleStripDrawMode: number;
  881. /**
  882. * Returns the triangle fan draw mode
  883. */
  884. static readonly MATERIAL_TriangleFanDrawMode: number;
  885. /**
  886. * Stores the clock-wise side orientation
  887. */
  888. static readonly MATERIAL_ClockWiseSideOrientation: number;
  889. /**
  890. * Stores the counter clock-wise side orientation
  891. */
  892. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  893. /**
  894. * Nothing
  895. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  896. */
  897. static readonly ACTION_NothingTrigger: number;
  898. /**
  899. * On pick
  900. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  901. */
  902. static readonly ACTION_OnPickTrigger: number;
  903. /**
  904. * On left pick
  905. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  906. */
  907. static readonly ACTION_OnLeftPickTrigger: number;
  908. /**
  909. * On right pick
  910. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  911. */
  912. static readonly ACTION_OnRightPickTrigger: number;
  913. /**
  914. * On center pick
  915. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  916. */
  917. static readonly ACTION_OnCenterPickTrigger: number;
  918. /**
  919. * On pick down
  920. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  921. */
  922. static readonly ACTION_OnPickDownTrigger: number;
  923. /**
  924. * On double pick
  925. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  926. */
  927. static readonly ACTION_OnDoublePickTrigger: number;
  928. /**
  929. * On pick up
  930. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  931. */
  932. static readonly ACTION_OnPickUpTrigger: number;
  933. /**
  934. * On pick out.
  935. * This trigger will only be raised if you also declared a OnPickDown
  936. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  937. */
  938. static readonly ACTION_OnPickOutTrigger: number;
  939. /**
  940. * On long press
  941. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  942. */
  943. static readonly ACTION_OnLongPressTrigger: number;
  944. /**
  945. * On pointer over
  946. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  947. */
  948. static readonly ACTION_OnPointerOverTrigger: number;
  949. /**
  950. * On pointer out
  951. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  952. */
  953. static readonly ACTION_OnPointerOutTrigger: number;
  954. /**
  955. * On every frame
  956. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  957. */
  958. static readonly ACTION_OnEveryFrameTrigger: number;
  959. /**
  960. * On intersection enter
  961. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  962. */
  963. static readonly ACTION_OnIntersectionEnterTrigger: number;
  964. /**
  965. * On intersection exit
  966. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  967. */
  968. static readonly ACTION_OnIntersectionExitTrigger: number;
  969. /**
  970. * On key down
  971. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  972. */
  973. static readonly ACTION_OnKeyDownTrigger: number;
  974. /**
  975. * On key up
  976. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  977. */
  978. static readonly ACTION_OnKeyUpTrigger: number;
  979. /**
  980. * Billboard mode will only apply to Y axis
  981. */
  982. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  983. /**
  984. * Billboard mode will apply to all axes
  985. */
  986. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  987. /**
  988. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  989. */
  990. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  991. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  992. * Test order :
  993. * Is the bounding sphere outside the frustum ?
  994. * If not, are the bounding box vertices outside the frustum ?
  995. * It not, then the cullable object is in the frustum.
  996. */
  997. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  998. /** Culling strategy : Bounding Sphere Only.
  999. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  1000. * It's also less accurate than the standard because some not visible objects can still be selected.
  1001. * Test : is the bounding sphere outside the frustum ?
  1002. * If not, then the cullable object is in the frustum.
  1003. */
  1004. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  1005. /** Culling strategy : Optimistic Inclusion.
  1006. * This in an inclusion test first, then the standard exclusion test.
  1007. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  1008. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  1009. * Anyway, it's as accurate as the standard strategy.
  1010. * Test :
  1011. * Is the cullable object bounding sphere center in the frustum ?
  1012. * If not, apply the default culling strategy.
  1013. */
  1014. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  1015. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  1016. * This in an inclusion test first, then the bounding sphere only exclusion test.
  1017. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  1018. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  1019. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  1020. * Test :
  1021. * Is the cullable object bounding sphere center in the frustum ?
  1022. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  1023. */
  1024. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  1025. /**
  1026. * No logging while loading
  1027. */
  1028. static readonly SCENELOADER_NO_LOGGING: number;
  1029. /**
  1030. * Minimal logging while loading
  1031. */
  1032. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  1033. /**
  1034. * Summary logging while loading
  1035. */
  1036. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  1037. /**
  1038. * Detailled logging while loading
  1039. */
  1040. static readonly SCENELOADER_DETAILED_LOGGING: number;
  1041. }
  1042. }
  1043. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  1044. import { Nullable } from "babylonjs/types";
  1045. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  1046. /**
  1047. * This represents the required contract to create a new type of texture loader.
  1048. */
  1049. export interface IInternalTextureLoader {
  1050. /**
  1051. * Defines wether the loader supports cascade loading the different faces.
  1052. */
  1053. supportCascades: boolean;
  1054. /**
  1055. * This returns if the loader support the current file information.
  1056. * @param extension defines the file extension of the file being loaded
  1057. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1058. * @param fallback defines the fallback internal texture if any
  1059. * @param isBase64 defines whether the texture is encoded as a base64
  1060. * @param isBuffer defines whether the texture data are stored as a buffer
  1061. * @returns true if the loader can load the specified file
  1062. */
  1063. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  1064. /**
  1065. * Transform the url before loading if required.
  1066. * @param rootUrl the url of the texture
  1067. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1068. * @returns the transformed texture
  1069. */
  1070. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  1071. /**
  1072. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  1073. * @param rootUrl the url of the texture
  1074. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1075. * @returns the fallback texture
  1076. */
  1077. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  1078. /**
  1079. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  1080. * @param data contains the texture data
  1081. * @param texture defines the BabylonJS internal texture
  1082. * @param createPolynomials will be true if polynomials have been requested
  1083. * @param onLoad defines the callback to trigger once the texture is ready
  1084. * @param onError defines the callback to trigger in case of error
  1085. */
  1086. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  1087. /**
  1088. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  1089. * @param data contains the texture data
  1090. * @param texture defines the BabylonJS internal texture
  1091. * @param callback defines the method to call once ready to upload
  1092. */
  1093. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  1094. }
  1095. }
  1096. declare module "babylonjs/Engines/IPipelineContext" {
  1097. /**
  1098. * Class used to store and describe the pipeline context associated with an effect
  1099. */
  1100. export interface IPipelineContext {
  1101. /**
  1102. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  1103. */
  1104. isAsync: boolean;
  1105. /**
  1106. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  1107. */
  1108. isReady: boolean;
  1109. /** @hidden */
  1110. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  1111. }
  1112. }
  1113. declare module "babylonjs/Meshes/dataBuffer" {
  1114. /**
  1115. * Class used to store gfx data (like WebGLBuffer)
  1116. */
  1117. export class DataBuffer {
  1118. /**
  1119. * Gets or sets the number of objects referencing this buffer
  1120. */
  1121. references: number;
  1122. /** Gets or sets the size of the underlying buffer */
  1123. capacity: number;
  1124. /**
  1125. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  1126. */
  1127. is32Bits: boolean;
  1128. /**
  1129. * Gets the underlying buffer
  1130. */
  1131. readonly underlyingResource: any;
  1132. }
  1133. }
  1134. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  1135. /** @hidden */
  1136. export interface IShaderProcessor {
  1137. attributeProcessor?: (attribute: string) => string;
  1138. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  1139. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  1140. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  1141. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  1142. lineProcessor?: (line: string, isFragment: boolean) => string;
  1143. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1144. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1145. }
  1146. }
  1147. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  1148. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  1149. /** @hidden */
  1150. export interface ProcessingOptions {
  1151. defines: string[];
  1152. indexParameters: any;
  1153. isFragment: boolean;
  1154. shouldUseHighPrecisionShader: boolean;
  1155. supportsUniformBuffers: boolean;
  1156. shadersRepository: string;
  1157. includesShadersStore: {
  1158. [key: string]: string;
  1159. };
  1160. processor?: IShaderProcessor;
  1161. version: string;
  1162. platformName: string;
  1163. lookForClosingBracketForUniformBuffer?: boolean;
  1164. }
  1165. }
  1166. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  1167. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1168. /** @hidden */
  1169. export class ShaderCodeNode {
  1170. line: string;
  1171. children: ShaderCodeNode[];
  1172. additionalDefineKey?: string;
  1173. additionalDefineValue?: string;
  1174. isValid(preprocessors: {
  1175. [key: string]: string;
  1176. }): boolean;
  1177. process(preprocessors: {
  1178. [key: string]: string;
  1179. }, options: ProcessingOptions): string;
  1180. }
  1181. }
  1182. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  1183. /** @hidden */
  1184. export class ShaderCodeCursor {
  1185. private _lines;
  1186. lineIndex: number;
  1187. readonly currentLine: string;
  1188. readonly canRead: boolean;
  1189. lines: string[];
  1190. }
  1191. }
  1192. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  1193. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  1194. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1195. /** @hidden */
  1196. export class ShaderCodeConditionNode extends ShaderCodeNode {
  1197. process(preprocessors: {
  1198. [key: string]: string;
  1199. }, options: ProcessingOptions): string;
  1200. }
  1201. }
  1202. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  1203. /** @hidden */
  1204. export class ShaderDefineExpression {
  1205. isTrue(preprocessors: {
  1206. [key: string]: string;
  1207. }): boolean;
  1208. }
  1209. }
  1210. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  1211. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  1212. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1213. /** @hidden */
  1214. export class ShaderCodeTestNode extends ShaderCodeNode {
  1215. testExpression: ShaderDefineExpression;
  1216. isValid(preprocessors: {
  1217. [key: string]: string;
  1218. }): boolean;
  1219. }
  1220. }
  1221. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  1222. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1223. /** @hidden */
  1224. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  1225. define: string;
  1226. not: boolean;
  1227. constructor(define: string, not?: boolean);
  1228. isTrue(preprocessors: {
  1229. [key: string]: string;
  1230. }): boolean;
  1231. }
  1232. }
  1233. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  1234. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1235. /** @hidden */
  1236. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  1237. leftOperand: ShaderDefineExpression;
  1238. rightOperand: ShaderDefineExpression;
  1239. isTrue(preprocessors: {
  1240. [key: string]: string;
  1241. }): boolean;
  1242. }
  1243. }
  1244. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  1245. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1246. /** @hidden */
  1247. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  1248. leftOperand: ShaderDefineExpression;
  1249. rightOperand: ShaderDefineExpression;
  1250. isTrue(preprocessors: {
  1251. [key: string]: string;
  1252. }): boolean;
  1253. }
  1254. }
  1255. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  1256. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1257. /** @hidden */
  1258. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  1259. define: string;
  1260. operand: string;
  1261. testValue: string;
  1262. constructor(define: string, operand: string, testValue: string);
  1263. isTrue(preprocessors: {
  1264. [key: string]: string;
  1265. }): boolean;
  1266. }
  1267. }
  1268. declare module "babylonjs/Offline/IOfflineProvider" {
  1269. /**
  1270. * Class used to enable access to offline support
  1271. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  1272. */
  1273. export interface IOfflineProvider {
  1274. /**
  1275. * Gets a boolean indicating if scene must be saved in the database
  1276. */
  1277. enableSceneOffline: boolean;
  1278. /**
  1279. * Gets a boolean indicating if textures must be saved in the database
  1280. */
  1281. enableTexturesOffline: boolean;
  1282. /**
  1283. * Open the offline support and make it available
  1284. * @param successCallback defines the callback to call on success
  1285. * @param errorCallback defines the callback to call on error
  1286. */
  1287. open(successCallback: () => void, errorCallback: () => void): void;
  1288. /**
  1289. * Loads an image from the offline support
  1290. * @param url defines the url to load from
  1291. * @param image defines the target DOM image
  1292. */
  1293. loadImage(url: string, image: HTMLImageElement): void;
  1294. /**
  1295. * Loads a file from offline support
  1296. * @param url defines the URL to load from
  1297. * @param sceneLoaded defines a callback to call on success
  1298. * @param progressCallBack defines a callback to call when progress changed
  1299. * @param errorCallback defines a callback to call on error
  1300. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  1301. */
  1302. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  1303. }
  1304. }
  1305. declare module "babylonjs/Misc/filesInputStore" {
  1306. /**
  1307. * Class used to help managing file picking and drag'n'drop
  1308. * File Storage
  1309. */
  1310. export class FilesInputStore {
  1311. /**
  1312. * List of files ready to be loaded
  1313. */
  1314. static FilesToLoad: {
  1315. [key: string]: File;
  1316. };
  1317. }
  1318. }
  1319. declare module "babylonjs/Misc/retryStrategy" {
  1320. import { WebRequest } from "babylonjs/Misc/webRequest";
  1321. /**
  1322. * Class used to define a retry strategy when error happens while loading assets
  1323. */
  1324. export class RetryStrategy {
  1325. /**
  1326. * Function used to defines an exponential back off strategy
  1327. * @param maxRetries defines the maximum number of retries (3 by default)
  1328. * @param baseInterval defines the interval between retries
  1329. * @returns the strategy function to use
  1330. */
  1331. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  1332. }
  1333. }
  1334. declare module "babylonjs/Misc/baseError" {
  1335. /**
  1336. * @ignore
  1337. * Application error to support additional information when loading a file
  1338. */
  1339. export abstract class BaseError extends Error {
  1340. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  1341. }
  1342. }
  1343. declare module "babylonjs/Misc/fileTools" {
  1344. import { WebRequest } from "babylonjs/Misc/webRequest";
  1345. import { Nullable } from "babylonjs/types";
  1346. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  1347. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  1348. import { BaseError } from "babylonjs/Misc/baseError";
  1349. /** @ignore */
  1350. export class LoadFileError extends BaseError {
  1351. request?: WebRequest;
  1352. file?: File;
  1353. /**
  1354. * Creates a new LoadFileError
  1355. * @param message defines the message of the error
  1356. * @param request defines the optional web request
  1357. * @param file defines the optional file
  1358. */
  1359. constructor(message: string, object?: WebRequest | File);
  1360. }
  1361. /** @ignore */
  1362. export class RequestFileError extends BaseError {
  1363. request: WebRequest;
  1364. /**
  1365. * Creates a new LoadFileError
  1366. * @param message defines the message of the error
  1367. * @param request defines the optional web request
  1368. */
  1369. constructor(message: string, request: WebRequest);
  1370. }
  1371. /** @ignore */
  1372. export class ReadFileError extends BaseError {
  1373. file: File;
  1374. /**
  1375. * Creates a new ReadFileError
  1376. * @param message defines the message of the error
  1377. * @param file defines the optional file
  1378. */
  1379. constructor(message: string, file: File);
  1380. }
  1381. /**
  1382. * @hidden
  1383. */
  1384. export class FileTools {
  1385. /**
  1386. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  1387. */
  1388. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  1389. /**
  1390. * Gets or sets the base URL to use to load assets
  1391. */
  1392. static BaseUrl: string;
  1393. /**
  1394. * Default behaviour for cors in the application.
  1395. * It can be a string if the expected behavior is identical in the entire app.
  1396. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  1397. */
  1398. static CorsBehavior: string | ((url: string | string[]) => string);
  1399. /**
  1400. * Gets or sets a function used to pre-process url before using them to load assets
  1401. */
  1402. static PreprocessUrl: (url: string) => string;
  1403. /**
  1404. * Removes unwanted characters from an url
  1405. * @param url defines the url to clean
  1406. * @returns the cleaned url
  1407. */
  1408. private static _CleanUrl;
  1409. /**
  1410. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  1411. * @param url define the url we are trying
  1412. * @param element define the dom element where to configure the cors policy
  1413. */
  1414. static SetCorsBehavior(url: string | string[], element: {
  1415. crossOrigin: string | null;
  1416. }): void;
  1417. /**
  1418. * Loads an image as an HTMLImageElement.
  1419. * @param input url string, ArrayBuffer, or Blob to load
  1420. * @param onLoad callback called when the image successfully loads
  1421. * @param onError callback called when the image fails to load
  1422. * @param offlineProvider offline provider for caching
  1423. * @param mimeType optional mime type
  1424. * @returns the HTMLImageElement of the loaded image
  1425. */
  1426. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  1427. /**
  1428. * Reads a file from a File object
  1429. * @param file defines the file to load
  1430. * @param onSuccess defines the callback to call when data is loaded
  1431. * @param onProgress defines the callback to call during loading process
  1432. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  1433. * @param onError defines the callback to call when an error occurs
  1434. * @returns a file request object
  1435. */
  1436. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  1437. /**
  1438. * Loads a file from a url
  1439. * @param url url to load
  1440. * @param onSuccess callback called when the file successfully loads
  1441. * @param onProgress callback called while file is loading (if the server supports this mode)
  1442. * @param offlineProvider defines the offline provider for caching
  1443. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  1444. * @param onError callback called when the file fails to load
  1445. * @returns a file request object
  1446. */
  1447. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  1448. /**
  1449. * Loads a file
  1450. * @param url url to load
  1451. * @param onSuccess callback called when the file successfully loads
  1452. * @param onProgress callback called while file is loading (if the server supports this mode)
  1453. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  1454. * @param onError callback called when the file fails to load
  1455. * @param onOpened callback called when the web request is opened
  1456. * @returns a file request object
  1457. */
  1458. static RequestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (event: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  1459. /**
  1460. * Checks if the loaded document was accessed via `file:`-Protocol.
  1461. * @returns boolean
  1462. */
  1463. static IsFileURL(): boolean;
  1464. }
  1465. }
  1466. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  1467. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1468. /** @hidden */
  1469. export class ShaderProcessor {
  1470. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  1471. private static _ProcessPrecision;
  1472. private static _ExtractOperation;
  1473. private static _BuildSubExpression;
  1474. private static _BuildExpression;
  1475. private static _MoveCursorWithinIf;
  1476. private static _MoveCursor;
  1477. private static _EvaluatePreProcessors;
  1478. private static _PreparePreProcessors;
  1479. private static _ProcessShaderConversion;
  1480. private static _ProcessIncludes;
  1481. }
  1482. }
  1483. declare module "babylonjs/Maths/math.like" {
  1484. import { float, int, DeepImmutable } from "babylonjs/types";
  1485. /**
  1486. * @hidden
  1487. */
  1488. export interface IColor4Like {
  1489. r: float;
  1490. g: float;
  1491. b: float;
  1492. a: float;
  1493. }
  1494. /**
  1495. * @hidden
  1496. */
  1497. export interface IColor3Like {
  1498. r: float;
  1499. g: float;
  1500. b: float;
  1501. }
  1502. /**
  1503. * @hidden
  1504. */
  1505. export interface IVector4Like {
  1506. x: float;
  1507. y: float;
  1508. z: float;
  1509. w: float;
  1510. }
  1511. /**
  1512. * @hidden
  1513. */
  1514. export interface IVector3Like {
  1515. x: float;
  1516. y: float;
  1517. z: float;
  1518. }
  1519. /**
  1520. * @hidden
  1521. */
  1522. export interface IVector2Like {
  1523. x: float;
  1524. y: float;
  1525. }
  1526. /**
  1527. * @hidden
  1528. */
  1529. export interface IMatrixLike {
  1530. toArray(): DeepImmutable<Float32Array>;
  1531. updateFlag: int;
  1532. }
  1533. /**
  1534. * @hidden
  1535. */
  1536. export interface IViewportLike {
  1537. x: float;
  1538. y: float;
  1539. width: float;
  1540. height: float;
  1541. }
  1542. /**
  1543. * @hidden
  1544. */
  1545. export interface IPlaneLike {
  1546. normal: IVector3Like;
  1547. d: float;
  1548. normalize(): void;
  1549. }
  1550. }
  1551. declare module "babylonjs/Materials/iEffectFallbacks" {
  1552. import { Effect } from "babylonjs/Materials/effect";
  1553. /**
  1554. * Interface used to define common properties for effect fallbacks
  1555. */
  1556. export interface IEffectFallbacks {
  1557. /**
  1558. * Removes the defines that should be removed when falling back.
  1559. * @param currentDefines defines the current define statements for the shader.
  1560. * @param effect defines the current effect we try to compile
  1561. * @returns The resulting defines with defines of the current rank removed.
  1562. */
  1563. reduce(currentDefines: string, effect: Effect): string;
  1564. /**
  1565. * Removes the fallback from the bound mesh.
  1566. */
  1567. unBindMesh(): void;
  1568. /**
  1569. * Checks to see if more fallbacks are still availible.
  1570. */
  1571. hasMoreFallbacks: boolean;
  1572. }
  1573. }
  1574. declare module "babylonjs/Misc/andOrNotEvaluator" {
  1575. /**
  1576. * Class used to evalaute queries containing `and` and `or` operators
  1577. */
  1578. export class AndOrNotEvaluator {
  1579. /**
  1580. * Evaluate a query
  1581. * @param query defines the query to evaluate
  1582. * @param evaluateCallback defines the callback used to filter result
  1583. * @returns true if the query matches
  1584. */
  1585. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  1586. private static _HandleParenthesisContent;
  1587. private static _SimplifyNegation;
  1588. }
  1589. }
  1590. declare module "babylonjs/Misc/tags" {
  1591. /**
  1592. * Class used to store custom tags
  1593. */
  1594. export class Tags {
  1595. /**
  1596. * Adds support for tags on the given object
  1597. * @param obj defines the object to use
  1598. */
  1599. static EnableFor(obj: any): void;
  1600. /**
  1601. * Removes tags support
  1602. * @param obj defines the object to use
  1603. */
  1604. static DisableFor(obj: any): void;
  1605. /**
  1606. * Gets a boolean indicating if the given object has tags
  1607. * @param obj defines the object to use
  1608. * @returns a boolean
  1609. */
  1610. static HasTags(obj: any): boolean;
  1611. /**
  1612. * Gets the tags available on a given object
  1613. * @param obj defines the object to use
  1614. * @param asString defines if the tags must be returned as a string instead of an array of strings
  1615. * @returns the tags
  1616. */
  1617. static GetTags(obj: any, asString?: boolean): any;
  1618. /**
  1619. * Adds tags to an object
  1620. * @param obj defines the object to use
  1621. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  1622. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  1623. */
  1624. static AddTagsTo(obj: any, tagsString: string): void;
  1625. /**
  1626. * @hidden
  1627. */
  1628. static _AddTagTo(obj: any, tag: string): void;
  1629. /**
  1630. * Removes specific tags from a specific object
  1631. * @param obj defines the object to use
  1632. * @param tagsString defines the tags to remove
  1633. */
  1634. static RemoveTagsFrom(obj: any, tagsString: string): void;
  1635. /**
  1636. * @hidden
  1637. */
  1638. static _RemoveTagFrom(obj: any, tag: string): void;
  1639. /**
  1640. * Defines if tags hosted on an object match a given query
  1641. * @param obj defines the object to use
  1642. * @param tagsQuery defines the tag query
  1643. * @returns a boolean
  1644. */
  1645. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  1646. }
  1647. }
  1648. declare module "babylonjs/Maths/math.scalar" {
  1649. /**
  1650. * Scalar computation library
  1651. */
  1652. export class Scalar {
  1653. /**
  1654. * Two pi constants convenient for computation.
  1655. */
  1656. static TwoPi: number;
  1657. /**
  1658. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1659. * @param a number
  1660. * @param b number
  1661. * @param epsilon (default = 1.401298E-45)
  1662. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1663. */
  1664. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1665. /**
  1666. * Returns a string : the upper case translation of the number i to hexadecimal.
  1667. * @param i number
  1668. * @returns the upper case translation of the number i to hexadecimal.
  1669. */
  1670. static ToHex(i: number): string;
  1671. /**
  1672. * Returns -1 if value is negative and +1 is value is positive.
  1673. * @param value the value
  1674. * @returns the value itself if it's equal to zero.
  1675. */
  1676. static Sign(value: number): number;
  1677. /**
  1678. * Returns the value itself if it's between min and max.
  1679. * Returns min if the value is lower than min.
  1680. * Returns max if the value is greater than max.
  1681. * @param value the value to clmap
  1682. * @param min the min value to clamp to (default: 0)
  1683. * @param max the max value to clamp to (default: 1)
  1684. * @returns the clamped value
  1685. */
  1686. static Clamp(value: number, min?: number, max?: number): number;
  1687. /**
  1688. * the log2 of value.
  1689. * @param value the value to compute log2 of
  1690. * @returns the log2 of value.
  1691. */
  1692. static Log2(value: number): number;
  1693. /**
  1694. * Loops the value, so that it is never larger than length and never smaller than 0.
  1695. *
  1696. * This is similar to the modulo operator but it works with floating point numbers.
  1697. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1698. * With t = 5 and length = 2.5, the result would be 0.0.
  1699. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1700. * @param value the value
  1701. * @param length the length
  1702. * @returns the looped value
  1703. */
  1704. static Repeat(value: number, length: number): number;
  1705. /**
  1706. * Normalize the value between 0.0 and 1.0 using min and max values
  1707. * @param value value to normalize
  1708. * @param min max to normalize between
  1709. * @param max min to normalize between
  1710. * @returns the normalized value
  1711. */
  1712. static Normalize(value: number, min: number, max: number): number;
  1713. /**
  1714. * Denormalize the value from 0.0 and 1.0 using min and max values
  1715. * @param normalized value to denormalize
  1716. * @param min max to denormalize between
  1717. * @param max min to denormalize between
  1718. * @returns the denormalized value
  1719. */
  1720. static Denormalize(normalized: number, min: number, max: number): number;
  1721. /**
  1722. * Calculates the shortest difference between two given angles given in degrees.
  1723. * @param current current angle in degrees
  1724. * @param target target angle in degrees
  1725. * @returns the delta
  1726. */
  1727. static DeltaAngle(current: number, target: number): number;
  1728. /**
  1729. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1730. * @param tx value
  1731. * @param length length
  1732. * @returns The returned value will move back and forth between 0 and length
  1733. */
  1734. static PingPong(tx: number, length: number): number;
  1735. /**
  1736. * Interpolates between min and max with smoothing at the limits.
  1737. *
  1738. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1739. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1740. * @param from from
  1741. * @param to to
  1742. * @param tx value
  1743. * @returns the smooth stepped value
  1744. */
  1745. static SmoothStep(from: number, to: number, tx: number): number;
  1746. /**
  1747. * Moves a value current towards target.
  1748. *
  1749. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1750. * Negative values of maxDelta pushes the value away from target.
  1751. * @param current current value
  1752. * @param target target value
  1753. * @param maxDelta max distance to move
  1754. * @returns resulting value
  1755. */
  1756. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1757. /**
  1758. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1759. *
  1760. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1761. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1762. * @param current current value
  1763. * @param target target value
  1764. * @param maxDelta max distance to move
  1765. * @returns resulting angle
  1766. */
  1767. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1768. /**
  1769. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1770. * @param start start value
  1771. * @param end target value
  1772. * @param amount amount to lerp between
  1773. * @returns the lerped value
  1774. */
  1775. static Lerp(start: number, end: number, amount: number): number;
  1776. /**
  1777. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1778. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1779. * @param start start value
  1780. * @param end target value
  1781. * @param amount amount to lerp between
  1782. * @returns the lerped value
  1783. */
  1784. static LerpAngle(start: number, end: number, amount: number): number;
  1785. /**
  1786. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1787. * @param a start value
  1788. * @param b target value
  1789. * @param value value between a and b
  1790. * @returns the inverseLerp value
  1791. */
  1792. static InverseLerp(a: number, b: number, value: number): number;
  1793. /**
  1794. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1795. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1796. * @param value1 spline value
  1797. * @param tangent1 spline value
  1798. * @param value2 spline value
  1799. * @param tangent2 spline value
  1800. * @param amount input value
  1801. * @returns hermite result
  1802. */
  1803. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1804. /**
  1805. * Returns a random float number between and min and max values
  1806. * @param min min value of random
  1807. * @param max max value of random
  1808. * @returns random value
  1809. */
  1810. static RandomRange(min: number, max: number): number;
  1811. /**
  1812. * This function returns percentage of a number in a given range.
  1813. *
  1814. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1815. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1816. * @param number to convert to percentage
  1817. * @param min min range
  1818. * @param max max range
  1819. * @returns the percentage
  1820. */
  1821. static RangeToPercent(number: number, min: number, max: number): number;
  1822. /**
  1823. * This function returns number that corresponds to the percentage in a given range.
  1824. *
  1825. * PercentToRange(0.34,0,100) will return 34.
  1826. * @param percent to convert to number
  1827. * @param min min range
  1828. * @param max max range
  1829. * @returns the number
  1830. */
  1831. static PercentToRange(percent: number, min: number, max: number): number;
  1832. /**
  1833. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1834. * @param angle The angle to normalize in radian.
  1835. * @return The converted angle.
  1836. */
  1837. static NormalizeRadians(angle: number): number;
  1838. }
  1839. }
  1840. declare module "babylonjs/Maths/math.constants" {
  1841. /**
  1842. * Constant used to convert a value to gamma space
  1843. * @ignorenaming
  1844. */
  1845. export const ToGammaSpace: number;
  1846. /**
  1847. * Constant used to convert a value to linear space
  1848. * @ignorenaming
  1849. */
  1850. export const ToLinearSpace = 2.2;
  1851. /**
  1852. * Constant used to define the minimal number value in Babylon.js
  1853. * @ignorenaming
  1854. */
  1855. let Epsilon: number;
  1856. export { Epsilon };
  1857. }
  1858. declare module "babylonjs/Maths/math.viewport" {
  1859. /**
  1860. * Class used to represent a viewport on screen
  1861. */
  1862. export class Viewport {
  1863. /** viewport left coordinate */
  1864. x: number;
  1865. /** viewport top coordinate */
  1866. y: number;
  1867. /**viewport width */
  1868. width: number;
  1869. /** viewport height */
  1870. height: number;
  1871. /**
  1872. * Creates a Viewport object located at (x, y) and sized (width, height)
  1873. * @param x defines viewport left coordinate
  1874. * @param y defines viewport top coordinate
  1875. * @param width defines the viewport width
  1876. * @param height defines the viewport height
  1877. */
  1878. constructor(
  1879. /** viewport left coordinate */
  1880. x: number,
  1881. /** viewport top coordinate */
  1882. y: number,
  1883. /**viewport width */
  1884. width: number,
  1885. /** viewport height */
  1886. height: number);
  1887. /**
  1888. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1889. * @param renderWidth defines the rendering width
  1890. * @param renderHeight defines the rendering height
  1891. * @returns a new Viewport
  1892. */
  1893. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1894. /**
  1895. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1896. * @param renderWidth defines the rendering width
  1897. * @param renderHeight defines the rendering height
  1898. * @param ref defines the target viewport
  1899. * @returns the current viewport
  1900. */
  1901. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1902. /**
  1903. * Returns a new Viewport copied from the current one
  1904. * @returns a new Viewport
  1905. */
  1906. clone(): Viewport;
  1907. }
  1908. }
  1909. declare module "babylonjs/Misc/arrayTools" {
  1910. /**
  1911. * Class containing a set of static utilities functions for arrays.
  1912. */
  1913. export class ArrayTools {
  1914. /**
  1915. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1916. * @param size the number of element to construct and put in the array
  1917. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1918. * @returns a new array filled with new objects
  1919. */
  1920. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1921. }
  1922. }
  1923. declare module "babylonjs/Maths/math.vector" {
  1924. import { Viewport } from "babylonjs/Maths/math.viewport";
  1925. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1926. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1927. /**
  1928. * Class representing a vector containing 2 coordinates
  1929. */
  1930. export class Vector2 {
  1931. /** defines the first coordinate */
  1932. x: number;
  1933. /** defines the second coordinate */
  1934. y: number;
  1935. /**
  1936. * Creates a new Vector2 from the given x and y coordinates
  1937. * @param x defines the first coordinate
  1938. * @param y defines the second coordinate
  1939. */
  1940. constructor(
  1941. /** defines the first coordinate */
  1942. x?: number,
  1943. /** defines the second coordinate */
  1944. y?: number);
  1945. /**
  1946. * Gets a string with the Vector2 coordinates
  1947. * @returns a string with the Vector2 coordinates
  1948. */
  1949. toString(): string;
  1950. /**
  1951. * Gets class name
  1952. * @returns the string "Vector2"
  1953. */
  1954. getClassName(): string;
  1955. /**
  1956. * Gets current vector hash code
  1957. * @returns the Vector2 hash code as a number
  1958. */
  1959. getHashCode(): number;
  1960. /**
  1961. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1962. * @param array defines the source array
  1963. * @param index defines the offset in source array
  1964. * @returns the current Vector2
  1965. */
  1966. toArray(array: FloatArray, index?: number): Vector2;
  1967. /**
  1968. * Copy the current vector to an array
  1969. * @returns a new array with 2 elements: the Vector2 coordinates.
  1970. */
  1971. asArray(): number[];
  1972. /**
  1973. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1974. * @param source defines the source Vector2
  1975. * @returns the current updated Vector2
  1976. */
  1977. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1978. /**
  1979. * Sets the Vector2 coordinates with the given floats
  1980. * @param x defines the first coordinate
  1981. * @param y defines the second coordinate
  1982. * @returns the current updated Vector2
  1983. */
  1984. copyFromFloats(x: number, y: number): Vector2;
  1985. /**
  1986. * Sets the Vector2 coordinates with the given floats
  1987. * @param x defines the first coordinate
  1988. * @param y defines the second coordinate
  1989. * @returns the current updated Vector2
  1990. */
  1991. set(x: number, y: number): Vector2;
  1992. /**
  1993. * Add another vector with the current one
  1994. * @param otherVector defines the other vector
  1995. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1996. */
  1997. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1998. /**
  1999. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  2000. * @param otherVector defines the other vector
  2001. * @param result defines the target vector
  2002. * @returns the unmodified current Vector2
  2003. */
  2004. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2005. /**
  2006. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  2007. * @param otherVector defines the other vector
  2008. * @returns the current updated Vector2
  2009. */
  2010. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2011. /**
  2012. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  2013. * @param otherVector defines the other vector
  2014. * @returns a new Vector2
  2015. */
  2016. addVector3(otherVector: Vector3): Vector2;
  2017. /**
  2018. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  2019. * @param otherVector defines the other vector
  2020. * @returns a new Vector2
  2021. */
  2022. subtract(otherVector: Vector2): Vector2;
  2023. /**
  2024. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  2025. * @param otherVector defines the other vector
  2026. * @param result defines the target vector
  2027. * @returns the unmodified current Vector2
  2028. */
  2029. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2030. /**
  2031. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  2032. * @param otherVector defines the other vector
  2033. * @returns the current updated Vector2
  2034. */
  2035. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2036. /**
  2037. * Multiplies in place the current Vector2 coordinates by the given ones
  2038. * @param otherVector defines the other vector
  2039. * @returns the current updated Vector2
  2040. */
  2041. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2042. /**
  2043. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  2044. * @param otherVector defines the other vector
  2045. * @returns a new Vector2
  2046. */
  2047. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  2048. /**
  2049. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  2050. * @param otherVector defines the other vector
  2051. * @param result defines the target vector
  2052. * @returns the unmodified current Vector2
  2053. */
  2054. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2055. /**
  2056. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  2057. * @param x defines the first coordinate
  2058. * @param y defines the second coordinate
  2059. * @returns a new Vector2
  2060. */
  2061. multiplyByFloats(x: number, y: number): Vector2;
  2062. /**
  2063. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  2064. * @param otherVector defines the other vector
  2065. * @returns a new Vector2
  2066. */
  2067. divide(otherVector: Vector2): Vector2;
  2068. /**
  2069. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  2070. * @param otherVector defines the other vector
  2071. * @param result defines the target vector
  2072. * @returns the unmodified current Vector2
  2073. */
  2074. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2075. /**
  2076. * Divides the current Vector2 coordinates by the given ones
  2077. * @param otherVector defines the other vector
  2078. * @returns the current updated Vector2
  2079. */
  2080. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2081. /**
  2082. * Gets a new Vector2 with current Vector2 negated coordinates
  2083. * @returns a new Vector2
  2084. */
  2085. negate(): Vector2;
  2086. /**
  2087. * Multiply the Vector2 coordinates by scale
  2088. * @param scale defines the scaling factor
  2089. * @returns the current updated Vector2
  2090. */
  2091. scaleInPlace(scale: number): Vector2;
  2092. /**
  2093. * Returns a new Vector2 scaled by "scale" from the current Vector2
  2094. * @param scale defines the scaling factor
  2095. * @returns a new Vector2
  2096. */
  2097. scale(scale: number): Vector2;
  2098. /**
  2099. * Scale the current Vector2 values by a factor to a given Vector2
  2100. * @param scale defines the scale factor
  2101. * @param result defines the Vector2 object where to store the result
  2102. * @returns the unmodified current Vector2
  2103. */
  2104. scaleToRef(scale: number, result: Vector2): Vector2;
  2105. /**
  2106. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  2107. * @param scale defines the scale factor
  2108. * @param result defines the Vector2 object where to store the result
  2109. * @returns the unmodified current Vector2
  2110. */
  2111. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  2112. /**
  2113. * Gets a boolean if two vectors are equals
  2114. * @param otherVector defines the other vector
  2115. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  2116. */
  2117. equals(otherVector: DeepImmutable<Vector2>): boolean;
  2118. /**
  2119. * Gets a boolean if two vectors are equals (using an epsilon value)
  2120. * @param otherVector defines the other vector
  2121. * @param epsilon defines the minimal distance to consider equality
  2122. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  2123. */
  2124. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  2125. /**
  2126. * Gets a new Vector2 from current Vector2 floored values
  2127. * @returns a new Vector2
  2128. */
  2129. floor(): Vector2;
  2130. /**
  2131. * Gets a new Vector2 from current Vector2 floored values
  2132. * @returns a new Vector2
  2133. */
  2134. fract(): Vector2;
  2135. /**
  2136. * Gets the length of the vector
  2137. * @returns the vector length (float)
  2138. */
  2139. length(): number;
  2140. /**
  2141. * Gets the vector squared length
  2142. * @returns the vector squared length (float)
  2143. */
  2144. lengthSquared(): number;
  2145. /**
  2146. * Normalize the vector
  2147. * @returns the current updated Vector2
  2148. */
  2149. normalize(): Vector2;
  2150. /**
  2151. * Gets a new Vector2 copied from the Vector2
  2152. * @returns a new Vector2
  2153. */
  2154. clone(): Vector2;
  2155. /**
  2156. * Gets a new Vector2(0, 0)
  2157. * @returns a new Vector2
  2158. */
  2159. static Zero(): Vector2;
  2160. /**
  2161. * Gets a new Vector2(1, 1)
  2162. * @returns a new Vector2
  2163. */
  2164. static One(): Vector2;
  2165. /**
  2166. * Gets a new Vector2 set from the given index element of the given array
  2167. * @param array defines the data source
  2168. * @param offset defines the offset in the data source
  2169. * @returns a new Vector2
  2170. */
  2171. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  2172. /**
  2173. * Sets "result" from the given index element of the given array
  2174. * @param array defines the data source
  2175. * @param offset defines the offset in the data source
  2176. * @param result defines the target vector
  2177. */
  2178. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  2179. /**
  2180. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  2181. * @param value1 defines 1st point of control
  2182. * @param value2 defines 2nd point of control
  2183. * @param value3 defines 3rd point of control
  2184. * @param value4 defines 4th point of control
  2185. * @param amount defines the interpolation factor
  2186. * @returns a new Vector2
  2187. */
  2188. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  2189. /**
  2190. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  2191. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  2192. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  2193. * @param value defines the value to clamp
  2194. * @param min defines the lower limit
  2195. * @param max defines the upper limit
  2196. * @returns a new Vector2
  2197. */
  2198. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  2199. /**
  2200. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  2201. * @param value1 defines the 1st control point
  2202. * @param tangent1 defines the outgoing tangent
  2203. * @param value2 defines the 2nd control point
  2204. * @param tangent2 defines the incoming tangent
  2205. * @param amount defines the interpolation factor
  2206. * @returns a new Vector2
  2207. */
  2208. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  2209. /**
  2210. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  2211. * @param start defines the start vector
  2212. * @param end defines the end vector
  2213. * @param amount defines the interpolation factor
  2214. * @returns a new Vector2
  2215. */
  2216. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  2217. /**
  2218. * Gets the dot product of the vector "left" and the vector "right"
  2219. * @param left defines first vector
  2220. * @param right defines second vector
  2221. * @returns the dot product (float)
  2222. */
  2223. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  2224. /**
  2225. * Returns a new Vector2 equal to the normalized given vector
  2226. * @param vector defines the vector to normalize
  2227. * @returns a new Vector2
  2228. */
  2229. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  2230. /**
  2231. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  2232. * @param left defines 1st vector
  2233. * @param right defines 2nd vector
  2234. * @returns a new Vector2
  2235. */
  2236. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  2237. /**
  2238. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  2239. * @param left defines 1st vector
  2240. * @param right defines 2nd vector
  2241. * @returns a new Vector2
  2242. */
  2243. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  2244. /**
  2245. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  2246. * @param vector defines the vector to transform
  2247. * @param transformation defines the matrix to apply
  2248. * @returns a new Vector2
  2249. */
  2250. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  2251. /**
  2252. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  2253. * @param vector defines the vector to transform
  2254. * @param transformation defines the matrix to apply
  2255. * @param result defines the target vector
  2256. */
  2257. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  2258. /**
  2259. * Determines if a given vector is included in a triangle
  2260. * @param p defines the vector to test
  2261. * @param p0 defines 1st triangle point
  2262. * @param p1 defines 2nd triangle point
  2263. * @param p2 defines 3rd triangle point
  2264. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  2265. */
  2266. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  2267. /**
  2268. * Gets the distance between the vectors "value1" and "value2"
  2269. * @param value1 defines first vector
  2270. * @param value2 defines second vector
  2271. * @returns the distance between vectors
  2272. */
  2273. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  2274. /**
  2275. * Returns the squared distance between the vectors "value1" and "value2"
  2276. * @param value1 defines first vector
  2277. * @param value2 defines second vector
  2278. * @returns the squared distance between vectors
  2279. */
  2280. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  2281. /**
  2282. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  2283. * @param value1 defines first vector
  2284. * @param value2 defines second vector
  2285. * @returns a new Vector2
  2286. */
  2287. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  2288. /**
  2289. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  2290. * @param p defines the middle point
  2291. * @param segA defines one point of the segment
  2292. * @param segB defines the other point of the segment
  2293. * @returns the shortest distance
  2294. */
  2295. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  2296. }
  2297. /**
  2298. * Classed used to store (x,y,z) vector representation
  2299. * A Vector3 is the main object used in 3D geometry
  2300. * It can represent etiher the coordinates of a point the space, either a direction
  2301. * Reminder: js uses a left handed forward facing system
  2302. */
  2303. export class Vector3 {
  2304. /**
  2305. * Defines the first coordinates (on X axis)
  2306. */
  2307. x: number;
  2308. /**
  2309. * Defines the second coordinates (on Y axis)
  2310. */
  2311. y: number;
  2312. /**
  2313. * Defines the third coordinates (on Z axis)
  2314. */
  2315. z: number;
  2316. private static _UpReadOnly;
  2317. private static _ZeroReadOnly;
  2318. /**
  2319. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  2320. * @param x defines the first coordinates (on X axis)
  2321. * @param y defines the second coordinates (on Y axis)
  2322. * @param z defines the third coordinates (on Z axis)
  2323. */
  2324. constructor(
  2325. /**
  2326. * Defines the first coordinates (on X axis)
  2327. */
  2328. x?: number,
  2329. /**
  2330. * Defines the second coordinates (on Y axis)
  2331. */
  2332. y?: number,
  2333. /**
  2334. * Defines the third coordinates (on Z axis)
  2335. */
  2336. z?: number);
  2337. /**
  2338. * Creates a string representation of the Vector3
  2339. * @returns a string with the Vector3 coordinates.
  2340. */
  2341. toString(): string;
  2342. /**
  2343. * Gets the class name
  2344. * @returns the string "Vector3"
  2345. */
  2346. getClassName(): string;
  2347. /**
  2348. * Creates the Vector3 hash code
  2349. * @returns a number which tends to be unique between Vector3 instances
  2350. */
  2351. getHashCode(): number;
  2352. /**
  2353. * Creates an array containing three elements : the coordinates of the Vector3
  2354. * @returns a new array of numbers
  2355. */
  2356. asArray(): number[];
  2357. /**
  2358. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  2359. * @param array defines the destination array
  2360. * @param index defines the offset in the destination array
  2361. * @returns the current Vector3
  2362. */
  2363. toArray(array: FloatArray, index?: number): Vector3;
  2364. /**
  2365. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  2366. * @returns a new Quaternion object, computed from the Vector3 coordinates
  2367. */
  2368. toQuaternion(): Quaternion;
  2369. /**
  2370. * Adds the given vector to the current Vector3
  2371. * @param otherVector defines the second operand
  2372. * @returns the current updated Vector3
  2373. */
  2374. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2375. /**
  2376. * Adds the given coordinates to the current Vector3
  2377. * @param x defines the x coordinate of the operand
  2378. * @param y defines the y coordinate of the operand
  2379. * @param z defines the z coordinate of the operand
  2380. * @returns the current updated Vector3
  2381. */
  2382. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2383. /**
  2384. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  2385. * @param otherVector defines the second operand
  2386. * @returns the resulting Vector3
  2387. */
  2388. add(otherVector: DeepImmutable<Vector3>): Vector3;
  2389. /**
  2390. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  2391. * @param otherVector defines the second operand
  2392. * @param result defines the Vector3 object where to store the result
  2393. * @returns the current Vector3
  2394. */
  2395. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2396. /**
  2397. * Subtract the given vector from the current Vector3
  2398. * @param otherVector defines the second operand
  2399. * @returns the current updated Vector3
  2400. */
  2401. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2402. /**
  2403. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  2404. * @param otherVector defines the second operand
  2405. * @returns the resulting Vector3
  2406. */
  2407. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  2408. /**
  2409. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  2410. * @param otherVector defines the second operand
  2411. * @param result defines the Vector3 object where to store the result
  2412. * @returns the current Vector3
  2413. */
  2414. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2415. /**
  2416. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  2417. * @param x defines the x coordinate of the operand
  2418. * @param y defines the y coordinate of the operand
  2419. * @param z defines the z coordinate of the operand
  2420. * @returns the resulting Vector3
  2421. */
  2422. subtractFromFloats(x: number, y: number, z: number): Vector3;
  2423. /**
  2424. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  2425. * @param x defines the x coordinate of the operand
  2426. * @param y defines the y coordinate of the operand
  2427. * @param z defines the z coordinate of the operand
  2428. * @param result defines the Vector3 object where to store the result
  2429. * @returns the current Vector3
  2430. */
  2431. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  2432. /**
  2433. * Gets a new Vector3 set with the current Vector3 negated coordinates
  2434. * @returns a new Vector3
  2435. */
  2436. negate(): Vector3;
  2437. /**
  2438. * Multiplies the Vector3 coordinates by the float "scale"
  2439. * @param scale defines the multiplier factor
  2440. * @returns the current updated Vector3
  2441. */
  2442. scaleInPlace(scale: number): Vector3;
  2443. /**
  2444. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  2445. * @param scale defines the multiplier factor
  2446. * @returns a new Vector3
  2447. */
  2448. scale(scale: number): Vector3;
  2449. /**
  2450. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  2451. * @param scale defines the multiplier factor
  2452. * @param result defines the Vector3 object where to store the result
  2453. * @returns the current Vector3
  2454. */
  2455. scaleToRef(scale: number, result: Vector3): Vector3;
  2456. /**
  2457. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  2458. * @param scale defines the scale factor
  2459. * @param result defines the Vector3 object where to store the result
  2460. * @returns the unmodified current Vector3
  2461. */
  2462. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  2463. /**
  2464. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  2465. * @param otherVector defines the second operand
  2466. * @returns true if both vectors are equals
  2467. */
  2468. equals(otherVector: DeepImmutable<Vector3>): boolean;
  2469. /**
  2470. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  2471. * @param otherVector defines the second operand
  2472. * @param epsilon defines the minimal distance to define values as equals
  2473. * @returns true if both vectors are distant less than epsilon
  2474. */
  2475. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  2476. /**
  2477. * Returns true if the current Vector3 coordinates equals the given floats
  2478. * @param x defines the x coordinate of the operand
  2479. * @param y defines the y coordinate of the operand
  2480. * @param z defines the z coordinate of the operand
  2481. * @returns true if both vectors are equals
  2482. */
  2483. equalsToFloats(x: number, y: number, z: number): boolean;
  2484. /**
  2485. * Multiplies the current Vector3 coordinates by the given ones
  2486. * @param otherVector defines the second operand
  2487. * @returns the current updated Vector3
  2488. */
  2489. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2490. /**
  2491. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  2492. * @param otherVector defines the second operand
  2493. * @returns the new Vector3
  2494. */
  2495. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  2496. /**
  2497. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  2498. * @param otherVector defines the second operand
  2499. * @param result defines the Vector3 object where to store the result
  2500. * @returns the current Vector3
  2501. */
  2502. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2503. /**
  2504. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  2505. * @param x defines the x coordinate of the operand
  2506. * @param y defines the y coordinate of the operand
  2507. * @param z defines the z coordinate of the operand
  2508. * @returns the new Vector3
  2509. */
  2510. multiplyByFloats(x: number, y: number, z: number): Vector3;
  2511. /**
  2512. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  2513. * @param otherVector defines the second operand
  2514. * @returns the new Vector3
  2515. */
  2516. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  2517. /**
  2518. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  2519. * @param otherVector defines the second operand
  2520. * @param result defines the Vector3 object where to store the result
  2521. * @returns the current Vector3
  2522. */
  2523. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2524. /**
  2525. * Divides the current Vector3 coordinates by the given ones.
  2526. * @param otherVector defines the second operand
  2527. * @returns the current updated Vector3
  2528. */
  2529. divideInPlace(otherVector: Vector3): Vector3;
  2530. /**
  2531. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  2532. * @param other defines the second operand
  2533. * @returns the current updated Vector3
  2534. */
  2535. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2536. /**
  2537. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  2538. * @param other defines the second operand
  2539. * @returns the current updated Vector3
  2540. */
  2541. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2542. /**
  2543. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2544. * @param x defines the x coordinate of the operand
  2545. * @param y defines the y coordinate of the operand
  2546. * @param z defines the z coordinate of the operand
  2547. * @returns the current updated Vector3
  2548. */
  2549. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2550. /**
  2551. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2552. * @param x defines the x coordinate of the operand
  2553. * @param y defines the y coordinate of the operand
  2554. * @param z defines the z coordinate of the operand
  2555. * @returns the current updated Vector3
  2556. */
  2557. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2558. /**
  2559. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2560. * Check if is non uniform within a certain amount of decimal places to account for this
  2561. * @param epsilon the amount the values can differ
  2562. * @returns if the the vector is non uniform to a certain number of decimal places
  2563. */
  2564. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2565. /**
  2566. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2567. */
  2568. readonly isNonUniform: boolean;
  2569. /**
  2570. * Gets a new Vector3 from current Vector3 floored values
  2571. * @returns a new Vector3
  2572. */
  2573. floor(): Vector3;
  2574. /**
  2575. * Gets a new Vector3 from current Vector3 floored values
  2576. * @returns a new Vector3
  2577. */
  2578. fract(): Vector3;
  2579. /**
  2580. * Gets the length of the Vector3
  2581. * @returns the length of the Vector3
  2582. */
  2583. length(): number;
  2584. /**
  2585. * Gets the squared length of the Vector3
  2586. * @returns squared length of the Vector3
  2587. */
  2588. lengthSquared(): number;
  2589. /**
  2590. * Normalize the current Vector3.
  2591. * Please note that this is an in place operation.
  2592. * @returns the current updated Vector3
  2593. */
  2594. normalize(): Vector3;
  2595. /**
  2596. * Reorders the x y z properties of the vector in place
  2597. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2598. * @returns the current updated vector
  2599. */
  2600. reorderInPlace(order: string): this;
  2601. /**
  2602. * Rotates the vector around 0,0,0 by a quaternion
  2603. * @param quaternion the rotation quaternion
  2604. * @param result vector to store the result
  2605. * @returns the resulting vector
  2606. */
  2607. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2608. /**
  2609. * Rotates a vector around a given point
  2610. * @param quaternion the rotation quaternion
  2611. * @param point the point to rotate around
  2612. * @param result vector to store the result
  2613. * @returns the resulting vector
  2614. */
  2615. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2616. /**
  2617. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  2618. * The cross product is then orthogonal to both current and "other"
  2619. * @param other defines the right operand
  2620. * @returns the cross product
  2621. */
  2622. cross(other: Vector3): Vector3;
  2623. /**
  2624. * Normalize the current Vector3 with the given input length.
  2625. * Please note that this is an in place operation.
  2626. * @param len the length of the vector
  2627. * @returns the current updated Vector3
  2628. */
  2629. normalizeFromLength(len: number): Vector3;
  2630. /**
  2631. * Normalize the current Vector3 to a new vector
  2632. * @returns the new Vector3
  2633. */
  2634. normalizeToNew(): Vector3;
  2635. /**
  2636. * Normalize the current Vector3 to the reference
  2637. * @param reference define the Vector3 to update
  2638. * @returns the updated Vector3
  2639. */
  2640. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2641. /**
  2642. * Creates a new Vector3 copied from the current Vector3
  2643. * @returns the new Vector3
  2644. */
  2645. clone(): Vector3;
  2646. /**
  2647. * Copies the given vector coordinates to the current Vector3 ones
  2648. * @param source defines the source Vector3
  2649. * @returns the current updated Vector3
  2650. */
  2651. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2652. /**
  2653. * Copies the given floats to the current Vector3 coordinates
  2654. * @param x defines the x coordinate of the operand
  2655. * @param y defines the y coordinate of the operand
  2656. * @param z defines the z coordinate of the operand
  2657. * @returns the current updated Vector3
  2658. */
  2659. copyFromFloats(x: number, y: number, z: number): Vector3;
  2660. /**
  2661. * Copies the given floats to the current Vector3 coordinates
  2662. * @param x defines the x coordinate of the operand
  2663. * @param y defines the y coordinate of the operand
  2664. * @param z defines the z coordinate of the operand
  2665. * @returns the current updated Vector3
  2666. */
  2667. set(x: number, y: number, z: number): Vector3;
  2668. /**
  2669. * Copies the given float to the current Vector3 coordinates
  2670. * @param v defines the x, y and z coordinates of the operand
  2671. * @returns the current updated Vector3
  2672. */
  2673. setAll(v: number): Vector3;
  2674. /**
  2675. * Get the clip factor between two vectors
  2676. * @param vector0 defines the first operand
  2677. * @param vector1 defines the second operand
  2678. * @param axis defines the axis to use
  2679. * @param size defines the size along the axis
  2680. * @returns the clip factor
  2681. */
  2682. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2683. /**
  2684. * Get angle between two vectors
  2685. * @param vector0 angle between vector0 and vector1
  2686. * @param vector1 angle between vector0 and vector1
  2687. * @param normal direction of the normal
  2688. * @return the angle between vector0 and vector1
  2689. */
  2690. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2691. /**
  2692. * Returns a new Vector3 set from the index "offset" of the given array
  2693. * @param array defines the source array
  2694. * @param offset defines the offset in the source array
  2695. * @returns the new Vector3
  2696. */
  2697. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2698. /**
  2699. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2700. * This function is deprecated. Use FromArray instead
  2701. * @param array defines the source array
  2702. * @param offset defines the offset in the source array
  2703. * @returns the new Vector3
  2704. */
  2705. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2706. /**
  2707. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2708. * @param array defines the source array
  2709. * @param offset defines the offset in the source array
  2710. * @param result defines the Vector3 where to store the result
  2711. */
  2712. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2713. /**
  2714. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2715. * This function is deprecated. Use FromArrayToRef instead.
  2716. * @param array defines the source array
  2717. * @param offset defines the offset in the source array
  2718. * @param result defines the Vector3 where to store the result
  2719. */
  2720. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2721. /**
  2722. * Sets the given vector "result" with the given floats.
  2723. * @param x defines the x coordinate of the source
  2724. * @param y defines the y coordinate of the source
  2725. * @param z defines the z coordinate of the source
  2726. * @param result defines the Vector3 where to store the result
  2727. */
  2728. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2729. /**
  2730. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2731. * @returns a new empty Vector3
  2732. */
  2733. static Zero(): Vector3;
  2734. /**
  2735. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2736. * @returns a new unit Vector3
  2737. */
  2738. static One(): Vector3;
  2739. /**
  2740. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2741. * @returns a new up Vector3
  2742. */
  2743. static Up(): Vector3;
  2744. /**
  2745. * Gets a up Vector3 that must not be updated
  2746. */
  2747. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2748. /**
  2749. * Gets a zero Vector3 that must not be updated
  2750. */
  2751. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2752. /**
  2753. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2754. * @returns a new down Vector3
  2755. */
  2756. static Down(): Vector3;
  2757. /**
  2758. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2759. * @returns a new forward Vector3
  2760. */
  2761. static Forward(): Vector3;
  2762. /**
  2763. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2764. * @returns a new forward Vector3
  2765. */
  2766. static Backward(): Vector3;
  2767. /**
  2768. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2769. * @returns a new right Vector3
  2770. */
  2771. static Right(): Vector3;
  2772. /**
  2773. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2774. * @returns a new left Vector3
  2775. */
  2776. static Left(): Vector3;
  2777. /**
  2778. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2779. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2780. * @param vector defines the Vector3 to transform
  2781. * @param transformation defines the transformation matrix
  2782. * @returns the transformed Vector3
  2783. */
  2784. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2785. /**
  2786. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2787. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2788. * @param vector defines the Vector3 to transform
  2789. * @param transformation defines the transformation matrix
  2790. * @param result defines the Vector3 where to store the result
  2791. */
  2792. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2793. /**
  2794. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2795. * This method computes tranformed coordinates only, not transformed direction vectors
  2796. * @param x define the x coordinate of the source vector
  2797. * @param y define the y coordinate of the source vector
  2798. * @param z define the z coordinate of the source vector
  2799. * @param transformation defines the transformation matrix
  2800. * @param result defines the Vector3 where to store the result
  2801. */
  2802. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2803. /**
  2804. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2805. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2806. * @param vector defines the Vector3 to transform
  2807. * @param transformation defines the transformation matrix
  2808. * @returns the new Vector3
  2809. */
  2810. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2811. /**
  2812. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2813. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2814. * @param vector defines the Vector3 to transform
  2815. * @param transformation defines the transformation matrix
  2816. * @param result defines the Vector3 where to store the result
  2817. */
  2818. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2819. /**
  2820. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2821. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2822. * @param x define the x coordinate of the source vector
  2823. * @param y define the y coordinate of the source vector
  2824. * @param z define the z coordinate of the source vector
  2825. * @param transformation defines the transformation matrix
  2826. * @param result defines the Vector3 where to store the result
  2827. */
  2828. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2829. /**
  2830. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2831. * @param value1 defines the first control point
  2832. * @param value2 defines the second control point
  2833. * @param value3 defines the third control point
  2834. * @param value4 defines the fourth control point
  2835. * @param amount defines the amount on the spline to use
  2836. * @returns the new Vector3
  2837. */
  2838. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2839. /**
  2840. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2841. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2842. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2843. * @param value defines the current value
  2844. * @param min defines the lower range value
  2845. * @param max defines the upper range value
  2846. * @returns the new Vector3
  2847. */
  2848. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2849. /**
  2850. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2851. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2852. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2853. * @param value defines the current value
  2854. * @param min defines the lower range value
  2855. * @param max defines the upper range value
  2856. * @param result defines the Vector3 where to store the result
  2857. */
  2858. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2859. /**
  2860. * Checks if a given vector is inside a specific range
  2861. * @param v defines the vector to test
  2862. * @param min defines the minimum range
  2863. * @param max defines the maximum range
  2864. */
  2865. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2866. /**
  2867. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2868. * @param value1 defines the first control point
  2869. * @param tangent1 defines the first tangent vector
  2870. * @param value2 defines the second control point
  2871. * @param tangent2 defines the second tangent vector
  2872. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2873. * @returns the new Vector3
  2874. */
  2875. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2876. /**
  2877. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2878. * @param start defines the start value
  2879. * @param end defines the end value
  2880. * @param amount max defines amount between both (between 0 and 1)
  2881. * @returns the new Vector3
  2882. */
  2883. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2884. /**
  2885. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2886. * @param start defines the start value
  2887. * @param end defines the end value
  2888. * @param amount max defines amount between both (between 0 and 1)
  2889. * @param result defines the Vector3 where to store the result
  2890. */
  2891. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2892. /**
  2893. * Returns the dot product (float) between the vectors "left" and "right"
  2894. * @param left defines the left operand
  2895. * @param right defines the right operand
  2896. * @returns the dot product
  2897. */
  2898. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2899. /**
  2900. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2901. * The cross product is then orthogonal to both "left" and "right"
  2902. * @param left defines the left operand
  2903. * @param right defines the right operand
  2904. * @returns the cross product
  2905. */
  2906. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2907. /**
  2908. * Sets the given vector "result" with the cross product of "left" and "right"
  2909. * The cross product is then orthogonal to both "left" and "right"
  2910. * @param left defines the left operand
  2911. * @param right defines the right operand
  2912. * @param result defines the Vector3 where to store the result
  2913. */
  2914. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2915. /**
  2916. * Returns a new Vector3 as the normalization of the given vector
  2917. * @param vector defines the Vector3 to normalize
  2918. * @returns the new Vector3
  2919. */
  2920. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2921. /**
  2922. * Sets the given vector "result" with the normalization of the given first vector
  2923. * @param vector defines the Vector3 to normalize
  2924. * @param result defines the Vector3 where to store the result
  2925. */
  2926. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2927. /**
  2928. * Project a Vector3 onto screen space
  2929. * @param vector defines the Vector3 to project
  2930. * @param world defines the world matrix to use
  2931. * @param transform defines the transform (view x projection) matrix to use
  2932. * @param viewport defines the screen viewport to use
  2933. * @returns the new Vector3
  2934. */
  2935. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2936. /** @hidden */
  2937. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2938. /**
  2939. * Unproject from screen space to object space
  2940. * @param source defines the screen space Vector3 to use
  2941. * @param viewportWidth defines the current width of the viewport
  2942. * @param viewportHeight defines the current height of the viewport
  2943. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2944. * @param transform defines the transform (view x projection) matrix to use
  2945. * @returns the new Vector3
  2946. */
  2947. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2948. /**
  2949. * Unproject from screen space to object space
  2950. * @param source defines the screen space Vector3 to use
  2951. * @param viewportWidth defines the current width of the viewport
  2952. * @param viewportHeight defines the current height of the viewport
  2953. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2954. * @param view defines the view matrix to use
  2955. * @param projection defines the projection matrix to use
  2956. * @returns the new Vector3
  2957. */
  2958. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2959. /**
  2960. * Unproject from screen space to object space
  2961. * @param source defines the screen space Vector3 to use
  2962. * @param viewportWidth defines the current width of the viewport
  2963. * @param viewportHeight defines the current height of the viewport
  2964. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2965. * @param view defines the view matrix to use
  2966. * @param projection defines the projection matrix to use
  2967. * @param result defines the Vector3 where to store the result
  2968. */
  2969. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2970. /**
  2971. * Unproject from screen space to object space
  2972. * @param sourceX defines the screen space x coordinate to use
  2973. * @param sourceY defines the screen space y coordinate to use
  2974. * @param sourceZ defines the screen space z coordinate to use
  2975. * @param viewportWidth defines the current width of the viewport
  2976. * @param viewportHeight defines the current height of the viewport
  2977. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2978. * @param view defines the view matrix to use
  2979. * @param projection defines the projection matrix to use
  2980. * @param result defines the Vector3 where to store the result
  2981. */
  2982. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2983. /**
  2984. * Gets the minimal coordinate values between two Vector3
  2985. * @param left defines the first operand
  2986. * @param right defines the second operand
  2987. * @returns the new Vector3
  2988. */
  2989. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2990. /**
  2991. * Gets the maximal coordinate values between two Vector3
  2992. * @param left defines the first operand
  2993. * @param right defines the second operand
  2994. * @returns the new Vector3
  2995. */
  2996. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2997. /**
  2998. * Returns the distance between the vectors "value1" and "value2"
  2999. * @param value1 defines the first operand
  3000. * @param value2 defines the second operand
  3001. * @returns the distance
  3002. */
  3003. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  3004. /**
  3005. * Returns the squared distance between the vectors "value1" and "value2"
  3006. * @param value1 defines the first operand
  3007. * @param value2 defines the second operand
  3008. * @returns the squared distance
  3009. */
  3010. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  3011. /**
  3012. * Returns a new Vector3 located at the center between "value1" and "value2"
  3013. * @param value1 defines the first operand
  3014. * @param value2 defines the second operand
  3015. * @returns the new Vector3
  3016. */
  3017. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  3018. /**
  3019. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  3020. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  3021. * to something in order to rotate it from its local system to the given target system
  3022. * Note: axis1, axis2 and axis3 are normalized during this operation
  3023. * @param axis1 defines the first axis
  3024. * @param axis2 defines the second axis
  3025. * @param axis3 defines the third axis
  3026. * @returns a new Vector3
  3027. */
  3028. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  3029. /**
  3030. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  3031. * @param axis1 defines the first axis
  3032. * @param axis2 defines the second axis
  3033. * @param axis3 defines the third axis
  3034. * @param ref defines the Vector3 where to store the result
  3035. */
  3036. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  3037. }
  3038. /**
  3039. * Vector4 class created for EulerAngle class conversion to Quaternion
  3040. */
  3041. export class Vector4 {
  3042. /** x value of the vector */
  3043. x: number;
  3044. /** y value of the vector */
  3045. y: number;
  3046. /** z value of the vector */
  3047. z: number;
  3048. /** w value of the vector */
  3049. w: number;
  3050. /**
  3051. * Creates a Vector4 object from the given floats.
  3052. * @param x x value of the vector
  3053. * @param y y value of the vector
  3054. * @param z z value of the vector
  3055. * @param w w value of the vector
  3056. */
  3057. constructor(
  3058. /** x value of the vector */
  3059. x: number,
  3060. /** y value of the vector */
  3061. y: number,
  3062. /** z value of the vector */
  3063. z: number,
  3064. /** w value of the vector */
  3065. w: number);
  3066. /**
  3067. * Returns the string with the Vector4 coordinates.
  3068. * @returns a string containing all the vector values
  3069. */
  3070. toString(): string;
  3071. /**
  3072. * Returns the string "Vector4".
  3073. * @returns "Vector4"
  3074. */
  3075. getClassName(): string;
  3076. /**
  3077. * Returns the Vector4 hash code.
  3078. * @returns a unique hash code
  3079. */
  3080. getHashCode(): number;
  3081. /**
  3082. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  3083. * @returns the resulting array
  3084. */
  3085. asArray(): number[];
  3086. /**
  3087. * Populates the given array from the given index with the Vector4 coordinates.
  3088. * @param array array to populate
  3089. * @param index index of the array to start at (default: 0)
  3090. * @returns the Vector4.
  3091. */
  3092. toArray(array: FloatArray, index?: number): Vector4;
  3093. /**
  3094. * Adds the given vector to the current Vector4.
  3095. * @param otherVector the vector to add
  3096. * @returns the updated Vector4.
  3097. */
  3098. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3099. /**
  3100. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  3101. * @param otherVector the vector to add
  3102. * @returns the resulting vector
  3103. */
  3104. add(otherVector: DeepImmutable<Vector4>): Vector4;
  3105. /**
  3106. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  3107. * @param otherVector the vector to add
  3108. * @param result the vector to store the result
  3109. * @returns the current Vector4.
  3110. */
  3111. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3112. /**
  3113. * Subtract in place the given vector from the current Vector4.
  3114. * @param otherVector the vector to subtract
  3115. * @returns the updated Vector4.
  3116. */
  3117. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3118. /**
  3119. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  3120. * @param otherVector the vector to add
  3121. * @returns the new vector with the result
  3122. */
  3123. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  3124. /**
  3125. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  3126. * @param otherVector the vector to subtract
  3127. * @param result the vector to store the result
  3128. * @returns the current Vector4.
  3129. */
  3130. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3131. /**
  3132. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3133. */
  3134. /**
  3135. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3136. * @param x value to subtract
  3137. * @param y value to subtract
  3138. * @param z value to subtract
  3139. * @param w value to subtract
  3140. * @returns new vector containing the result
  3141. */
  3142. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  3143. /**
  3144. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3145. * @param x value to subtract
  3146. * @param y value to subtract
  3147. * @param z value to subtract
  3148. * @param w value to subtract
  3149. * @param result the vector to store the result in
  3150. * @returns the current Vector4.
  3151. */
  3152. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  3153. /**
  3154. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  3155. * @returns a new vector with the negated values
  3156. */
  3157. negate(): Vector4;
  3158. /**
  3159. * Multiplies the current Vector4 coordinates by scale (float).
  3160. * @param scale the number to scale with
  3161. * @returns the updated Vector4.
  3162. */
  3163. scaleInPlace(scale: number): Vector4;
  3164. /**
  3165. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  3166. * @param scale the number to scale with
  3167. * @returns a new vector with the result
  3168. */
  3169. scale(scale: number): Vector4;
  3170. /**
  3171. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  3172. * @param scale the number to scale with
  3173. * @param result a vector to store the result in
  3174. * @returns the current Vector4.
  3175. */
  3176. scaleToRef(scale: number, result: Vector4): Vector4;
  3177. /**
  3178. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  3179. * @param scale defines the scale factor
  3180. * @param result defines the Vector4 object where to store the result
  3181. * @returns the unmodified current Vector4
  3182. */
  3183. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  3184. /**
  3185. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  3186. * @param otherVector the vector to compare against
  3187. * @returns true if they are equal
  3188. */
  3189. equals(otherVector: DeepImmutable<Vector4>): boolean;
  3190. /**
  3191. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  3192. * @param otherVector vector to compare against
  3193. * @param epsilon (Default: very small number)
  3194. * @returns true if they are equal
  3195. */
  3196. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  3197. /**
  3198. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  3199. * @param x x value to compare against
  3200. * @param y y value to compare against
  3201. * @param z z value to compare against
  3202. * @param w w value to compare against
  3203. * @returns true if equal
  3204. */
  3205. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  3206. /**
  3207. * Multiplies in place the current Vector4 by the given one.
  3208. * @param otherVector vector to multiple with
  3209. * @returns the updated Vector4.
  3210. */
  3211. multiplyInPlace(otherVector: Vector4): Vector4;
  3212. /**
  3213. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  3214. * @param otherVector vector to multiple with
  3215. * @returns resulting new vector
  3216. */
  3217. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  3218. /**
  3219. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  3220. * @param otherVector vector to multiple with
  3221. * @param result vector to store the result
  3222. * @returns the current Vector4.
  3223. */
  3224. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3225. /**
  3226. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  3227. * @param x x value multiply with
  3228. * @param y y value multiply with
  3229. * @param z z value multiply with
  3230. * @param w w value multiply with
  3231. * @returns resulting new vector
  3232. */
  3233. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  3234. /**
  3235. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  3236. * @param otherVector vector to devide with
  3237. * @returns resulting new vector
  3238. */
  3239. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  3240. /**
  3241. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  3242. * @param otherVector vector to devide with
  3243. * @param result vector to store the result
  3244. * @returns the current Vector4.
  3245. */
  3246. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3247. /**
  3248. * Divides the current Vector3 coordinates by the given ones.
  3249. * @param otherVector vector to devide with
  3250. * @returns the updated Vector3.
  3251. */
  3252. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3253. /**
  3254. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  3255. * @param other defines the second operand
  3256. * @returns the current updated Vector4
  3257. */
  3258. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  3259. /**
  3260. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  3261. * @param other defines the second operand
  3262. * @returns the current updated Vector4
  3263. */
  3264. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  3265. /**
  3266. * Gets a new Vector4 from current Vector4 floored values
  3267. * @returns a new Vector4
  3268. */
  3269. floor(): Vector4;
  3270. /**
  3271. * Gets a new Vector4 from current Vector3 floored values
  3272. * @returns a new Vector4
  3273. */
  3274. fract(): Vector4;
  3275. /**
  3276. * Returns the Vector4 length (float).
  3277. * @returns the length
  3278. */
  3279. length(): number;
  3280. /**
  3281. * Returns the Vector4 squared length (float).
  3282. * @returns the length squared
  3283. */
  3284. lengthSquared(): number;
  3285. /**
  3286. * Normalizes in place the Vector4.
  3287. * @returns the updated Vector4.
  3288. */
  3289. normalize(): Vector4;
  3290. /**
  3291. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  3292. * @returns this converted to a new vector3
  3293. */
  3294. toVector3(): Vector3;
  3295. /**
  3296. * Returns a new Vector4 copied from the current one.
  3297. * @returns the new cloned vector
  3298. */
  3299. clone(): Vector4;
  3300. /**
  3301. * Updates the current Vector4 with the given one coordinates.
  3302. * @param source the source vector to copy from
  3303. * @returns the updated Vector4.
  3304. */
  3305. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  3306. /**
  3307. * Updates the current Vector4 coordinates with the given floats.
  3308. * @param x float to copy from
  3309. * @param y float to copy from
  3310. * @param z float to copy from
  3311. * @param w float to copy from
  3312. * @returns the updated Vector4.
  3313. */
  3314. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  3315. /**
  3316. * Updates the current Vector4 coordinates with the given floats.
  3317. * @param x float to set from
  3318. * @param y float to set from
  3319. * @param z float to set from
  3320. * @param w float to set from
  3321. * @returns the updated Vector4.
  3322. */
  3323. set(x: number, y: number, z: number, w: number): Vector4;
  3324. /**
  3325. * Copies the given float to the current Vector3 coordinates
  3326. * @param v defines the x, y, z and w coordinates of the operand
  3327. * @returns the current updated Vector3
  3328. */
  3329. setAll(v: number): Vector4;
  3330. /**
  3331. * Returns a new Vector4 set from the starting index of the given array.
  3332. * @param array the array to pull values from
  3333. * @param offset the offset into the array to start at
  3334. * @returns the new vector
  3335. */
  3336. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  3337. /**
  3338. * Updates the given vector "result" from the starting index of the given array.
  3339. * @param array the array to pull values from
  3340. * @param offset the offset into the array to start at
  3341. * @param result the vector to store the result in
  3342. */
  3343. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  3344. /**
  3345. * Updates the given vector "result" from the starting index of the given Float32Array.
  3346. * @param array the array to pull values from
  3347. * @param offset the offset into the array to start at
  3348. * @param result the vector to store the result in
  3349. */
  3350. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  3351. /**
  3352. * Updates the given vector "result" coordinates from the given floats.
  3353. * @param x float to set from
  3354. * @param y float to set from
  3355. * @param z float to set from
  3356. * @param w float to set from
  3357. * @param result the vector to the floats in
  3358. */
  3359. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  3360. /**
  3361. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  3362. * @returns the new vector
  3363. */
  3364. static Zero(): Vector4;
  3365. /**
  3366. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  3367. * @returns the new vector
  3368. */
  3369. static One(): Vector4;
  3370. /**
  3371. * Returns a new normalized Vector4 from the given one.
  3372. * @param vector the vector to normalize
  3373. * @returns the vector
  3374. */
  3375. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  3376. /**
  3377. * Updates the given vector "result" from the normalization of the given one.
  3378. * @param vector the vector to normalize
  3379. * @param result the vector to store the result in
  3380. */
  3381. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  3382. /**
  3383. * Returns a vector with the minimum values from the left and right vectors
  3384. * @param left left vector to minimize
  3385. * @param right right vector to minimize
  3386. * @returns a new vector with the minimum of the left and right vector values
  3387. */
  3388. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  3389. /**
  3390. * Returns a vector with the maximum values from the left and right vectors
  3391. * @param left left vector to maximize
  3392. * @param right right vector to maximize
  3393. * @returns a new vector with the maximum of the left and right vector values
  3394. */
  3395. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  3396. /**
  3397. * Returns the distance (float) between the vectors "value1" and "value2".
  3398. * @param value1 value to calulate the distance between
  3399. * @param value2 value to calulate the distance between
  3400. * @return the distance between the two vectors
  3401. */
  3402. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  3403. /**
  3404. * Returns the squared distance (float) between the vectors "value1" and "value2".
  3405. * @param value1 value to calulate the distance between
  3406. * @param value2 value to calulate the distance between
  3407. * @return the distance between the two vectors squared
  3408. */
  3409. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  3410. /**
  3411. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  3412. * @param value1 value to calulate the center between
  3413. * @param value2 value to calulate the center between
  3414. * @return the center between the two vectors
  3415. */
  3416. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  3417. /**
  3418. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  3419. * This methods computes transformed normalized direction vectors only.
  3420. * @param vector the vector to transform
  3421. * @param transformation the transformation matrix to apply
  3422. * @returns the new vector
  3423. */
  3424. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  3425. /**
  3426. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  3427. * This methods computes transformed normalized direction vectors only.
  3428. * @param vector the vector to transform
  3429. * @param transformation the transformation matrix to apply
  3430. * @param result the vector to store the result in
  3431. */
  3432. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  3433. /**
  3434. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  3435. * This methods computes transformed normalized direction vectors only.
  3436. * @param x value to transform
  3437. * @param y value to transform
  3438. * @param z value to transform
  3439. * @param w value to transform
  3440. * @param transformation the transformation matrix to apply
  3441. * @param result the vector to store the results in
  3442. */
  3443. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  3444. /**
  3445. * Creates a new Vector4 from a Vector3
  3446. * @param source defines the source data
  3447. * @param w defines the 4th component (default is 0)
  3448. * @returns a new Vector4
  3449. */
  3450. static FromVector3(source: Vector3, w?: number): Vector4;
  3451. }
  3452. /**
  3453. * Class used to store quaternion data
  3454. * @see https://en.wikipedia.org/wiki/Quaternion
  3455. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  3456. */
  3457. export class Quaternion {
  3458. /** defines the first component (0 by default) */
  3459. x: number;
  3460. /** defines the second component (0 by default) */
  3461. y: number;
  3462. /** defines the third component (0 by default) */
  3463. z: number;
  3464. /** defines the fourth component (1.0 by default) */
  3465. w: number;
  3466. /**
  3467. * Creates a new Quaternion from the given floats
  3468. * @param x defines the first component (0 by default)
  3469. * @param y defines the second component (0 by default)
  3470. * @param z defines the third component (0 by default)
  3471. * @param w defines the fourth component (1.0 by default)
  3472. */
  3473. constructor(
  3474. /** defines the first component (0 by default) */
  3475. x?: number,
  3476. /** defines the second component (0 by default) */
  3477. y?: number,
  3478. /** defines the third component (0 by default) */
  3479. z?: number,
  3480. /** defines the fourth component (1.0 by default) */
  3481. w?: number);
  3482. /**
  3483. * Gets a string representation for the current quaternion
  3484. * @returns a string with the Quaternion coordinates
  3485. */
  3486. toString(): string;
  3487. /**
  3488. * Gets the class name of the quaternion
  3489. * @returns the string "Quaternion"
  3490. */
  3491. getClassName(): string;
  3492. /**
  3493. * Gets a hash code for this quaternion
  3494. * @returns the quaternion hash code
  3495. */
  3496. getHashCode(): number;
  3497. /**
  3498. * Copy the quaternion to an array
  3499. * @returns a new array populated with 4 elements from the quaternion coordinates
  3500. */
  3501. asArray(): number[];
  3502. /**
  3503. * Check if two quaternions are equals
  3504. * @param otherQuaternion defines the second operand
  3505. * @return true if the current quaternion and the given one coordinates are strictly equals
  3506. */
  3507. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  3508. /**
  3509. * Clone the current quaternion
  3510. * @returns a new quaternion copied from the current one
  3511. */
  3512. clone(): Quaternion;
  3513. /**
  3514. * Copy a quaternion to the current one
  3515. * @param other defines the other quaternion
  3516. * @returns the updated current quaternion
  3517. */
  3518. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  3519. /**
  3520. * Updates the current quaternion with the given float coordinates
  3521. * @param x defines the x coordinate
  3522. * @param y defines the y coordinate
  3523. * @param z defines the z coordinate
  3524. * @param w defines the w coordinate
  3525. * @returns the updated current quaternion
  3526. */
  3527. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  3528. /**
  3529. * Updates the current quaternion from the given float coordinates
  3530. * @param x defines the x coordinate
  3531. * @param y defines the y coordinate
  3532. * @param z defines the z coordinate
  3533. * @param w defines the w coordinate
  3534. * @returns the updated current quaternion
  3535. */
  3536. set(x: number, y: number, z: number, w: number): Quaternion;
  3537. /**
  3538. * Adds two quaternions
  3539. * @param other defines the second operand
  3540. * @returns a new quaternion as the addition result of the given one and the current quaternion
  3541. */
  3542. add(other: DeepImmutable<Quaternion>): Quaternion;
  3543. /**
  3544. * Add a quaternion to the current one
  3545. * @param other defines the quaternion to add
  3546. * @returns the current quaternion
  3547. */
  3548. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3549. /**
  3550. * Subtract two quaternions
  3551. * @param other defines the second operand
  3552. * @returns a new quaternion as the subtraction result of the given one from the current one
  3553. */
  3554. subtract(other: Quaternion): Quaternion;
  3555. /**
  3556. * Multiplies the current quaternion by a scale factor
  3557. * @param value defines the scale factor
  3558. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3559. */
  3560. scale(value: number): Quaternion;
  3561. /**
  3562. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3563. * @param scale defines the scale factor
  3564. * @param result defines the Quaternion object where to store the result
  3565. * @returns the unmodified current quaternion
  3566. */
  3567. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3568. /**
  3569. * Multiplies in place the current quaternion by a scale factor
  3570. * @param value defines the scale factor
  3571. * @returns the current modified quaternion
  3572. */
  3573. scaleInPlace(value: number): Quaternion;
  3574. /**
  3575. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3576. * @param scale defines the scale factor
  3577. * @param result defines the Quaternion object where to store the result
  3578. * @returns the unmodified current quaternion
  3579. */
  3580. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3581. /**
  3582. * Multiplies two quaternions
  3583. * @param q1 defines the second operand
  3584. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3585. */
  3586. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3587. /**
  3588. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3589. * @param q1 defines the second operand
  3590. * @param result defines the target quaternion
  3591. * @returns the current quaternion
  3592. */
  3593. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3594. /**
  3595. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3596. * @param q1 defines the second operand
  3597. * @returns the currentupdated quaternion
  3598. */
  3599. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3600. /**
  3601. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3602. * @param ref defines the target quaternion
  3603. * @returns the current quaternion
  3604. */
  3605. conjugateToRef(ref: Quaternion): Quaternion;
  3606. /**
  3607. * Conjugates in place (1-q) the current quaternion
  3608. * @returns the current updated quaternion
  3609. */
  3610. conjugateInPlace(): Quaternion;
  3611. /**
  3612. * Conjugates in place (1-q) the current quaternion
  3613. * @returns a new quaternion
  3614. */
  3615. conjugate(): Quaternion;
  3616. /**
  3617. * Gets length of current quaternion
  3618. * @returns the quaternion length (float)
  3619. */
  3620. length(): number;
  3621. /**
  3622. * Normalize in place the current quaternion
  3623. * @returns the current updated quaternion
  3624. */
  3625. normalize(): Quaternion;
  3626. /**
  3627. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3628. * @param order is a reserved parameter and is ignore for now
  3629. * @returns a new Vector3 containing the Euler angles
  3630. */
  3631. toEulerAngles(order?: string): Vector3;
  3632. /**
  3633. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3634. * @param result defines the vector which will be filled with the Euler angles
  3635. * @param order is a reserved parameter and is ignore for now
  3636. * @returns the current unchanged quaternion
  3637. */
  3638. toEulerAnglesToRef(result: Vector3): Quaternion;
  3639. /**
  3640. * Updates the given rotation matrix with the current quaternion values
  3641. * @param result defines the target matrix
  3642. * @returns the current unchanged quaternion
  3643. */
  3644. toRotationMatrix(result: Matrix): Quaternion;
  3645. /**
  3646. * Updates the current quaternion from the given rotation matrix values
  3647. * @param matrix defines the source matrix
  3648. * @returns the current updated quaternion
  3649. */
  3650. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3651. /**
  3652. * Creates a new quaternion from a rotation matrix
  3653. * @param matrix defines the source matrix
  3654. * @returns a new quaternion created from the given rotation matrix values
  3655. */
  3656. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3657. /**
  3658. * Updates the given quaternion with the given rotation matrix values
  3659. * @param matrix defines the source matrix
  3660. * @param result defines the target quaternion
  3661. */
  3662. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3663. /**
  3664. * Returns the dot product (float) between the quaternions "left" and "right"
  3665. * @param left defines the left operand
  3666. * @param right defines the right operand
  3667. * @returns the dot product
  3668. */
  3669. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3670. /**
  3671. * Checks if the two quaternions are close to each other
  3672. * @param quat0 defines the first quaternion to check
  3673. * @param quat1 defines the second quaternion to check
  3674. * @returns true if the two quaternions are close to each other
  3675. */
  3676. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3677. /**
  3678. * Creates an empty quaternion
  3679. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3680. */
  3681. static Zero(): Quaternion;
  3682. /**
  3683. * Inverse a given quaternion
  3684. * @param q defines the source quaternion
  3685. * @returns a new quaternion as the inverted current quaternion
  3686. */
  3687. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3688. /**
  3689. * Inverse a given quaternion
  3690. * @param q defines the source quaternion
  3691. * @param result the quaternion the result will be stored in
  3692. * @returns the result quaternion
  3693. */
  3694. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3695. /**
  3696. * Creates an identity quaternion
  3697. * @returns the identity quaternion
  3698. */
  3699. static Identity(): Quaternion;
  3700. /**
  3701. * Gets a boolean indicating if the given quaternion is identity
  3702. * @param quaternion defines the quaternion to check
  3703. * @returns true if the quaternion is identity
  3704. */
  3705. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3706. /**
  3707. * Creates a quaternion from a rotation around an axis
  3708. * @param axis defines the axis to use
  3709. * @param angle defines the angle to use
  3710. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3711. */
  3712. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3713. /**
  3714. * Creates a rotation around an axis and stores it into the given quaternion
  3715. * @param axis defines the axis to use
  3716. * @param angle defines the angle to use
  3717. * @param result defines the target quaternion
  3718. * @returns the target quaternion
  3719. */
  3720. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3721. /**
  3722. * Creates a new quaternion from data stored into an array
  3723. * @param array defines the data source
  3724. * @param offset defines the offset in the source array where the data starts
  3725. * @returns a new quaternion
  3726. */
  3727. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3728. /**
  3729. * Create a quaternion from Euler rotation angles
  3730. * @param x Pitch
  3731. * @param y Yaw
  3732. * @param z Roll
  3733. * @returns the new Quaternion
  3734. */
  3735. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3736. /**
  3737. * Updates a quaternion from Euler rotation angles
  3738. * @param x Pitch
  3739. * @param y Yaw
  3740. * @param z Roll
  3741. * @param result the quaternion to store the result
  3742. * @returns the updated quaternion
  3743. */
  3744. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3745. /**
  3746. * Create a quaternion from Euler rotation vector
  3747. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3748. * @returns the new Quaternion
  3749. */
  3750. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3751. /**
  3752. * Updates a quaternion from Euler rotation vector
  3753. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3754. * @param result the quaternion to store the result
  3755. * @returns the updated quaternion
  3756. */
  3757. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3758. /**
  3759. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3760. * @param yaw defines the rotation around Y axis
  3761. * @param pitch defines the rotation around X axis
  3762. * @param roll defines the rotation around Z axis
  3763. * @returns the new quaternion
  3764. */
  3765. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3766. /**
  3767. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3768. * @param yaw defines the rotation around Y axis
  3769. * @param pitch defines the rotation around X axis
  3770. * @param roll defines the rotation around Z axis
  3771. * @param result defines the target quaternion
  3772. */
  3773. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3774. /**
  3775. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3776. * @param alpha defines the rotation around first axis
  3777. * @param beta defines the rotation around second axis
  3778. * @param gamma defines the rotation around third axis
  3779. * @returns the new quaternion
  3780. */
  3781. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3782. /**
  3783. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3784. * @param alpha defines the rotation around first axis
  3785. * @param beta defines the rotation around second axis
  3786. * @param gamma defines the rotation around third axis
  3787. * @param result defines the target quaternion
  3788. */
  3789. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3790. /**
  3791. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  3792. * @param axis1 defines the first axis
  3793. * @param axis2 defines the second axis
  3794. * @param axis3 defines the third axis
  3795. * @returns the new quaternion
  3796. */
  3797. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3798. /**
  3799. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  3800. * @param axis1 defines the first axis
  3801. * @param axis2 defines the second axis
  3802. * @param axis3 defines the third axis
  3803. * @param ref defines the target quaternion
  3804. */
  3805. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3806. /**
  3807. * Interpolates between two quaternions
  3808. * @param left defines first quaternion
  3809. * @param right defines second quaternion
  3810. * @param amount defines the gradient to use
  3811. * @returns the new interpolated quaternion
  3812. */
  3813. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3814. /**
  3815. * Interpolates between two quaternions and stores it into a target quaternion
  3816. * @param left defines first quaternion
  3817. * @param right defines second quaternion
  3818. * @param amount defines the gradient to use
  3819. * @param result defines the target quaternion
  3820. */
  3821. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3822. /**
  3823. * Interpolate between two quaternions using Hermite interpolation
  3824. * @param value1 defines first quaternion
  3825. * @param tangent1 defines the incoming tangent
  3826. * @param value2 defines second quaternion
  3827. * @param tangent2 defines the outgoing tangent
  3828. * @param amount defines the target quaternion
  3829. * @returns the new interpolated quaternion
  3830. */
  3831. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3832. }
  3833. /**
  3834. * Class used to store matrix data (4x4)
  3835. */
  3836. export class Matrix {
  3837. private static _updateFlagSeed;
  3838. private static _identityReadOnly;
  3839. private _isIdentity;
  3840. private _isIdentityDirty;
  3841. private _isIdentity3x2;
  3842. private _isIdentity3x2Dirty;
  3843. /**
  3844. * Gets the update flag of the matrix which is an unique number for the matrix.
  3845. * It will be incremented every time the matrix data change.
  3846. * You can use it to speed the comparison between two versions of the same matrix.
  3847. */
  3848. updateFlag: number;
  3849. private readonly _m;
  3850. /**
  3851. * Gets the internal data of the matrix
  3852. */
  3853. readonly m: DeepImmutable<Float32Array>;
  3854. /** @hidden */
  3855. _markAsUpdated(): void;
  3856. /** @hidden */
  3857. private _updateIdentityStatus;
  3858. /**
  3859. * Creates an empty matrix (filled with zeros)
  3860. */
  3861. constructor();
  3862. /**
  3863. * Check if the current matrix is identity
  3864. * @returns true is the matrix is the identity matrix
  3865. */
  3866. isIdentity(): boolean;
  3867. /**
  3868. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3869. * @returns true is the matrix is the identity matrix
  3870. */
  3871. isIdentityAs3x2(): boolean;
  3872. /**
  3873. * Gets the determinant of the matrix
  3874. * @returns the matrix determinant
  3875. */
  3876. determinant(): number;
  3877. /**
  3878. * Returns the matrix as a Float32Array
  3879. * @returns the matrix underlying array
  3880. */
  3881. toArray(): DeepImmutable<Float32Array>;
  3882. /**
  3883. * Returns the matrix as a Float32Array
  3884. * @returns the matrix underlying array.
  3885. */
  3886. asArray(): DeepImmutable<Float32Array>;
  3887. /**
  3888. * Inverts the current matrix in place
  3889. * @returns the current inverted matrix
  3890. */
  3891. invert(): Matrix;
  3892. /**
  3893. * Sets all the matrix elements to zero
  3894. * @returns the current matrix
  3895. */
  3896. reset(): Matrix;
  3897. /**
  3898. * Adds the current matrix with a second one
  3899. * @param other defines the matrix to add
  3900. * @returns a new matrix as the addition of the current matrix and the given one
  3901. */
  3902. add(other: DeepImmutable<Matrix>): Matrix;
  3903. /**
  3904. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3905. * @param other defines the matrix to add
  3906. * @param result defines the target matrix
  3907. * @returns the current matrix
  3908. */
  3909. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3910. /**
  3911. * Adds in place the given matrix to the current matrix
  3912. * @param other defines the second operand
  3913. * @returns the current updated matrix
  3914. */
  3915. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3916. /**
  3917. * Sets the given matrix to the current inverted Matrix
  3918. * @param other defines the target matrix
  3919. * @returns the unmodified current matrix
  3920. */
  3921. invertToRef(other: Matrix): Matrix;
  3922. /**
  3923. * add a value at the specified position in the current Matrix
  3924. * @param index the index of the value within the matrix. between 0 and 15.
  3925. * @param value the value to be added
  3926. * @returns the current updated matrix
  3927. */
  3928. addAtIndex(index: number, value: number): Matrix;
  3929. /**
  3930. * mutiply the specified position in the current Matrix by a value
  3931. * @param index the index of the value within the matrix. between 0 and 15.
  3932. * @param value the value to be added
  3933. * @returns the current updated matrix
  3934. */
  3935. multiplyAtIndex(index: number, value: number): Matrix;
  3936. /**
  3937. * Inserts the translation vector (using 3 floats) in the current matrix
  3938. * @param x defines the 1st component of the translation
  3939. * @param y defines the 2nd component of the translation
  3940. * @param z defines the 3rd component of the translation
  3941. * @returns the current updated matrix
  3942. */
  3943. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3944. /**
  3945. * Adds the translation vector (using 3 floats) in the current matrix
  3946. * @param x defines the 1st component of the translation
  3947. * @param y defines the 2nd component of the translation
  3948. * @param z defines the 3rd component of the translation
  3949. * @returns the current updated matrix
  3950. */
  3951. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3952. /**
  3953. * Inserts the translation vector in the current matrix
  3954. * @param vector3 defines the translation to insert
  3955. * @returns the current updated matrix
  3956. */
  3957. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3958. /**
  3959. * Gets the translation value of the current matrix
  3960. * @returns a new Vector3 as the extracted translation from the matrix
  3961. */
  3962. getTranslation(): Vector3;
  3963. /**
  3964. * Fill a Vector3 with the extracted translation from the matrix
  3965. * @param result defines the Vector3 where to store the translation
  3966. * @returns the current matrix
  3967. */
  3968. getTranslationToRef(result: Vector3): Matrix;
  3969. /**
  3970. * Remove rotation and scaling part from the matrix
  3971. * @returns the updated matrix
  3972. */
  3973. removeRotationAndScaling(): Matrix;
  3974. /**
  3975. * Multiply two matrices
  3976. * @param other defines the second operand
  3977. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3978. */
  3979. multiply(other: DeepImmutable<Matrix>): Matrix;
  3980. /**
  3981. * Copy the current matrix from the given one
  3982. * @param other defines the source matrix
  3983. * @returns the current updated matrix
  3984. */
  3985. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3986. /**
  3987. * Populates the given array from the starting index with the current matrix values
  3988. * @param array defines the target array
  3989. * @param offset defines the offset in the target array where to start storing values
  3990. * @returns the current matrix
  3991. */
  3992. copyToArray(array: Float32Array, offset?: number): Matrix;
  3993. /**
  3994. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3995. * @param other defines the second operand
  3996. * @param result defines the matrix where to store the multiplication
  3997. * @returns the current matrix
  3998. */
  3999. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  4000. /**
  4001. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  4002. * @param other defines the second operand
  4003. * @param result defines the array where to store the multiplication
  4004. * @param offset defines the offset in the target array where to start storing values
  4005. * @returns the current matrix
  4006. */
  4007. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  4008. /**
  4009. * Check equality between this matrix and a second one
  4010. * @param value defines the second matrix to compare
  4011. * @returns true is the current matrix and the given one values are strictly equal
  4012. */
  4013. equals(value: DeepImmutable<Matrix>): boolean;
  4014. /**
  4015. * Clone the current matrix
  4016. * @returns a new matrix from the current matrix
  4017. */
  4018. clone(): Matrix;
  4019. /**
  4020. * Returns the name of the current matrix class
  4021. * @returns the string "Matrix"
  4022. */
  4023. getClassName(): string;
  4024. /**
  4025. * Gets the hash code of the current matrix
  4026. * @returns the hash code
  4027. */
  4028. getHashCode(): number;
  4029. /**
  4030. * Decomposes the current Matrix into a translation, rotation and scaling components
  4031. * @param scale defines the scale vector3 given as a reference to update
  4032. * @param rotation defines the rotation quaternion given as a reference to update
  4033. * @param translation defines the translation vector3 given as a reference to update
  4034. * @returns true if operation was successful
  4035. */
  4036. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  4037. /**
  4038. * Gets specific row of the matrix
  4039. * @param index defines the number of the row to get
  4040. * @returns the index-th row of the current matrix as a new Vector4
  4041. */
  4042. getRow(index: number): Nullable<Vector4>;
  4043. /**
  4044. * Sets the index-th row of the current matrix to the vector4 values
  4045. * @param index defines the number of the row to set
  4046. * @param row defines the target vector4
  4047. * @returns the updated current matrix
  4048. */
  4049. setRow(index: number, row: Vector4): Matrix;
  4050. /**
  4051. * Compute the transpose of the matrix
  4052. * @returns the new transposed matrix
  4053. */
  4054. transpose(): Matrix;
  4055. /**
  4056. * Compute the transpose of the matrix and store it in a given matrix
  4057. * @param result defines the target matrix
  4058. * @returns the current matrix
  4059. */
  4060. transposeToRef(result: Matrix): Matrix;
  4061. /**
  4062. * Sets the index-th row of the current matrix with the given 4 x float values
  4063. * @param index defines the row index
  4064. * @param x defines the x component to set
  4065. * @param y defines the y component to set
  4066. * @param z defines the z component to set
  4067. * @param w defines the w component to set
  4068. * @returns the updated current matrix
  4069. */
  4070. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  4071. /**
  4072. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  4073. * @param scale defines the scale factor
  4074. * @returns a new matrix
  4075. */
  4076. scale(scale: number): Matrix;
  4077. /**
  4078. * Scale the current matrix values by a factor to a given result matrix
  4079. * @param scale defines the scale factor
  4080. * @param result defines the matrix to store the result
  4081. * @returns the current matrix
  4082. */
  4083. scaleToRef(scale: number, result: Matrix): Matrix;
  4084. /**
  4085. * Scale the current matrix values by a factor and add the result to a given matrix
  4086. * @param scale defines the scale factor
  4087. * @param result defines the Matrix to store the result
  4088. * @returns the current matrix
  4089. */
  4090. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  4091. /**
  4092. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  4093. * @param ref matrix to store the result
  4094. */
  4095. toNormalMatrix(ref: Matrix): void;
  4096. /**
  4097. * Gets only rotation part of the current matrix
  4098. * @returns a new matrix sets to the extracted rotation matrix from the current one
  4099. */
  4100. getRotationMatrix(): Matrix;
  4101. /**
  4102. * Extracts the rotation matrix from the current one and sets it as the given "result"
  4103. * @param result defines the target matrix to store data to
  4104. * @returns the current matrix
  4105. */
  4106. getRotationMatrixToRef(result: Matrix): Matrix;
  4107. /**
  4108. * Toggles model matrix from being right handed to left handed in place and vice versa
  4109. */
  4110. toggleModelMatrixHandInPlace(): void;
  4111. /**
  4112. * Toggles projection matrix from being right handed to left handed in place and vice versa
  4113. */
  4114. toggleProjectionMatrixHandInPlace(): void;
  4115. /**
  4116. * Creates a matrix from an array
  4117. * @param array defines the source array
  4118. * @param offset defines an offset in the source array
  4119. * @returns a new Matrix set from the starting index of the given array
  4120. */
  4121. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  4122. /**
  4123. * Copy the content of an array into a given matrix
  4124. * @param array defines the source array
  4125. * @param offset defines an offset in the source array
  4126. * @param result defines the target matrix
  4127. */
  4128. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  4129. /**
  4130. * Stores an array into a matrix after having multiplied each component by a given factor
  4131. * @param array defines the source array
  4132. * @param offset defines the offset in the source array
  4133. * @param scale defines the scaling factor
  4134. * @param result defines the target matrix
  4135. */
  4136. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  4137. /**
  4138. * Gets an identity matrix that must not be updated
  4139. */
  4140. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  4141. /**
  4142. * Stores a list of values (16) inside a given matrix
  4143. * @param initialM11 defines 1st value of 1st row
  4144. * @param initialM12 defines 2nd value of 1st row
  4145. * @param initialM13 defines 3rd value of 1st row
  4146. * @param initialM14 defines 4th value of 1st row
  4147. * @param initialM21 defines 1st value of 2nd row
  4148. * @param initialM22 defines 2nd value of 2nd row
  4149. * @param initialM23 defines 3rd value of 2nd row
  4150. * @param initialM24 defines 4th value of 2nd row
  4151. * @param initialM31 defines 1st value of 3rd row
  4152. * @param initialM32 defines 2nd value of 3rd row
  4153. * @param initialM33 defines 3rd value of 3rd row
  4154. * @param initialM34 defines 4th value of 3rd row
  4155. * @param initialM41 defines 1st value of 4th row
  4156. * @param initialM42 defines 2nd value of 4th row
  4157. * @param initialM43 defines 3rd value of 4th row
  4158. * @param initialM44 defines 4th value of 4th row
  4159. * @param result defines the target matrix
  4160. */
  4161. static FromValuesToRef(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number, result: Matrix): void;
  4162. /**
  4163. * Creates new matrix from a list of values (16)
  4164. * @param initialM11 defines 1st value of 1st row
  4165. * @param initialM12 defines 2nd value of 1st row
  4166. * @param initialM13 defines 3rd value of 1st row
  4167. * @param initialM14 defines 4th value of 1st row
  4168. * @param initialM21 defines 1st value of 2nd row
  4169. * @param initialM22 defines 2nd value of 2nd row
  4170. * @param initialM23 defines 3rd value of 2nd row
  4171. * @param initialM24 defines 4th value of 2nd row
  4172. * @param initialM31 defines 1st value of 3rd row
  4173. * @param initialM32 defines 2nd value of 3rd row
  4174. * @param initialM33 defines 3rd value of 3rd row
  4175. * @param initialM34 defines 4th value of 3rd row
  4176. * @param initialM41 defines 1st value of 4th row
  4177. * @param initialM42 defines 2nd value of 4th row
  4178. * @param initialM43 defines 3rd value of 4th row
  4179. * @param initialM44 defines 4th value of 4th row
  4180. * @returns the new matrix
  4181. */
  4182. static FromValues(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number): Matrix;
  4183. /**
  4184. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  4185. * @param scale defines the scale vector3
  4186. * @param rotation defines the rotation quaternion
  4187. * @param translation defines the translation vector3
  4188. * @returns a new matrix
  4189. */
  4190. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  4191. /**
  4192. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  4193. * @param scale defines the scale vector3
  4194. * @param rotation defines the rotation quaternion
  4195. * @param translation defines the translation vector3
  4196. * @param result defines the target matrix
  4197. */
  4198. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  4199. /**
  4200. * Creates a new identity matrix
  4201. * @returns a new identity matrix
  4202. */
  4203. static Identity(): Matrix;
  4204. /**
  4205. * Creates a new identity matrix and stores the result in a given matrix
  4206. * @param result defines the target matrix
  4207. */
  4208. static IdentityToRef(result: Matrix): void;
  4209. /**
  4210. * Creates a new zero matrix
  4211. * @returns a new zero matrix
  4212. */
  4213. static Zero(): Matrix;
  4214. /**
  4215. * Creates a new rotation matrix for "angle" radians around the X axis
  4216. * @param angle defines the angle (in radians) to use
  4217. * @return the new matrix
  4218. */
  4219. static RotationX(angle: number): Matrix;
  4220. /**
  4221. * Creates a new matrix as the invert of a given matrix
  4222. * @param source defines the source matrix
  4223. * @returns the new matrix
  4224. */
  4225. static Invert(source: DeepImmutable<Matrix>): Matrix;
  4226. /**
  4227. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  4228. * @param angle defines the angle (in radians) to use
  4229. * @param result defines the target matrix
  4230. */
  4231. static RotationXToRef(angle: number, result: Matrix): void;
  4232. /**
  4233. * Creates a new rotation matrix for "angle" radians around the Y axis
  4234. * @param angle defines the angle (in radians) to use
  4235. * @return the new matrix
  4236. */
  4237. static RotationY(angle: number): Matrix;
  4238. /**
  4239. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  4240. * @param angle defines the angle (in radians) to use
  4241. * @param result defines the target matrix
  4242. */
  4243. static RotationYToRef(angle: number, result: Matrix): void;
  4244. /**
  4245. * Creates a new rotation matrix for "angle" radians around the Z axis
  4246. * @param angle defines the angle (in radians) to use
  4247. * @return the new matrix
  4248. */
  4249. static RotationZ(angle: number): Matrix;
  4250. /**
  4251. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  4252. * @param angle defines the angle (in radians) to use
  4253. * @param result defines the target matrix
  4254. */
  4255. static RotationZToRef(angle: number, result: Matrix): void;
  4256. /**
  4257. * Creates a new rotation matrix for "angle" radians around the given axis
  4258. * @param axis defines the axis to use
  4259. * @param angle defines the angle (in radians) to use
  4260. * @return the new matrix
  4261. */
  4262. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  4263. /**
  4264. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  4265. * @param axis defines the axis to use
  4266. * @param angle defines the angle (in radians) to use
  4267. * @param result defines the target matrix
  4268. */
  4269. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  4270. /**
  4271. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  4272. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  4273. * @param from defines the vector to align
  4274. * @param to defines the vector to align to
  4275. * @param result defines the target matrix
  4276. */
  4277. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  4278. /**
  4279. * Creates a rotation matrix
  4280. * @param yaw defines the yaw angle in radians (Y axis)
  4281. * @param pitch defines the pitch angle in radians (X axis)
  4282. * @param roll defines the roll angle in radians (X axis)
  4283. * @returns the new rotation matrix
  4284. */
  4285. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  4286. /**
  4287. * Creates a rotation matrix and stores it in a given matrix
  4288. * @param yaw defines the yaw angle in radians (Y axis)
  4289. * @param pitch defines the pitch angle in radians (X axis)
  4290. * @param roll defines the roll angle in radians (X axis)
  4291. * @param result defines the target matrix
  4292. */
  4293. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  4294. /**
  4295. * Creates a scaling matrix
  4296. * @param x defines the scale factor on X axis
  4297. * @param y defines the scale factor on Y axis
  4298. * @param z defines the scale factor on Z axis
  4299. * @returns the new matrix
  4300. */
  4301. static Scaling(x: number, y: number, z: number): Matrix;
  4302. /**
  4303. * Creates a scaling matrix and stores it in a given matrix
  4304. * @param x defines the scale factor on X axis
  4305. * @param y defines the scale factor on Y axis
  4306. * @param z defines the scale factor on Z axis
  4307. * @param result defines the target matrix
  4308. */
  4309. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  4310. /**
  4311. * Creates a translation matrix
  4312. * @param x defines the translation on X axis
  4313. * @param y defines the translation on Y axis
  4314. * @param z defines the translationon Z axis
  4315. * @returns the new matrix
  4316. */
  4317. static Translation(x: number, y: number, z: number): Matrix;
  4318. /**
  4319. * Creates a translation matrix and stores it in a given matrix
  4320. * @param x defines the translation on X axis
  4321. * @param y defines the translation on Y axis
  4322. * @param z defines the translationon Z axis
  4323. * @param result defines the target matrix
  4324. */
  4325. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  4326. /**
  4327. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  4328. * @param startValue defines the start value
  4329. * @param endValue defines the end value
  4330. * @param gradient defines the gradient factor
  4331. * @returns the new matrix
  4332. */
  4333. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  4334. /**
  4335. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  4336. * @param startValue defines the start value
  4337. * @param endValue defines the end value
  4338. * @param gradient defines the gradient factor
  4339. * @param result defines the Matrix object where to store data
  4340. */
  4341. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  4342. /**
  4343. * Builds a new matrix whose values are computed by:
  4344. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  4345. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  4346. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  4347. * @param startValue defines the first matrix
  4348. * @param endValue defines the second matrix
  4349. * @param gradient defines the gradient between the two matrices
  4350. * @returns the new matrix
  4351. */
  4352. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  4353. /**
  4354. * Update a matrix to values which are computed by:
  4355. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  4356. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  4357. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  4358. * @param startValue defines the first matrix
  4359. * @param endValue defines the second matrix
  4360. * @param gradient defines the gradient between the two matrices
  4361. * @param result defines the target matrix
  4362. */
  4363. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  4364. /**
  4365. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  4366. * This function works in left handed mode
  4367. * @param eye defines the final position of the entity
  4368. * @param target defines where the entity should look at
  4369. * @param up defines the up vector for the entity
  4370. * @returns the new matrix
  4371. */
  4372. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  4373. /**
  4374. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  4375. * This function works in left handed mode
  4376. * @param eye defines the final position of the entity
  4377. * @param target defines where the entity should look at
  4378. * @param up defines the up vector for the entity
  4379. * @param result defines the target matrix
  4380. */
  4381. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  4382. /**
  4383. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  4384. * This function works in right handed mode
  4385. * @param eye defines the final position of the entity
  4386. * @param target defines where the entity should look at
  4387. * @param up defines the up vector for the entity
  4388. * @returns the new matrix
  4389. */
  4390. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  4391. /**
  4392. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  4393. * This function works in right handed mode
  4394. * @param eye defines the final position of the entity
  4395. * @param target defines where the entity should look at
  4396. * @param up defines the up vector for the entity
  4397. * @param result defines the target matrix
  4398. */
  4399. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  4400. /**
  4401. * Create a left-handed orthographic projection matrix
  4402. * @param width defines the viewport width
  4403. * @param height defines the viewport height
  4404. * @param znear defines the near clip plane
  4405. * @param zfar defines the far clip plane
  4406. * @returns a new matrix as a left-handed orthographic projection matrix
  4407. */
  4408. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  4409. /**
  4410. * Store a left-handed orthographic projection to a given matrix
  4411. * @param width defines the viewport width
  4412. * @param height defines the viewport height
  4413. * @param znear defines the near clip plane
  4414. * @param zfar defines the far clip plane
  4415. * @param result defines the target matrix
  4416. */
  4417. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  4418. /**
  4419. * Create a left-handed orthographic projection matrix
  4420. * @param left defines the viewport left coordinate
  4421. * @param right defines the viewport right coordinate
  4422. * @param bottom defines the viewport bottom coordinate
  4423. * @param top defines the viewport top coordinate
  4424. * @param znear defines the near clip plane
  4425. * @param zfar defines the far clip plane
  4426. * @returns a new matrix as a left-handed orthographic projection matrix
  4427. */
  4428. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  4429. /**
  4430. * Stores a left-handed orthographic projection into a given matrix
  4431. * @param left defines the viewport left coordinate
  4432. * @param right defines the viewport right coordinate
  4433. * @param bottom defines the viewport bottom coordinate
  4434. * @param top defines the viewport top coordinate
  4435. * @param znear defines the near clip plane
  4436. * @param zfar defines the far clip plane
  4437. * @param result defines the target matrix
  4438. */
  4439. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  4440. /**
  4441. * Creates a right-handed orthographic projection matrix
  4442. * @param left defines the viewport left coordinate
  4443. * @param right defines the viewport right coordinate
  4444. * @param bottom defines the viewport bottom coordinate
  4445. * @param top defines the viewport top coordinate
  4446. * @param znear defines the near clip plane
  4447. * @param zfar defines the far clip plane
  4448. * @returns a new matrix as a right-handed orthographic projection matrix
  4449. */
  4450. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  4451. /**
  4452. * Stores a right-handed orthographic projection into a given matrix
  4453. * @param left defines the viewport left coordinate
  4454. * @param right defines the viewport right coordinate
  4455. * @param bottom defines the viewport bottom coordinate
  4456. * @param top defines the viewport top coordinate
  4457. * @param znear defines the near clip plane
  4458. * @param zfar defines the far clip plane
  4459. * @param result defines the target matrix
  4460. */
  4461. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  4462. /**
  4463. * Creates a left-handed perspective projection matrix
  4464. * @param width defines the viewport width
  4465. * @param height defines the viewport height
  4466. * @param znear defines the near clip plane
  4467. * @param zfar defines the far clip plane
  4468. * @returns a new matrix as a left-handed perspective projection matrix
  4469. */
  4470. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  4471. /**
  4472. * Creates a left-handed perspective projection matrix
  4473. * @param fov defines the horizontal field of view
  4474. * @param aspect defines the aspect ratio
  4475. * @param znear defines the near clip plane
  4476. * @param zfar defines the far clip plane
  4477. * @returns a new matrix as a left-handed perspective projection matrix
  4478. */
  4479. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  4480. /**
  4481. * Stores a left-handed perspective projection into a given matrix
  4482. * @param fov defines the horizontal field of view
  4483. * @param aspect defines the aspect ratio
  4484. * @param znear defines the near clip plane
  4485. * @param zfar defines the far clip plane
  4486. * @param result defines the target matrix
  4487. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4488. */
  4489. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4490. /**
  4491. * Stores a left-handed perspective projection into a given matrix with depth reversed
  4492. * @param fov defines the horizontal field of view
  4493. * @param aspect defines the aspect ratio
  4494. * @param znear defines the near clip plane
  4495. * @param zfar not used as infinity is used as far clip
  4496. * @param result defines the target matrix
  4497. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4498. */
  4499. static PerspectiveFovReverseLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4500. /**
  4501. * Creates a right-handed perspective projection matrix
  4502. * @param fov defines the horizontal field of view
  4503. * @param aspect defines the aspect ratio
  4504. * @param znear defines the near clip plane
  4505. * @param zfar defines the far clip plane
  4506. * @returns a new matrix as a right-handed perspective projection matrix
  4507. */
  4508. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  4509. /**
  4510. * Stores a right-handed perspective projection into a given matrix
  4511. * @param fov defines the horizontal field of view
  4512. * @param aspect defines the aspect ratio
  4513. * @param znear defines the near clip plane
  4514. * @param zfar defines the far clip plane
  4515. * @param result defines the target matrix
  4516. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4517. */
  4518. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4519. /**
  4520. * Stores a right-handed perspective projection into a given matrix
  4521. * @param fov defines the horizontal field of view
  4522. * @param aspect defines the aspect ratio
  4523. * @param znear defines the near clip plane
  4524. * @param zfar not used as infinity is used as far clip
  4525. * @param result defines the target matrix
  4526. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4527. */
  4528. static PerspectiveFovReverseRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4529. /**
  4530. * Stores a perspective projection for WebVR info a given matrix
  4531. * @param fov defines the field of view
  4532. * @param znear defines the near clip plane
  4533. * @param zfar defines the far clip plane
  4534. * @param result defines the target matrix
  4535. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  4536. */
  4537. static PerspectiveFovWebVRToRef(fov: {
  4538. upDegrees: number;
  4539. downDegrees: number;
  4540. leftDegrees: number;
  4541. rightDegrees: number;
  4542. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  4543. /**
  4544. * Computes a complete transformation matrix
  4545. * @param viewport defines the viewport to use
  4546. * @param world defines the world matrix
  4547. * @param view defines the view matrix
  4548. * @param projection defines the projection matrix
  4549. * @param zmin defines the near clip plane
  4550. * @param zmax defines the far clip plane
  4551. * @returns the transformation matrix
  4552. */
  4553. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  4554. /**
  4555. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  4556. * @param matrix defines the matrix to use
  4557. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  4558. */
  4559. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  4560. /**
  4561. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  4562. * @param matrix defines the matrix to use
  4563. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  4564. */
  4565. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  4566. /**
  4567. * Compute the transpose of a given matrix
  4568. * @param matrix defines the matrix to transpose
  4569. * @returns the new matrix
  4570. */
  4571. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4572. /**
  4573. * Compute the transpose of a matrix and store it in a target matrix
  4574. * @param matrix defines the matrix to transpose
  4575. * @param result defines the target matrix
  4576. */
  4577. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4578. /**
  4579. * Computes a reflection matrix from a plane
  4580. * @param plane defines the reflection plane
  4581. * @returns a new matrix
  4582. */
  4583. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4584. /**
  4585. * Computes a reflection matrix from a plane
  4586. * @param plane defines the reflection plane
  4587. * @param result defines the target matrix
  4588. */
  4589. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4590. /**
  4591. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4592. * @param xaxis defines the value of the 1st axis
  4593. * @param yaxis defines the value of the 2nd axis
  4594. * @param zaxis defines the value of the 3rd axis
  4595. * @param result defines the target matrix
  4596. */
  4597. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4598. /**
  4599. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4600. * @param quat defines the quaternion to use
  4601. * @param result defines the target matrix
  4602. */
  4603. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4604. }
  4605. /**
  4606. * @hidden
  4607. */
  4608. export class TmpVectors {
  4609. static Vector2: Vector2[];
  4610. static Vector3: Vector3[];
  4611. static Vector4: Vector4[];
  4612. static Quaternion: Quaternion[];
  4613. static Matrix: Matrix[];
  4614. }
  4615. }
  4616. declare module "babylonjs/Maths/math.path" {
  4617. import { DeepImmutable, Nullable } from "babylonjs/types";
  4618. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  4619. /**
  4620. * Defines potential orientation for back face culling
  4621. */
  4622. export enum Orientation {
  4623. /**
  4624. * Clockwise
  4625. */
  4626. CW = 0,
  4627. /** Counter clockwise */
  4628. CCW = 1
  4629. }
  4630. /** Class used to represent a Bezier curve */
  4631. export class BezierCurve {
  4632. /**
  4633. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  4634. * @param t defines the time
  4635. * @param x1 defines the left coordinate on X axis
  4636. * @param y1 defines the left coordinate on Y axis
  4637. * @param x2 defines the right coordinate on X axis
  4638. * @param y2 defines the right coordinate on Y axis
  4639. * @returns the interpolated value
  4640. */
  4641. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  4642. }
  4643. /**
  4644. * Defines angle representation
  4645. */
  4646. export class Angle {
  4647. private _radians;
  4648. /**
  4649. * Creates an Angle object of "radians" radians (float).
  4650. * @param radians the angle in radians
  4651. */
  4652. constructor(radians: number);
  4653. /**
  4654. * Get value in degrees
  4655. * @returns the Angle value in degrees (float)
  4656. */
  4657. degrees(): number;
  4658. /**
  4659. * Get value in radians
  4660. * @returns the Angle value in radians (float)
  4661. */
  4662. radians(): number;
  4663. /**
  4664. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  4665. * @param a defines first vector
  4666. * @param b defines second vector
  4667. * @returns a new Angle
  4668. */
  4669. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  4670. /**
  4671. * Gets a new Angle object from the given float in radians
  4672. * @param radians defines the angle value in radians
  4673. * @returns a new Angle
  4674. */
  4675. static FromRadians(radians: number): Angle;
  4676. /**
  4677. * Gets a new Angle object from the given float in degrees
  4678. * @param degrees defines the angle value in degrees
  4679. * @returns a new Angle
  4680. */
  4681. static FromDegrees(degrees: number): Angle;
  4682. }
  4683. /**
  4684. * This represents an arc in a 2d space.
  4685. */
  4686. export class Arc2 {
  4687. /** Defines the start point of the arc */
  4688. startPoint: Vector2;
  4689. /** Defines the mid point of the arc */
  4690. midPoint: Vector2;
  4691. /** Defines the end point of the arc */
  4692. endPoint: Vector2;
  4693. /**
  4694. * Defines the center point of the arc.
  4695. */
  4696. centerPoint: Vector2;
  4697. /**
  4698. * Defines the radius of the arc.
  4699. */
  4700. radius: number;
  4701. /**
  4702. * Defines the angle of the arc (from mid point to end point).
  4703. */
  4704. angle: Angle;
  4705. /**
  4706. * Defines the start angle of the arc (from start point to middle point).
  4707. */
  4708. startAngle: Angle;
  4709. /**
  4710. * Defines the orientation of the arc (clock wise/counter clock wise).
  4711. */
  4712. orientation: Orientation;
  4713. /**
  4714. * Creates an Arc object from the three given points : start, middle and end.
  4715. * @param startPoint Defines the start point of the arc
  4716. * @param midPoint Defines the midlle point of the arc
  4717. * @param endPoint Defines the end point of the arc
  4718. */
  4719. constructor(
  4720. /** Defines the start point of the arc */
  4721. startPoint: Vector2,
  4722. /** Defines the mid point of the arc */
  4723. midPoint: Vector2,
  4724. /** Defines the end point of the arc */
  4725. endPoint: Vector2);
  4726. }
  4727. /**
  4728. * Represents a 2D path made up of multiple 2D points
  4729. */
  4730. export class Path2 {
  4731. private _points;
  4732. private _length;
  4733. /**
  4734. * If the path start and end point are the same
  4735. */
  4736. closed: boolean;
  4737. /**
  4738. * Creates a Path2 object from the starting 2D coordinates x and y.
  4739. * @param x the starting points x value
  4740. * @param y the starting points y value
  4741. */
  4742. constructor(x: number, y: number);
  4743. /**
  4744. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  4745. * @param x the added points x value
  4746. * @param y the added points y value
  4747. * @returns the updated Path2.
  4748. */
  4749. addLineTo(x: number, y: number): Path2;
  4750. /**
  4751. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  4752. * @param midX middle point x value
  4753. * @param midY middle point y value
  4754. * @param endX end point x value
  4755. * @param endY end point y value
  4756. * @param numberOfSegments (default: 36)
  4757. * @returns the updated Path2.
  4758. */
  4759. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  4760. /**
  4761. * Closes the Path2.
  4762. * @returns the Path2.
  4763. */
  4764. close(): Path2;
  4765. /**
  4766. * Gets the sum of the distance between each sequential point in the path
  4767. * @returns the Path2 total length (float).
  4768. */
  4769. length(): number;
  4770. /**
  4771. * Gets the points which construct the path
  4772. * @returns the Path2 internal array of points.
  4773. */
  4774. getPoints(): Vector2[];
  4775. /**
  4776. * Retreives the point at the distance aways from the starting point
  4777. * @param normalizedLengthPosition the length along the path to retreive the point from
  4778. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  4779. */
  4780. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  4781. /**
  4782. * Creates a new path starting from an x and y position
  4783. * @param x starting x value
  4784. * @param y starting y value
  4785. * @returns a new Path2 starting at the coordinates (x, y).
  4786. */
  4787. static StartingAt(x: number, y: number): Path2;
  4788. }
  4789. /**
  4790. * Represents a 3D path made up of multiple 3D points
  4791. */
  4792. export class Path3D {
  4793. /**
  4794. * an array of Vector3, the curve axis of the Path3D
  4795. */
  4796. path: Vector3[];
  4797. private _curve;
  4798. private _distances;
  4799. private _tangents;
  4800. private _normals;
  4801. private _binormals;
  4802. private _raw;
  4803. private _alignTangentsWithPath;
  4804. private readonly _pointAtData;
  4805. /**
  4806. * new Path3D(path, normal, raw)
  4807. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  4808. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  4809. * @param path an array of Vector3, the curve axis of the Path3D
  4810. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  4811. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  4812. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path.
  4813. */
  4814. constructor(
  4815. /**
  4816. * an array of Vector3, the curve axis of the Path3D
  4817. */
  4818. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean, alignTangentsWithPath?: boolean);
  4819. /**
  4820. * Returns the Path3D array of successive Vector3 designing its curve.
  4821. * @returns the Path3D array of successive Vector3 designing its curve.
  4822. */
  4823. getCurve(): Vector3[];
  4824. /**
  4825. * Returns the Path3D array of successive Vector3 designing its curve.
  4826. * @returns the Path3D array of successive Vector3 designing its curve.
  4827. */
  4828. getPoints(): Vector3[];
  4829. /**
  4830. * @returns the computed length (float) of the path.
  4831. */
  4832. length(): number;
  4833. /**
  4834. * Returns an array populated with tangent vectors on each Path3D curve point.
  4835. * @returns an array populated with tangent vectors on each Path3D curve point.
  4836. */
  4837. getTangents(): Vector3[];
  4838. /**
  4839. * Returns an array populated with normal vectors on each Path3D curve point.
  4840. * @returns an array populated with normal vectors on each Path3D curve point.
  4841. */
  4842. getNormals(): Vector3[];
  4843. /**
  4844. * Returns an array populated with binormal vectors on each Path3D curve point.
  4845. * @returns an array populated with binormal vectors on each Path3D curve point.
  4846. */
  4847. getBinormals(): Vector3[];
  4848. /**
  4849. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  4850. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  4851. */
  4852. getDistances(): number[];
  4853. /**
  4854. * Returns an interpolated point along this path
  4855. * @param position the position of the point along this path, from 0.0 to 1.0
  4856. * @returns a new Vector3 as the point
  4857. */
  4858. getPointAt(position: number): Vector3;
  4859. /**
  4860. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  4861. * @param position the position of the point along this path, from 0.0 to 1.0
  4862. * @param interpolated (optional, default false) : boolean, if true returns an interpolated tangent instead of the tangent of the previous path point.
  4863. * @returns a tangent vector corresponding to the interpolated Path3D curve point, if not interpolated, the tangent is taken from the precomputed tangents array.
  4864. */
  4865. getTangentAt(position: number, interpolated?: boolean): Vector3;
  4866. /**
  4867. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  4868. * @param position the position of the point along this path, from 0.0 to 1.0
  4869. * @param interpolated (optional, default false) : boolean, if true returns an interpolated normal instead of the normal of the previous path point.
  4870. * @returns a normal vector corresponding to the interpolated Path3D curve point, if not interpolated, the normal is taken from the precomputed normals array.
  4871. */
  4872. getNormalAt(position: number, interpolated?: boolean): Vector3;
  4873. /**
  4874. * Returns the binormal vector of an interpolated Path3D curve point at the specified position along this path.
  4875. * @param position the position of the point along this path, from 0.0 to 1.0
  4876. * @param interpolated (optional, default false) : boolean, if true returns an interpolated binormal instead of the binormal of the previous path point.
  4877. * @returns a binormal vector corresponding to the interpolated Path3D curve point, if not interpolated, the binormal is taken from the precomputed binormals array.
  4878. */
  4879. getBinormalAt(position: number, interpolated?: boolean): Vector3;
  4880. /**
  4881. * Returns the distance (float) of an interpolated Path3D curve point at the specified position along this path.
  4882. * @param position the position of the point along this path, from 0.0 to 1.0
  4883. * @returns the distance of the interpolated Path3D curve point at the specified position along this path.
  4884. */
  4885. getDistanceAt(position: number): number;
  4886. /**
  4887. * Returns the array index of the previous point of an interpolated point along this path
  4888. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  4889. * @returns the array index
  4890. */
  4891. getPreviousPointIndexAt(position: number): number;
  4892. /**
  4893. * Returns the position of an interpolated point relative to the two path points it lies between, from 0.0 (point A) to 1.0 (point B)
  4894. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  4895. * @returns the sub position
  4896. */
  4897. getSubPositionAt(position: number): number;
  4898. /**
  4899. * Returns the position of the closest virtual point on this path to an arbitrary Vector3, from 0.0 to 1.0
  4900. * @param target the vector of which to get the closest position to
  4901. * @returns the position of the closest virtual point on this path to the target vector
  4902. */
  4903. getClosestPositionTo(target: Vector3): number;
  4904. /**
  4905. * Returns a sub path (slice) of this path
  4906. * @param start the position of the fist path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  4907. * @param end the position of the last path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  4908. * @returns a sub path (slice) of this path
  4909. */
  4910. slice(start?: number, end?: number): Path3D;
  4911. /**
  4912. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  4913. * @param path path which all values are copied into the curves points
  4914. * @param firstNormal which should be projected onto the curve
  4915. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path
  4916. * @returns the same object updated.
  4917. */
  4918. update(path: Vector3[], firstNormal?: Nullable<Vector3>, alignTangentsWithPath?: boolean): Path3D;
  4919. private _compute;
  4920. private _getFirstNonNullVector;
  4921. private _getLastNonNullVector;
  4922. private _normalVector;
  4923. /**
  4924. * Updates the point at data for an interpolated point along this curve
  4925. * @param position the position of the point along this curve, from 0.0 to 1.0
  4926. * @interpolateTNB wether to compute the interpolated tangent, normal and binormal
  4927. * @returns the (updated) point at data
  4928. */
  4929. private _updatePointAtData;
  4930. /**
  4931. * Updates the point at data from the specified parameters
  4932. * @param position where along the path the interpolated point is, from 0.0 to 1.0
  4933. * @param point the interpolated point
  4934. * @param parentIndex the index of an existing curve point that is on, or else positionally the first behind, the interpolated point
  4935. */
  4936. private _setPointAtData;
  4937. /**
  4938. * Updates the point at interpolation matrix for the tangents, normals and binormals
  4939. */
  4940. private _updateInterpolationMatrix;
  4941. }
  4942. /**
  4943. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4944. * A Curve3 is designed from a series of successive Vector3.
  4945. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  4946. */
  4947. export class Curve3 {
  4948. private _points;
  4949. private _length;
  4950. /**
  4951. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  4952. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  4953. * @param v1 (Vector3) the control point
  4954. * @param v2 (Vector3) the end point of the Quadratic Bezier
  4955. * @param nbPoints (integer) the wanted number of points in the curve
  4956. * @returns the created Curve3
  4957. */
  4958. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4959. /**
  4960. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  4961. * @param v0 (Vector3) the origin point of the Cubic Bezier
  4962. * @param v1 (Vector3) the first control point
  4963. * @param v2 (Vector3) the second control point
  4964. * @param v3 (Vector3) the end point of the Cubic Bezier
  4965. * @param nbPoints (integer) the wanted number of points in the curve
  4966. * @returns the created Curve3
  4967. */
  4968. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4969. /**
  4970. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  4971. * @param p1 (Vector3) the origin point of the Hermite Spline
  4972. * @param t1 (Vector3) the tangent vector at the origin point
  4973. * @param p2 (Vector3) the end point of the Hermite Spline
  4974. * @param t2 (Vector3) the tangent vector at the end point
  4975. * @param nbPoints (integer) the wanted number of points in the curve
  4976. * @returns the created Curve3
  4977. */
  4978. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4979. /**
  4980. * Returns a Curve3 object along a CatmullRom Spline curve :
  4981. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  4982. * @param nbPoints (integer) the wanted number of points between each curve control points
  4983. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  4984. * @returns the created Curve3
  4985. */
  4986. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  4987. /**
  4988. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4989. * A Curve3 is designed from a series of successive Vector3.
  4990. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  4991. * @param points points which make up the curve
  4992. */
  4993. constructor(points: Vector3[]);
  4994. /**
  4995. * @returns the Curve3 stored array of successive Vector3
  4996. */
  4997. getPoints(): Vector3[];
  4998. /**
  4999. * @returns the computed length (float) of the curve.
  5000. */
  5001. length(): number;
  5002. /**
  5003. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  5004. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  5005. * curveA and curveB keep unchanged.
  5006. * @param curve the curve to continue from this curve
  5007. * @returns the newly constructed curve
  5008. */
  5009. continue(curve: DeepImmutable<Curve3>): Curve3;
  5010. private _computeLength;
  5011. }
  5012. }
  5013. declare module "babylonjs/Animations/easing" {
  5014. /**
  5015. * This represents the main contract an easing function should follow.
  5016. * Easing functions are used throughout the animation system.
  5017. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5018. */
  5019. export interface IEasingFunction {
  5020. /**
  5021. * Given an input gradient between 0 and 1, this returns the corrseponding value
  5022. * of the easing function.
  5023. * The link below provides some of the most common examples of easing functions.
  5024. * @see https://easings.net/
  5025. * @param gradient Defines the value between 0 and 1 we want the easing value for
  5026. * @returns the corresponding value on the curve defined by the easing function
  5027. */
  5028. ease(gradient: number): number;
  5029. }
  5030. /**
  5031. * Base class used for every default easing function.
  5032. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5033. */
  5034. export class EasingFunction implements IEasingFunction {
  5035. /**
  5036. * Interpolation follows the mathematical formula associated with the easing function.
  5037. */
  5038. static readonly EASINGMODE_EASEIN: number;
  5039. /**
  5040. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  5041. */
  5042. static readonly EASINGMODE_EASEOUT: number;
  5043. /**
  5044. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  5045. */
  5046. static readonly EASINGMODE_EASEINOUT: number;
  5047. private _easingMode;
  5048. /**
  5049. * Sets the easing mode of the current function.
  5050. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  5051. */
  5052. setEasingMode(easingMode: number): void;
  5053. /**
  5054. * Gets the current easing mode.
  5055. * @returns the easing mode
  5056. */
  5057. getEasingMode(): number;
  5058. /**
  5059. * @hidden
  5060. */
  5061. easeInCore(gradient: number): number;
  5062. /**
  5063. * Given an input gradient between 0 and 1, this returns the corresponding value
  5064. * of the easing function.
  5065. * @param gradient Defines the value between 0 and 1 we want the easing value for
  5066. * @returns the corresponding value on the curve defined by the easing function
  5067. */
  5068. ease(gradient: number): number;
  5069. }
  5070. /**
  5071. * Easing function with a circle shape (see link below).
  5072. * @see https://easings.net/#easeInCirc
  5073. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5074. */
  5075. export class CircleEase extends EasingFunction implements IEasingFunction {
  5076. /** @hidden */
  5077. easeInCore(gradient: number): number;
  5078. }
  5079. /**
  5080. * Easing function with a ease back shape (see link below).
  5081. * @see https://easings.net/#easeInBack
  5082. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5083. */
  5084. export class BackEase extends EasingFunction implements IEasingFunction {
  5085. /** Defines the amplitude of the function */
  5086. amplitude: number;
  5087. /**
  5088. * Instantiates a back ease easing
  5089. * @see https://easings.net/#easeInBack
  5090. * @param amplitude Defines the amplitude of the function
  5091. */
  5092. constructor(
  5093. /** Defines the amplitude of the function */
  5094. amplitude?: number);
  5095. /** @hidden */
  5096. easeInCore(gradient: number): number;
  5097. }
  5098. /**
  5099. * Easing function with a bouncing shape (see link below).
  5100. * @see https://easings.net/#easeInBounce
  5101. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5102. */
  5103. export class BounceEase extends EasingFunction implements IEasingFunction {
  5104. /** Defines the number of bounces */
  5105. bounces: number;
  5106. /** Defines the amplitude of the bounce */
  5107. bounciness: number;
  5108. /**
  5109. * Instantiates a bounce easing
  5110. * @see https://easings.net/#easeInBounce
  5111. * @param bounces Defines the number of bounces
  5112. * @param bounciness Defines the amplitude of the bounce
  5113. */
  5114. constructor(
  5115. /** Defines the number of bounces */
  5116. bounces?: number,
  5117. /** Defines the amplitude of the bounce */
  5118. bounciness?: number);
  5119. /** @hidden */
  5120. easeInCore(gradient: number): number;
  5121. }
  5122. /**
  5123. * Easing function with a power of 3 shape (see link below).
  5124. * @see https://easings.net/#easeInCubic
  5125. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5126. */
  5127. export class CubicEase extends EasingFunction implements IEasingFunction {
  5128. /** @hidden */
  5129. easeInCore(gradient: number): number;
  5130. }
  5131. /**
  5132. * Easing function with an elastic shape (see link below).
  5133. * @see https://easings.net/#easeInElastic
  5134. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5135. */
  5136. export class ElasticEase extends EasingFunction implements IEasingFunction {
  5137. /** Defines the number of oscillations*/
  5138. oscillations: number;
  5139. /** Defines the amplitude of the oscillations*/
  5140. springiness: number;
  5141. /**
  5142. * Instantiates an elastic easing function
  5143. * @see https://easings.net/#easeInElastic
  5144. * @param oscillations Defines the number of oscillations
  5145. * @param springiness Defines the amplitude of the oscillations
  5146. */
  5147. constructor(
  5148. /** Defines the number of oscillations*/
  5149. oscillations?: number,
  5150. /** Defines the amplitude of the oscillations*/
  5151. springiness?: number);
  5152. /** @hidden */
  5153. easeInCore(gradient: number): number;
  5154. }
  5155. /**
  5156. * Easing function with an exponential shape (see link below).
  5157. * @see https://easings.net/#easeInExpo
  5158. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5159. */
  5160. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  5161. /** Defines the exponent of the function */
  5162. exponent: number;
  5163. /**
  5164. * Instantiates an exponential easing function
  5165. * @see https://easings.net/#easeInExpo
  5166. * @param exponent Defines the exponent of the function
  5167. */
  5168. constructor(
  5169. /** Defines the exponent of the function */
  5170. exponent?: number);
  5171. /** @hidden */
  5172. easeInCore(gradient: number): number;
  5173. }
  5174. /**
  5175. * Easing function with a power shape (see link below).
  5176. * @see https://easings.net/#easeInQuad
  5177. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5178. */
  5179. export class PowerEase extends EasingFunction implements IEasingFunction {
  5180. /** Defines the power of the function */
  5181. power: number;
  5182. /**
  5183. * Instantiates an power base easing function
  5184. * @see https://easings.net/#easeInQuad
  5185. * @param power Defines the power of the function
  5186. */
  5187. constructor(
  5188. /** Defines the power of the function */
  5189. power?: number);
  5190. /** @hidden */
  5191. easeInCore(gradient: number): number;
  5192. }
  5193. /**
  5194. * Easing function with a power of 2 shape (see link below).
  5195. * @see https://easings.net/#easeInQuad
  5196. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5197. */
  5198. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  5199. /** @hidden */
  5200. easeInCore(gradient: number): number;
  5201. }
  5202. /**
  5203. * Easing function with a power of 4 shape (see link below).
  5204. * @see https://easings.net/#easeInQuart
  5205. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5206. */
  5207. export class QuarticEase extends EasingFunction implements IEasingFunction {
  5208. /** @hidden */
  5209. easeInCore(gradient: number): number;
  5210. }
  5211. /**
  5212. * Easing function with a power of 5 shape (see link below).
  5213. * @see https://easings.net/#easeInQuint
  5214. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5215. */
  5216. export class QuinticEase extends EasingFunction implements IEasingFunction {
  5217. /** @hidden */
  5218. easeInCore(gradient: number): number;
  5219. }
  5220. /**
  5221. * Easing function with a sin shape (see link below).
  5222. * @see https://easings.net/#easeInSine
  5223. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5224. */
  5225. export class SineEase extends EasingFunction implements IEasingFunction {
  5226. /** @hidden */
  5227. easeInCore(gradient: number): number;
  5228. }
  5229. /**
  5230. * Easing function with a bezier shape (see link below).
  5231. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5232. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5233. */
  5234. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  5235. /** Defines the x component of the start tangent in the bezier curve */
  5236. x1: number;
  5237. /** Defines the y component of the start tangent in the bezier curve */
  5238. y1: number;
  5239. /** Defines the x component of the end tangent in the bezier curve */
  5240. x2: number;
  5241. /** Defines the y component of the end tangent in the bezier curve */
  5242. y2: number;
  5243. /**
  5244. * Instantiates a bezier function
  5245. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5246. * @param x1 Defines the x component of the start tangent in the bezier curve
  5247. * @param y1 Defines the y component of the start tangent in the bezier curve
  5248. * @param x2 Defines the x component of the end tangent in the bezier curve
  5249. * @param y2 Defines the y component of the end tangent in the bezier curve
  5250. */
  5251. constructor(
  5252. /** Defines the x component of the start tangent in the bezier curve */
  5253. x1?: number,
  5254. /** Defines the y component of the start tangent in the bezier curve */
  5255. y1?: number,
  5256. /** Defines the x component of the end tangent in the bezier curve */
  5257. x2?: number,
  5258. /** Defines the y component of the end tangent in the bezier curve */
  5259. y2?: number);
  5260. /** @hidden */
  5261. easeInCore(gradient: number): number;
  5262. }
  5263. }
  5264. declare module "babylonjs/Maths/math.color" {
  5265. import { DeepImmutable, FloatArray } from "babylonjs/types";
  5266. /**
  5267. * Class used to hold a RBG color
  5268. */
  5269. export class Color3 {
  5270. /**
  5271. * Defines the red component (between 0 and 1, default is 0)
  5272. */
  5273. r: number;
  5274. /**
  5275. * Defines the green component (between 0 and 1, default is 0)
  5276. */
  5277. g: number;
  5278. /**
  5279. * Defines the blue component (between 0 and 1, default is 0)
  5280. */
  5281. b: number;
  5282. /**
  5283. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  5284. * @param r defines the red component (between 0 and 1, default is 0)
  5285. * @param g defines the green component (between 0 and 1, default is 0)
  5286. * @param b defines the blue component (between 0 and 1, default is 0)
  5287. */
  5288. constructor(
  5289. /**
  5290. * Defines the red component (between 0 and 1, default is 0)
  5291. */
  5292. r?: number,
  5293. /**
  5294. * Defines the green component (between 0 and 1, default is 0)
  5295. */
  5296. g?: number,
  5297. /**
  5298. * Defines the blue component (between 0 and 1, default is 0)
  5299. */
  5300. b?: number);
  5301. /**
  5302. * Creates a string with the Color3 current values
  5303. * @returns the string representation of the Color3 object
  5304. */
  5305. toString(): string;
  5306. /**
  5307. * Returns the string "Color3"
  5308. * @returns "Color3"
  5309. */
  5310. getClassName(): string;
  5311. /**
  5312. * Compute the Color3 hash code
  5313. * @returns an unique number that can be used to hash Color3 objects
  5314. */
  5315. getHashCode(): number;
  5316. /**
  5317. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  5318. * @param array defines the array where to store the r,g,b components
  5319. * @param index defines an optional index in the target array to define where to start storing values
  5320. * @returns the current Color3 object
  5321. */
  5322. toArray(array: FloatArray, index?: number): Color3;
  5323. /**
  5324. * Returns a new Color4 object from the current Color3 and the given alpha
  5325. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  5326. * @returns a new Color4 object
  5327. */
  5328. toColor4(alpha?: number): Color4;
  5329. /**
  5330. * Returns a new array populated with 3 numeric elements : red, green and blue values
  5331. * @returns the new array
  5332. */
  5333. asArray(): number[];
  5334. /**
  5335. * Returns the luminance value
  5336. * @returns a float value
  5337. */
  5338. toLuminance(): number;
  5339. /**
  5340. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  5341. * @param otherColor defines the second operand
  5342. * @returns the new Color3 object
  5343. */
  5344. multiply(otherColor: DeepImmutable<Color3>): Color3;
  5345. /**
  5346. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  5347. * @param otherColor defines the second operand
  5348. * @param result defines the Color3 object where to store the result
  5349. * @returns the current Color3
  5350. */
  5351. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5352. /**
  5353. * Determines equality between Color3 objects
  5354. * @param otherColor defines the second operand
  5355. * @returns true if the rgb values are equal to the given ones
  5356. */
  5357. equals(otherColor: DeepImmutable<Color3>): boolean;
  5358. /**
  5359. * Determines equality between the current Color3 object and a set of r,b,g values
  5360. * @param r defines the red component to check
  5361. * @param g defines the green component to check
  5362. * @param b defines the blue component to check
  5363. * @returns true if the rgb values are equal to the given ones
  5364. */
  5365. equalsFloats(r: number, g: number, b: number): boolean;
  5366. /**
  5367. * Multiplies in place each rgb value by scale
  5368. * @param scale defines the scaling factor
  5369. * @returns the updated Color3
  5370. */
  5371. scale(scale: number): Color3;
  5372. /**
  5373. * Multiplies the rgb values by scale and stores the result into "result"
  5374. * @param scale defines the scaling factor
  5375. * @param result defines the Color3 object where to store the result
  5376. * @returns the unmodified current Color3
  5377. */
  5378. scaleToRef(scale: number, result: Color3): Color3;
  5379. /**
  5380. * Scale the current Color3 values by a factor and add the result to a given Color3
  5381. * @param scale defines the scale factor
  5382. * @param result defines color to store the result into
  5383. * @returns the unmodified current Color3
  5384. */
  5385. scaleAndAddToRef(scale: number, result: Color3): Color3;
  5386. /**
  5387. * Clamps the rgb values by the min and max values and stores the result into "result"
  5388. * @param min defines minimum clamping value (default is 0)
  5389. * @param max defines maximum clamping value (default is 1)
  5390. * @param result defines color to store the result into
  5391. * @returns the original Color3
  5392. */
  5393. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  5394. /**
  5395. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  5396. * @param otherColor defines the second operand
  5397. * @returns the new Color3
  5398. */
  5399. add(otherColor: DeepImmutable<Color3>): Color3;
  5400. /**
  5401. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  5402. * @param otherColor defines the second operand
  5403. * @param result defines Color3 object to store the result into
  5404. * @returns the unmodified current Color3
  5405. */
  5406. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5407. /**
  5408. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  5409. * @param otherColor defines the second operand
  5410. * @returns the new Color3
  5411. */
  5412. subtract(otherColor: DeepImmutable<Color3>): Color3;
  5413. /**
  5414. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  5415. * @param otherColor defines the second operand
  5416. * @param result defines Color3 object to store the result into
  5417. * @returns the unmodified current Color3
  5418. */
  5419. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5420. /**
  5421. * Copy the current object
  5422. * @returns a new Color3 copied the current one
  5423. */
  5424. clone(): Color3;
  5425. /**
  5426. * Copies the rgb values from the source in the current Color3
  5427. * @param source defines the source Color3 object
  5428. * @returns the updated Color3 object
  5429. */
  5430. copyFrom(source: DeepImmutable<Color3>): Color3;
  5431. /**
  5432. * Updates the Color3 rgb values from the given floats
  5433. * @param r defines the red component to read from
  5434. * @param g defines the green component to read from
  5435. * @param b defines the blue component to read from
  5436. * @returns the current Color3 object
  5437. */
  5438. copyFromFloats(r: number, g: number, b: number): Color3;
  5439. /**
  5440. * Updates the Color3 rgb values from the given floats
  5441. * @param r defines the red component to read from
  5442. * @param g defines the green component to read from
  5443. * @param b defines the blue component to read from
  5444. * @returns the current Color3 object
  5445. */
  5446. set(r: number, g: number, b: number): Color3;
  5447. /**
  5448. * Compute the Color3 hexadecimal code as a string
  5449. * @returns a string containing the hexadecimal representation of the Color3 object
  5450. */
  5451. toHexString(): string;
  5452. /**
  5453. * Computes a new Color3 converted from the current one to linear space
  5454. * @returns a new Color3 object
  5455. */
  5456. toLinearSpace(): Color3;
  5457. /**
  5458. * Converts current color in rgb space to HSV values
  5459. * @returns a new color3 representing the HSV values
  5460. */
  5461. toHSV(): Color3;
  5462. /**
  5463. * Converts current color in rgb space to HSV values
  5464. * @param result defines the Color3 where to store the HSV values
  5465. */
  5466. toHSVToRef(result: Color3): void;
  5467. /**
  5468. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5469. * @param convertedColor defines the Color3 object where to store the linear space version
  5470. * @returns the unmodified Color3
  5471. */
  5472. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5473. /**
  5474. * Computes a new Color3 converted from the current one to gamma space
  5475. * @returns a new Color3 object
  5476. */
  5477. toGammaSpace(): Color3;
  5478. /**
  5479. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5480. * @param convertedColor defines the Color3 object where to store the gamma space version
  5481. * @returns the unmodified Color3
  5482. */
  5483. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5484. private static _BlackReadOnly;
  5485. /**
  5486. * Convert Hue, saturation and value to a Color3 (RGB)
  5487. * @param hue defines the hue
  5488. * @param saturation defines the saturation
  5489. * @param value defines the value
  5490. * @param result defines the Color3 where to store the RGB values
  5491. */
  5492. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5493. /**
  5494. * Creates a new Color3 from the string containing valid hexadecimal values
  5495. * @param hex defines a string containing valid hexadecimal values
  5496. * @returns a new Color3 object
  5497. */
  5498. static FromHexString(hex: string): Color3;
  5499. /**
  5500. * Creates a new Color3 from the starting index of the given array
  5501. * @param array defines the source array
  5502. * @param offset defines an offset in the source array
  5503. * @returns a new Color3 object
  5504. */
  5505. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5506. /**
  5507. * Creates a new Color3 from integer values (< 256)
  5508. * @param r defines the red component to read from (value between 0 and 255)
  5509. * @param g defines the green component to read from (value between 0 and 255)
  5510. * @param b defines the blue component to read from (value between 0 and 255)
  5511. * @returns a new Color3 object
  5512. */
  5513. static FromInts(r: number, g: number, b: number): Color3;
  5514. /**
  5515. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5516. * @param start defines the start Color3 value
  5517. * @param end defines the end Color3 value
  5518. * @param amount defines the gradient value between start and end
  5519. * @returns a new Color3 object
  5520. */
  5521. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5522. /**
  5523. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5524. * @param left defines the start value
  5525. * @param right defines the end value
  5526. * @param amount defines the gradient factor
  5527. * @param result defines the Color3 object where to store the result
  5528. */
  5529. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5530. /**
  5531. * Returns a Color3 value containing a red color
  5532. * @returns a new Color3 object
  5533. */
  5534. static Red(): Color3;
  5535. /**
  5536. * Returns a Color3 value containing a green color
  5537. * @returns a new Color3 object
  5538. */
  5539. static Green(): Color3;
  5540. /**
  5541. * Returns a Color3 value containing a blue color
  5542. * @returns a new Color3 object
  5543. */
  5544. static Blue(): Color3;
  5545. /**
  5546. * Returns a Color3 value containing a black color
  5547. * @returns a new Color3 object
  5548. */
  5549. static Black(): Color3;
  5550. /**
  5551. * Gets a Color3 value containing a black color that must not be updated
  5552. */
  5553. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5554. /**
  5555. * Returns a Color3 value containing a white color
  5556. * @returns a new Color3 object
  5557. */
  5558. static White(): Color3;
  5559. /**
  5560. * Returns a Color3 value containing a purple color
  5561. * @returns a new Color3 object
  5562. */
  5563. static Purple(): Color3;
  5564. /**
  5565. * Returns a Color3 value containing a magenta color
  5566. * @returns a new Color3 object
  5567. */
  5568. static Magenta(): Color3;
  5569. /**
  5570. * Returns a Color3 value containing a yellow color
  5571. * @returns a new Color3 object
  5572. */
  5573. static Yellow(): Color3;
  5574. /**
  5575. * Returns a Color3 value containing a gray color
  5576. * @returns a new Color3 object
  5577. */
  5578. static Gray(): Color3;
  5579. /**
  5580. * Returns a Color3 value containing a teal color
  5581. * @returns a new Color3 object
  5582. */
  5583. static Teal(): Color3;
  5584. /**
  5585. * Returns a Color3 value containing a random color
  5586. * @returns a new Color3 object
  5587. */
  5588. static Random(): Color3;
  5589. }
  5590. /**
  5591. * Class used to hold a RBGA color
  5592. */
  5593. export class Color4 {
  5594. /**
  5595. * Defines the red component (between 0 and 1, default is 0)
  5596. */
  5597. r: number;
  5598. /**
  5599. * Defines the green component (between 0 and 1, default is 0)
  5600. */
  5601. g: number;
  5602. /**
  5603. * Defines the blue component (between 0 and 1, default is 0)
  5604. */
  5605. b: number;
  5606. /**
  5607. * Defines the alpha component (between 0 and 1, default is 1)
  5608. */
  5609. a: number;
  5610. /**
  5611. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5612. * @param r defines the red component (between 0 and 1, default is 0)
  5613. * @param g defines the green component (between 0 and 1, default is 0)
  5614. * @param b defines the blue component (between 0 and 1, default is 0)
  5615. * @param a defines the alpha component (between 0 and 1, default is 1)
  5616. */
  5617. constructor(
  5618. /**
  5619. * Defines the red component (between 0 and 1, default is 0)
  5620. */
  5621. r?: number,
  5622. /**
  5623. * Defines the green component (between 0 and 1, default is 0)
  5624. */
  5625. g?: number,
  5626. /**
  5627. * Defines the blue component (between 0 and 1, default is 0)
  5628. */
  5629. b?: number,
  5630. /**
  5631. * Defines the alpha component (between 0 and 1, default is 1)
  5632. */
  5633. a?: number);
  5634. /**
  5635. * Adds in place the given Color4 values to the current Color4 object
  5636. * @param right defines the second operand
  5637. * @returns the current updated Color4 object
  5638. */
  5639. addInPlace(right: DeepImmutable<Color4>): Color4;
  5640. /**
  5641. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5642. * @returns the new array
  5643. */
  5644. asArray(): number[];
  5645. /**
  5646. * Stores from the starting index in the given array the Color4 successive values
  5647. * @param array defines the array where to store the r,g,b components
  5648. * @param index defines an optional index in the target array to define where to start storing values
  5649. * @returns the current Color4 object
  5650. */
  5651. toArray(array: number[], index?: number): Color4;
  5652. /**
  5653. * Determines equality between Color4 objects
  5654. * @param otherColor defines the second operand
  5655. * @returns true if the rgba values are equal to the given ones
  5656. */
  5657. equals(otherColor: DeepImmutable<Color4>): boolean;
  5658. /**
  5659. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5660. * @param right defines the second operand
  5661. * @returns a new Color4 object
  5662. */
  5663. add(right: DeepImmutable<Color4>): Color4;
  5664. /**
  5665. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5666. * @param right defines the second operand
  5667. * @returns a new Color4 object
  5668. */
  5669. subtract(right: DeepImmutable<Color4>): Color4;
  5670. /**
  5671. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5672. * @param right defines the second operand
  5673. * @param result defines the Color4 object where to store the result
  5674. * @returns the current Color4 object
  5675. */
  5676. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5677. /**
  5678. * Creates a new Color4 with the current Color4 values multiplied by scale
  5679. * @param scale defines the scaling factor to apply
  5680. * @returns a new Color4 object
  5681. */
  5682. scale(scale: number): Color4;
  5683. /**
  5684. * Multiplies the current Color4 values by scale and stores the result in "result"
  5685. * @param scale defines the scaling factor to apply
  5686. * @param result defines the Color4 object where to store the result
  5687. * @returns the current unmodified Color4
  5688. */
  5689. scaleToRef(scale: number, result: Color4): Color4;
  5690. /**
  5691. * Scale the current Color4 values by a factor and add the result to a given Color4
  5692. * @param scale defines the scale factor
  5693. * @param result defines the Color4 object where to store the result
  5694. * @returns the unmodified current Color4
  5695. */
  5696. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5697. /**
  5698. * Clamps the rgb values by the min and max values and stores the result into "result"
  5699. * @param min defines minimum clamping value (default is 0)
  5700. * @param max defines maximum clamping value (default is 1)
  5701. * @param result defines color to store the result into.
  5702. * @returns the cuurent Color4
  5703. */
  5704. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5705. /**
  5706. * Multipy an Color4 value by another and return a new Color4 object
  5707. * @param color defines the Color4 value to multiply by
  5708. * @returns a new Color4 object
  5709. */
  5710. multiply(color: Color4): Color4;
  5711. /**
  5712. * Multipy a Color4 value by another and push the result in a reference value
  5713. * @param color defines the Color4 value to multiply by
  5714. * @param result defines the Color4 to fill the result in
  5715. * @returns the result Color4
  5716. */
  5717. multiplyToRef(color: Color4, result: Color4): Color4;
  5718. /**
  5719. * Creates a string with the Color4 current values
  5720. * @returns the string representation of the Color4 object
  5721. */
  5722. toString(): string;
  5723. /**
  5724. * Returns the string "Color4"
  5725. * @returns "Color4"
  5726. */
  5727. getClassName(): string;
  5728. /**
  5729. * Compute the Color4 hash code
  5730. * @returns an unique number that can be used to hash Color4 objects
  5731. */
  5732. getHashCode(): number;
  5733. /**
  5734. * Creates a new Color4 copied from the current one
  5735. * @returns a new Color4 object
  5736. */
  5737. clone(): Color4;
  5738. /**
  5739. * Copies the given Color4 values into the current one
  5740. * @param source defines the source Color4 object
  5741. * @returns the current updated Color4 object
  5742. */
  5743. copyFrom(source: Color4): Color4;
  5744. /**
  5745. * Copies the given float values into the current one
  5746. * @param r defines the red component to read from
  5747. * @param g defines the green component to read from
  5748. * @param b defines the blue component to read from
  5749. * @param a defines the alpha component to read from
  5750. * @returns the current updated Color4 object
  5751. */
  5752. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5753. /**
  5754. * Copies the given float values into the current one
  5755. * @param r defines the red component to read from
  5756. * @param g defines the green component to read from
  5757. * @param b defines the blue component to read from
  5758. * @param a defines the alpha component to read from
  5759. * @returns the current updated Color4 object
  5760. */
  5761. set(r: number, g: number, b: number, a: number): Color4;
  5762. /**
  5763. * Compute the Color4 hexadecimal code as a string
  5764. * @returns a string containing the hexadecimal representation of the Color4 object
  5765. */
  5766. toHexString(): string;
  5767. /**
  5768. * Computes a new Color4 converted from the current one to linear space
  5769. * @returns a new Color4 object
  5770. */
  5771. toLinearSpace(): Color4;
  5772. /**
  5773. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5774. * @param convertedColor defines the Color4 object where to store the linear space version
  5775. * @returns the unmodified Color4
  5776. */
  5777. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5778. /**
  5779. * Computes a new Color4 converted from the current one to gamma space
  5780. * @returns a new Color4 object
  5781. */
  5782. toGammaSpace(): Color4;
  5783. /**
  5784. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5785. * @param convertedColor defines the Color4 object where to store the gamma space version
  5786. * @returns the unmodified Color4
  5787. */
  5788. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5789. /**
  5790. * Creates a new Color4 from the string containing valid hexadecimal values
  5791. * @param hex defines a string containing valid hexadecimal values
  5792. * @returns a new Color4 object
  5793. */
  5794. static FromHexString(hex: string): Color4;
  5795. /**
  5796. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5797. * @param left defines the start value
  5798. * @param right defines the end value
  5799. * @param amount defines the gradient factor
  5800. * @returns a new Color4 object
  5801. */
  5802. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5803. /**
  5804. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5805. * @param left defines the start value
  5806. * @param right defines the end value
  5807. * @param amount defines the gradient factor
  5808. * @param result defines the Color4 object where to store data
  5809. */
  5810. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5811. /**
  5812. * Creates a new Color4 from a Color3 and an alpha value
  5813. * @param color3 defines the source Color3 to read from
  5814. * @param alpha defines the alpha component (1.0 by default)
  5815. * @returns a new Color4 object
  5816. */
  5817. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5818. /**
  5819. * Creates a new Color4 from the starting index element of the given array
  5820. * @param array defines the source array to read from
  5821. * @param offset defines the offset in the source array
  5822. * @returns a new Color4 object
  5823. */
  5824. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5825. /**
  5826. * Creates a new Color3 from integer values (< 256)
  5827. * @param r defines the red component to read from (value between 0 and 255)
  5828. * @param g defines the green component to read from (value between 0 and 255)
  5829. * @param b defines the blue component to read from (value between 0 and 255)
  5830. * @param a defines the alpha component to read from (value between 0 and 255)
  5831. * @returns a new Color3 object
  5832. */
  5833. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5834. /**
  5835. * Check the content of a given array and convert it to an array containing RGBA data
  5836. * If the original array was already containing count * 4 values then it is returned directly
  5837. * @param colors defines the array to check
  5838. * @param count defines the number of RGBA data to expect
  5839. * @returns an array containing count * 4 values (RGBA)
  5840. */
  5841. static CheckColors4(colors: number[], count: number): number[];
  5842. }
  5843. /**
  5844. * @hidden
  5845. */
  5846. export class TmpColors {
  5847. static Color3: Color3[];
  5848. static Color4: Color4[];
  5849. }
  5850. }
  5851. declare module "babylonjs/Animations/animationKey" {
  5852. /**
  5853. * Defines an interface which represents an animation key frame
  5854. */
  5855. export interface IAnimationKey {
  5856. /**
  5857. * Frame of the key frame
  5858. */
  5859. frame: number;
  5860. /**
  5861. * Value at the specifies key frame
  5862. */
  5863. value: any;
  5864. /**
  5865. * The input tangent for the cubic hermite spline
  5866. */
  5867. inTangent?: any;
  5868. /**
  5869. * The output tangent for the cubic hermite spline
  5870. */
  5871. outTangent?: any;
  5872. /**
  5873. * The animation interpolation type
  5874. */
  5875. interpolation?: AnimationKeyInterpolation;
  5876. }
  5877. /**
  5878. * Enum for the animation key frame interpolation type
  5879. */
  5880. export enum AnimationKeyInterpolation {
  5881. /**
  5882. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  5883. */
  5884. STEP = 1
  5885. }
  5886. }
  5887. declare module "babylonjs/Animations/animationRange" {
  5888. /**
  5889. * Represents the range of an animation
  5890. */
  5891. export class AnimationRange {
  5892. /**The name of the animation range**/
  5893. name: string;
  5894. /**The starting frame of the animation */
  5895. from: number;
  5896. /**The ending frame of the animation*/
  5897. to: number;
  5898. /**
  5899. * Initializes the range of an animation
  5900. * @param name The name of the animation range
  5901. * @param from The starting frame of the animation
  5902. * @param to The ending frame of the animation
  5903. */
  5904. constructor(
  5905. /**The name of the animation range**/
  5906. name: string,
  5907. /**The starting frame of the animation */
  5908. from: number,
  5909. /**The ending frame of the animation*/
  5910. to: number);
  5911. /**
  5912. * Makes a copy of the animation range
  5913. * @returns A copy of the animation range
  5914. */
  5915. clone(): AnimationRange;
  5916. }
  5917. }
  5918. declare module "babylonjs/Animations/animationEvent" {
  5919. /**
  5920. * Composed of a frame, and an action function
  5921. */
  5922. export class AnimationEvent {
  5923. /** The frame for which the event is triggered **/
  5924. frame: number;
  5925. /** The event to perform when triggered **/
  5926. action: (currentFrame: number) => void;
  5927. /** Specifies if the event should be triggered only once**/
  5928. onlyOnce?: boolean | undefined;
  5929. /**
  5930. * Specifies if the animation event is done
  5931. */
  5932. isDone: boolean;
  5933. /**
  5934. * Initializes the animation event
  5935. * @param frame The frame for which the event is triggered
  5936. * @param action The event to perform when triggered
  5937. * @param onlyOnce Specifies if the event should be triggered only once
  5938. */
  5939. constructor(
  5940. /** The frame for which the event is triggered **/
  5941. frame: number,
  5942. /** The event to perform when triggered **/
  5943. action: (currentFrame: number) => void,
  5944. /** Specifies if the event should be triggered only once**/
  5945. onlyOnce?: boolean | undefined);
  5946. /** @hidden */
  5947. _clone(): AnimationEvent;
  5948. }
  5949. }
  5950. declare module "babylonjs/Behaviors/behavior" {
  5951. import { Nullable } from "babylonjs/types";
  5952. /**
  5953. * Interface used to define a behavior
  5954. */
  5955. export interface Behavior<T> {
  5956. /** gets or sets behavior's name */
  5957. name: string;
  5958. /**
  5959. * Function called when the behavior needs to be initialized (after attaching it to a target)
  5960. */
  5961. init(): void;
  5962. /**
  5963. * Called when the behavior is attached to a target
  5964. * @param target defines the target where the behavior is attached to
  5965. */
  5966. attach(target: T): void;
  5967. /**
  5968. * Called when the behavior is detached from its target
  5969. */
  5970. detach(): void;
  5971. }
  5972. /**
  5973. * Interface implemented by classes supporting behaviors
  5974. */
  5975. export interface IBehaviorAware<T> {
  5976. /**
  5977. * Attach a behavior
  5978. * @param behavior defines the behavior to attach
  5979. * @returns the current host
  5980. */
  5981. addBehavior(behavior: Behavior<T>): T;
  5982. /**
  5983. * Remove a behavior from the current object
  5984. * @param behavior defines the behavior to detach
  5985. * @returns the current host
  5986. */
  5987. removeBehavior(behavior: Behavior<T>): T;
  5988. /**
  5989. * Gets a behavior using its name to search
  5990. * @param name defines the name to search
  5991. * @returns the behavior or null if not found
  5992. */
  5993. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  5994. }
  5995. }
  5996. declare module "babylonjs/Misc/smartArray" {
  5997. /**
  5998. * Defines an array and its length.
  5999. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  6000. */
  6001. export interface ISmartArrayLike<T> {
  6002. /**
  6003. * The data of the array.
  6004. */
  6005. data: Array<T>;
  6006. /**
  6007. * The active length of the array.
  6008. */
  6009. length: number;
  6010. }
  6011. /**
  6012. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6013. */
  6014. export class SmartArray<T> implements ISmartArrayLike<T> {
  6015. /**
  6016. * The full set of data from the array.
  6017. */
  6018. data: Array<T>;
  6019. /**
  6020. * The active length of the array.
  6021. */
  6022. length: number;
  6023. protected _id: number;
  6024. /**
  6025. * Instantiates a Smart Array.
  6026. * @param capacity defines the default capacity of the array.
  6027. */
  6028. constructor(capacity: number);
  6029. /**
  6030. * Pushes a value at the end of the active data.
  6031. * @param value defines the object to push in the array.
  6032. */
  6033. push(value: T): void;
  6034. /**
  6035. * Iterates over the active data and apply the lambda to them.
  6036. * @param func defines the action to apply on each value.
  6037. */
  6038. forEach(func: (content: T) => void): void;
  6039. /**
  6040. * Sorts the full sets of data.
  6041. * @param compareFn defines the comparison function to apply.
  6042. */
  6043. sort(compareFn: (a: T, b: T) => number): void;
  6044. /**
  6045. * Resets the active data to an empty array.
  6046. */
  6047. reset(): void;
  6048. /**
  6049. * Releases all the data from the array as well as the array.
  6050. */
  6051. dispose(): void;
  6052. /**
  6053. * Concats the active data with a given array.
  6054. * @param array defines the data to concatenate with.
  6055. */
  6056. concat(array: any): void;
  6057. /**
  6058. * Returns the position of a value in the active data.
  6059. * @param value defines the value to find the index for
  6060. * @returns the index if found in the active data otherwise -1
  6061. */
  6062. indexOf(value: T): number;
  6063. /**
  6064. * Returns whether an element is part of the active data.
  6065. * @param value defines the value to look for
  6066. * @returns true if found in the active data otherwise false
  6067. */
  6068. contains(value: T): boolean;
  6069. private static _GlobalId;
  6070. }
  6071. /**
  6072. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6073. * The data in this array can only be present once
  6074. */
  6075. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  6076. private _duplicateId;
  6077. /**
  6078. * Pushes a value at the end of the active data.
  6079. * THIS DOES NOT PREVENT DUPPLICATE DATA
  6080. * @param value defines the object to push in the array.
  6081. */
  6082. push(value: T): void;
  6083. /**
  6084. * Pushes a value at the end of the active data.
  6085. * If the data is already present, it won t be added again
  6086. * @param value defines the object to push in the array.
  6087. * @returns true if added false if it was already present
  6088. */
  6089. pushNoDuplicate(value: T): boolean;
  6090. /**
  6091. * Resets the active data to an empty array.
  6092. */
  6093. reset(): void;
  6094. /**
  6095. * Concats the active data with a given array.
  6096. * This ensures no dupplicate will be present in the result.
  6097. * @param array defines the data to concatenate with.
  6098. */
  6099. concatWithNoDuplicate(array: any): void;
  6100. }
  6101. }
  6102. declare module "babylonjs/Cameras/cameraInputsManager" {
  6103. import { Nullable } from "babylonjs/types";
  6104. import { Camera } from "babylonjs/Cameras/camera";
  6105. /**
  6106. * @ignore
  6107. * This is a list of all the different input types that are available in the application.
  6108. * Fo instance: ArcRotateCameraGamepadInput...
  6109. */
  6110. export var CameraInputTypes: {};
  6111. /**
  6112. * This is the contract to implement in order to create a new input class.
  6113. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6114. */
  6115. export interface ICameraInput<TCamera extends Camera> {
  6116. /**
  6117. * Defines the camera the input is attached to.
  6118. */
  6119. camera: Nullable<TCamera>;
  6120. /**
  6121. * Gets the class name of the current intput.
  6122. * @returns the class name
  6123. */
  6124. getClassName(): string;
  6125. /**
  6126. * Get the friendly name associated with the input class.
  6127. * @returns the input friendly name
  6128. */
  6129. getSimpleName(): string;
  6130. /**
  6131. * Attach the input controls to a specific dom element to get the input from.
  6132. * @param element Defines the element the controls should be listened from
  6133. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6134. */
  6135. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6136. /**
  6137. * Detach the current controls from the specified dom element.
  6138. * @param element Defines the element to stop listening the inputs from
  6139. */
  6140. detachControl(element: Nullable<HTMLElement>): void;
  6141. /**
  6142. * Update the current camera state depending on the inputs that have been used this frame.
  6143. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6144. */
  6145. checkInputs?: () => void;
  6146. }
  6147. /**
  6148. * Represents a map of input types to input instance or input index to input instance.
  6149. */
  6150. export interface CameraInputsMap<TCamera extends Camera> {
  6151. /**
  6152. * Accessor to the input by input type.
  6153. */
  6154. [name: string]: ICameraInput<TCamera>;
  6155. /**
  6156. * Accessor to the input by input index.
  6157. */
  6158. [idx: number]: ICameraInput<TCamera>;
  6159. }
  6160. /**
  6161. * This represents the input manager used within a camera.
  6162. * It helps dealing with all the different kind of input attached to a camera.
  6163. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6164. */
  6165. export class CameraInputsManager<TCamera extends Camera> {
  6166. /**
  6167. * Defines the list of inputs attahed to the camera.
  6168. */
  6169. attached: CameraInputsMap<TCamera>;
  6170. /**
  6171. * Defines the dom element the camera is collecting inputs from.
  6172. * This is null if the controls have not been attached.
  6173. */
  6174. attachedElement: Nullable<HTMLElement>;
  6175. /**
  6176. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6177. */
  6178. noPreventDefault: boolean;
  6179. /**
  6180. * Defined the camera the input manager belongs to.
  6181. */
  6182. camera: TCamera;
  6183. /**
  6184. * Update the current camera state depending on the inputs that have been used this frame.
  6185. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6186. */
  6187. checkInputs: () => void;
  6188. /**
  6189. * Instantiate a new Camera Input Manager.
  6190. * @param camera Defines the camera the input manager blongs to
  6191. */
  6192. constructor(camera: TCamera);
  6193. /**
  6194. * Add an input method to a camera
  6195. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6196. * @param input camera input method
  6197. */
  6198. add(input: ICameraInput<TCamera>): void;
  6199. /**
  6200. * Remove a specific input method from a camera
  6201. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6202. * @param inputToRemove camera input method
  6203. */
  6204. remove(inputToRemove: ICameraInput<TCamera>): void;
  6205. /**
  6206. * Remove a specific input type from a camera
  6207. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6208. * @param inputType the type of the input to remove
  6209. */
  6210. removeByType(inputType: string): void;
  6211. private _addCheckInputs;
  6212. /**
  6213. * Attach the input controls to the currently attached dom element to listen the events from.
  6214. * @param input Defines the input to attach
  6215. */
  6216. attachInput(input: ICameraInput<TCamera>): void;
  6217. /**
  6218. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6219. * @param element Defines the dom element to collect the events from
  6220. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6221. */
  6222. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6223. /**
  6224. * Detach the current manager inputs controls from a specific dom element.
  6225. * @param element Defines the dom element to collect the events from
  6226. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6227. */
  6228. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6229. /**
  6230. * Rebuild the dynamic inputCheck function from the current list of
  6231. * defined inputs in the manager.
  6232. */
  6233. rebuildInputCheck(): void;
  6234. /**
  6235. * Remove all attached input methods from a camera
  6236. */
  6237. clear(): void;
  6238. /**
  6239. * Serialize the current input manager attached to a camera.
  6240. * This ensures than once parsed,
  6241. * the input associated to the camera will be identical to the current ones
  6242. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6243. */
  6244. serialize(serializedCamera: any): void;
  6245. /**
  6246. * Parses an input manager serialized JSON to restore the previous list of inputs
  6247. * and states associated to a camera.
  6248. * @param parsedCamera Defines the JSON to parse
  6249. */
  6250. parse(parsedCamera: any): void;
  6251. }
  6252. }
  6253. declare module "babylonjs/Meshes/buffer" {
  6254. import { Nullable, DataArray } from "babylonjs/types";
  6255. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  6256. /**
  6257. * Class used to store data that will be store in GPU memory
  6258. */
  6259. export class Buffer {
  6260. private _engine;
  6261. private _buffer;
  6262. /** @hidden */
  6263. _data: Nullable<DataArray>;
  6264. private _updatable;
  6265. private _instanced;
  6266. private _divisor;
  6267. /**
  6268. * Gets the byte stride.
  6269. */
  6270. readonly byteStride: number;
  6271. /**
  6272. * Constructor
  6273. * @param engine the engine
  6274. * @param data the data to use for this buffer
  6275. * @param updatable whether the data is updatable
  6276. * @param stride the stride (optional)
  6277. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6278. * @param instanced whether the buffer is instanced (optional)
  6279. * @param useBytes set to true if the stride in in bytes (optional)
  6280. * @param divisor sets an optional divisor for instances (1 by default)
  6281. */
  6282. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  6283. /**
  6284. * Create a new VertexBuffer based on the current buffer
  6285. * @param kind defines the vertex buffer kind (position, normal, etc.)
  6286. * @param offset defines offset in the buffer (0 by default)
  6287. * @param size defines the size in floats of attributes (position is 3 for instance)
  6288. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  6289. * @param instanced defines if the vertex buffer contains indexed data
  6290. * @param useBytes defines if the offset and stride are in bytes *
  6291. * @param divisor sets an optional divisor for instances (1 by default)
  6292. * @returns the new vertex buffer
  6293. */
  6294. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  6295. /**
  6296. * Gets a boolean indicating if the Buffer is updatable?
  6297. * @returns true if the buffer is updatable
  6298. */
  6299. isUpdatable(): boolean;
  6300. /**
  6301. * Gets current buffer's data
  6302. * @returns a DataArray or null
  6303. */
  6304. getData(): Nullable<DataArray>;
  6305. /**
  6306. * Gets underlying native buffer
  6307. * @returns underlying native buffer
  6308. */
  6309. getBuffer(): Nullable<DataBuffer>;
  6310. /**
  6311. * Gets the stride in float32 units (i.e. byte stride / 4).
  6312. * May not be an integer if the byte stride is not divisible by 4.
  6313. * DEPRECATED. Use byteStride instead.
  6314. * @returns the stride in float32 units
  6315. */
  6316. getStrideSize(): number;
  6317. /**
  6318. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6319. * @param data defines the data to store
  6320. */
  6321. create(data?: Nullable<DataArray>): void;
  6322. /** @hidden */
  6323. _rebuild(): void;
  6324. /**
  6325. * Update current buffer data
  6326. * @param data defines the data to store
  6327. */
  6328. update(data: DataArray): void;
  6329. /**
  6330. * Updates the data directly.
  6331. * @param data the new data
  6332. * @param offset the new offset
  6333. * @param vertexCount the vertex count (optional)
  6334. * @param useBytes set to true if the offset is in bytes
  6335. */
  6336. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  6337. /**
  6338. * Release all resources
  6339. */
  6340. dispose(): void;
  6341. }
  6342. /**
  6343. * Specialized buffer used to store vertex data
  6344. */
  6345. export class VertexBuffer {
  6346. /** @hidden */
  6347. _buffer: Buffer;
  6348. private _kind;
  6349. private _size;
  6350. private _ownsBuffer;
  6351. private _instanced;
  6352. private _instanceDivisor;
  6353. /**
  6354. * The byte type.
  6355. */
  6356. static readonly BYTE: number;
  6357. /**
  6358. * The unsigned byte type.
  6359. */
  6360. static readonly UNSIGNED_BYTE: number;
  6361. /**
  6362. * The short type.
  6363. */
  6364. static readonly SHORT: number;
  6365. /**
  6366. * The unsigned short type.
  6367. */
  6368. static readonly UNSIGNED_SHORT: number;
  6369. /**
  6370. * The integer type.
  6371. */
  6372. static readonly INT: number;
  6373. /**
  6374. * The unsigned integer type.
  6375. */
  6376. static readonly UNSIGNED_INT: number;
  6377. /**
  6378. * The float type.
  6379. */
  6380. static readonly FLOAT: number;
  6381. /**
  6382. * Gets or sets the instance divisor when in instanced mode
  6383. */
  6384. instanceDivisor: number;
  6385. /**
  6386. * Gets the byte stride.
  6387. */
  6388. readonly byteStride: number;
  6389. /**
  6390. * Gets the byte offset.
  6391. */
  6392. readonly byteOffset: number;
  6393. /**
  6394. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  6395. */
  6396. readonly normalized: boolean;
  6397. /**
  6398. * Gets the data type of each component in the array.
  6399. */
  6400. readonly type: number;
  6401. /**
  6402. * Constructor
  6403. * @param engine the engine
  6404. * @param data the data to use for this vertex buffer
  6405. * @param kind the vertex buffer kind
  6406. * @param updatable whether the data is updatable
  6407. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6408. * @param stride the stride (optional)
  6409. * @param instanced whether the buffer is instanced (optional)
  6410. * @param offset the offset of the data (optional)
  6411. * @param size the number of components (optional)
  6412. * @param type the type of the component (optional)
  6413. * @param normalized whether the data contains normalized data (optional)
  6414. * @param useBytes set to true if stride and offset are in bytes (optional)
  6415. * @param divisor defines the instance divisor to use (1 by default)
  6416. */
  6417. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean, divisor?: number);
  6418. /** @hidden */
  6419. _rebuild(): void;
  6420. /**
  6421. * Returns the kind of the VertexBuffer (string)
  6422. * @returns a string
  6423. */
  6424. getKind(): string;
  6425. /**
  6426. * Gets a boolean indicating if the VertexBuffer is updatable?
  6427. * @returns true if the buffer is updatable
  6428. */
  6429. isUpdatable(): boolean;
  6430. /**
  6431. * Gets current buffer's data
  6432. * @returns a DataArray or null
  6433. */
  6434. getData(): Nullable<DataArray>;
  6435. /**
  6436. * Gets underlying native buffer
  6437. * @returns underlying native buffer
  6438. */
  6439. getBuffer(): Nullable<DataBuffer>;
  6440. /**
  6441. * Gets the stride in float32 units (i.e. byte stride / 4).
  6442. * May not be an integer if the byte stride is not divisible by 4.
  6443. * DEPRECATED. Use byteStride instead.
  6444. * @returns the stride in float32 units
  6445. */
  6446. getStrideSize(): number;
  6447. /**
  6448. * Returns the offset as a multiple of the type byte length.
  6449. * DEPRECATED. Use byteOffset instead.
  6450. * @returns the offset in bytes
  6451. */
  6452. getOffset(): number;
  6453. /**
  6454. * Returns the number of components per vertex attribute (integer)
  6455. * @returns the size in float
  6456. */
  6457. getSize(): number;
  6458. /**
  6459. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  6460. * @returns true if this buffer is instanced
  6461. */
  6462. getIsInstanced(): boolean;
  6463. /**
  6464. * Returns the instancing divisor, zero for non-instanced (integer).
  6465. * @returns a number
  6466. */
  6467. getInstanceDivisor(): number;
  6468. /**
  6469. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6470. * @param data defines the data to store
  6471. */
  6472. create(data?: DataArray): void;
  6473. /**
  6474. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  6475. * This function will create a new buffer if the current one is not updatable
  6476. * @param data defines the data to store
  6477. */
  6478. update(data: DataArray): void;
  6479. /**
  6480. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  6481. * Returns the directly updated WebGLBuffer.
  6482. * @param data the new data
  6483. * @param offset the new offset
  6484. * @param useBytes set to true if the offset is in bytes
  6485. */
  6486. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  6487. /**
  6488. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  6489. */
  6490. dispose(): void;
  6491. /**
  6492. * Enumerates each value of this vertex buffer as numbers.
  6493. * @param count the number of values to enumerate
  6494. * @param callback the callback function called for each value
  6495. */
  6496. forEach(count: number, callback: (value: number, index: number) => void): void;
  6497. /**
  6498. * Positions
  6499. */
  6500. static readonly PositionKind: string;
  6501. /**
  6502. * Normals
  6503. */
  6504. static readonly NormalKind: string;
  6505. /**
  6506. * Tangents
  6507. */
  6508. static readonly TangentKind: string;
  6509. /**
  6510. * Texture coordinates
  6511. */
  6512. static readonly UVKind: string;
  6513. /**
  6514. * Texture coordinates 2
  6515. */
  6516. static readonly UV2Kind: string;
  6517. /**
  6518. * Texture coordinates 3
  6519. */
  6520. static readonly UV3Kind: string;
  6521. /**
  6522. * Texture coordinates 4
  6523. */
  6524. static readonly UV4Kind: string;
  6525. /**
  6526. * Texture coordinates 5
  6527. */
  6528. static readonly UV5Kind: string;
  6529. /**
  6530. * Texture coordinates 6
  6531. */
  6532. static readonly UV6Kind: string;
  6533. /**
  6534. * Colors
  6535. */
  6536. static readonly ColorKind: string;
  6537. /**
  6538. * Matrix indices (for bones)
  6539. */
  6540. static readonly MatricesIndicesKind: string;
  6541. /**
  6542. * Matrix weights (for bones)
  6543. */
  6544. static readonly MatricesWeightsKind: string;
  6545. /**
  6546. * Additional matrix indices (for bones)
  6547. */
  6548. static readonly MatricesIndicesExtraKind: string;
  6549. /**
  6550. * Additional matrix weights (for bones)
  6551. */
  6552. static readonly MatricesWeightsExtraKind: string;
  6553. /**
  6554. * Deduces the stride given a kind.
  6555. * @param kind The kind string to deduce
  6556. * @returns The deduced stride
  6557. */
  6558. static DeduceStride(kind: string): number;
  6559. /**
  6560. * Gets the byte length of the given type.
  6561. * @param type the type
  6562. * @returns the number of bytes
  6563. */
  6564. static GetTypeByteLength(type: number): number;
  6565. /**
  6566. * Enumerates each value of the given parameters as numbers.
  6567. * @param data the data to enumerate
  6568. * @param byteOffset the byte offset of the data
  6569. * @param byteStride the byte stride of the data
  6570. * @param componentCount the number of components per element
  6571. * @param componentType the type of the component
  6572. * @param count the number of values to enumerate
  6573. * @param normalized whether the data is normalized
  6574. * @param callback the callback function called for each value
  6575. */
  6576. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  6577. private static _GetFloatValue;
  6578. }
  6579. }
  6580. declare module "babylonjs/Collisions/intersectionInfo" {
  6581. import { Nullable } from "babylonjs/types";
  6582. /**
  6583. * @hidden
  6584. */
  6585. export class IntersectionInfo {
  6586. bu: Nullable<number>;
  6587. bv: Nullable<number>;
  6588. distance: number;
  6589. faceId: number;
  6590. subMeshId: number;
  6591. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6592. }
  6593. }
  6594. declare module "babylonjs/Maths/math.plane" {
  6595. import { DeepImmutable } from "babylonjs/types";
  6596. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6597. /**
  6598. * Represens a plane by the equation ax + by + cz + d = 0
  6599. */
  6600. export class Plane {
  6601. private static _TmpMatrix;
  6602. /**
  6603. * Normal of the plane (a,b,c)
  6604. */
  6605. normal: Vector3;
  6606. /**
  6607. * d component of the plane
  6608. */
  6609. d: number;
  6610. /**
  6611. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6612. * @param a a component of the plane
  6613. * @param b b component of the plane
  6614. * @param c c component of the plane
  6615. * @param d d component of the plane
  6616. */
  6617. constructor(a: number, b: number, c: number, d: number);
  6618. /**
  6619. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6620. */
  6621. asArray(): number[];
  6622. /**
  6623. * @returns a new plane copied from the current Plane.
  6624. */
  6625. clone(): Plane;
  6626. /**
  6627. * @returns the string "Plane".
  6628. */
  6629. getClassName(): string;
  6630. /**
  6631. * @returns the Plane hash code.
  6632. */
  6633. getHashCode(): number;
  6634. /**
  6635. * Normalize the current Plane in place.
  6636. * @returns the updated Plane.
  6637. */
  6638. normalize(): Plane;
  6639. /**
  6640. * Applies a transformation the plane and returns the result
  6641. * @param transformation the transformation matrix to be applied to the plane
  6642. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6643. */
  6644. transform(transformation: DeepImmutable<Matrix>): Plane;
  6645. /**
  6646. * Calcualtte the dot product between the point and the plane normal
  6647. * @param point point to calculate the dot product with
  6648. * @returns the dot product (float) of the point coordinates and the plane normal.
  6649. */
  6650. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6651. /**
  6652. * Updates the current Plane from the plane defined by the three given points.
  6653. * @param point1 one of the points used to contruct the plane
  6654. * @param point2 one of the points used to contruct the plane
  6655. * @param point3 one of the points used to contruct the plane
  6656. * @returns the updated Plane.
  6657. */
  6658. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6659. /**
  6660. * Checks if the plane is facing a given direction
  6661. * @param direction the direction to check if the plane is facing
  6662. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6663. * @returns True is the vector "direction" is the same side than the plane normal.
  6664. */
  6665. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6666. /**
  6667. * Calculates the distance to a point
  6668. * @param point point to calculate distance to
  6669. * @returns the signed distance (float) from the given point to the Plane.
  6670. */
  6671. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6672. /**
  6673. * Creates a plane from an array
  6674. * @param array the array to create a plane from
  6675. * @returns a new Plane from the given array.
  6676. */
  6677. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6678. /**
  6679. * Creates a plane from three points
  6680. * @param point1 point used to create the plane
  6681. * @param point2 point used to create the plane
  6682. * @param point3 point used to create the plane
  6683. * @returns a new Plane defined by the three given points.
  6684. */
  6685. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6686. /**
  6687. * Creates a plane from an origin point and a normal
  6688. * @param origin origin of the plane to be constructed
  6689. * @param normal normal of the plane to be constructed
  6690. * @returns a new Plane the normal vector to this plane at the given origin point.
  6691. * Note : the vector "normal" is updated because normalized.
  6692. */
  6693. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6694. /**
  6695. * Calculates the distance from a plane and a point
  6696. * @param origin origin of the plane to be constructed
  6697. * @param normal normal of the plane to be constructed
  6698. * @param point point to calculate distance to
  6699. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6700. */
  6701. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6702. }
  6703. }
  6704. declare module "babylonjs/Culling/boundingSphere" {
  6705. import { DeepImmutable } from "babylonjs/types";
  6706. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6707. import { Plane } from "babylonjs/Maths/math.plane";
  6708. /**
  6709. * Class used to store bounding sphere information
  6710. */
  6711. export class BoundingSphere {
  6712. /**
  6713. * Gets the center of the bounding sphere in local space
  6714. */
  6715. readonly center: Vector3;
  6716. /**
  6717. * Radius of the bounding sphere in local space
  6718. */
  6719. radius: number;
  6720. /**
  6721. * Gets the center of the bounding sphere in world space
  6722. */
  6723. readonly centerWorld: Vector3;
  6724. /**
  6725. * Radius of the bounding sphere in world space
  6726. */
  6727. radiusWorld: number;
  6728. /**
  6729. * Gets the minimum vector in local space
  6730. */
  6731. readonly minimum: Vector3;
  6732. /**
  6733. * Gets the maximum vector in local space
  6734. */
  6735. readonly maximum: Vector3;
  6736. private _worldMatrix;
  6737. private static readonly TmpVector3;
  6738. /**
  6739. * Creates a new bounding sphere
  6740. * @param min defines the minimum vector (in local space)
  6741. * @param max defines the maximum vector (in local space)
  6742. * @param worldMatrix defines the new world matrix
  6743. */
  6744. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6745. /**
  6746. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6747. * @param min defines the new minimum vector (in local space)
  6748. * @param max defines the new maximum vector (in local space)
  6749. * @param worldMatrix defines the new world matrix
  6750. */
  6751. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6752. /**
  6753. * Scale the current bounding sphere by applying a scale factor
  6754. * @param factor defines the scale factor to apply
  6755. * @returns the current bounding box
  6756. */
  6757. scale(factor: number): BoundingSphere;
  6758. /**
  6759. * Gets the world matrix of the bounding box
  6760. * @returns a matrix
  6761. */
  6762. getWorldMatrix(): DeepImmutable<Matrix>;
  6763. /** @hidden */
  6764. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6765. /**
  6766. * Tests if the bounding sphere is intersecting the frustum planes
  6767. * @param frustumPlanes defines the frustum planes to test
  6768. * @returns true if there is an intersection
  6769. */
  6770. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6771. /**
  6772. * Tests if the bounding sphere center is in between the frustum planes.
  6773. * Used for optimistic fast inclusion.
  6774. * @param frustumPlanes defines the frustum planes to test
  6775. * @returns true if the sphere center is in between the frustum planes
  6776. */
  6777. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6778. /**
  6779. * Tests if a point is inside the bounding sphere
  6780. * @param point defines the point to test
  6781. * @returns true if the point is inside the bounding sphere
  6782. */
  6783. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6784. /**
  6785. * Checks if two sphere intersct
  6786. * @param sphere0 sphere 0
  6787. * @param sphere1 sphere 1
  6788. * @returns true if the speres intersect
  6789. */
  6790. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6791. }
  6792. }
  6793. declare module "babylonjs/Culling/boundingBox" {
  6794. import { DeepImmutable } from "babylonjs/types";
  6795. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6796. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6797. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6798. import { Plane } from "babylonjs/Maths/math.plane";
  6799. /**
  6800. * Class used to store bounding box information
  6801. */
  6802. export class BoundingBox implements ICullable {
  6803. /**
  6804. * Gets the 8 vectors representing the bounding box in local space
  6805. */
  6806. readonly vectors: Vector3[];
  6807. /**
  6808. * Gets the center of the bounding box in local space
  6809. */
  6810. readonly center: Vector3;
  6811. /**
  6812. * Gets the center of the bounding box in world space
  6813. */
  6814. readonly centerWorld: Vector3;
  6815. /**
  6816. * Gets the extend size in local space
  6817. */
  6818. readonly extendSize: Vector3;
  6819. /**
  6820. * Gets the extend size in world space
  6821. */
  6822. readonly extendSizeWorld: Vector3;
  6823. /**
  6824. * Gets the OBB (object bounding box) directions
  6825. */
  6826. readonly directions: Vector3[];
  6827. /**
  6828. * Gets the 8 vectors representing the bounding box in world space
  6829. */
  6830. readonly vectorsWorld: Vector3[];
  6831. /**
  6832. * Gets the minimum vector in world space
  6833. */
  6834. readonly minimumWorld: Vector3;
  6835. /**
  6836. * Gets the maximum vector in world space
  6837. */
  6838. readonly maximumWorld: Vector3;
  6839. /**
  6840. * Gets the minimum vector in local space
  6841. */
  6842. readonly minimum: Vector3;
  6843. /**
  6844. * Gets the maximum vector in local space
  6845. */
  6846. readonly maximum: Vector3;
  6847. private _worldMatrix;
  6848. private static readonly TmpVector3;
  6849. /**
  6850. * @hidden
  6851. */
  6852. _tag: number;
  6853. /**
  6854. * Creates a new bounding box
  6855. * @param min defines the minimum vector (in local space)
  6856. * @param max defines the maximum vector (in local space)
  6857. * @param worldMatrix defines the new world matrix
  6858. */
  6859. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6860. /**
  6861. * Recreates the entire bounding box from scratch as if we call the constructor in place
  6862. * @param min defines the new minimum vector (in local space)
  6863. * @param max defines the new maximum vector (in local space)
  6864. * @param worldMatrix defines the new world matrix
  6865. */
  6866. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6867. /**
  6868. * Scale the current bounding box by applying a scale factor
  6869. * @param factor defines the scale factor to apply
  6870. * @returns the current bounding box
  6871. */
  6872. scale(factor: number): BoundingBox;
  6873. /**
  6874. * Gets the world matrix of the bounding box
  6875. * @returns a matrix
  6876. */
  6877. getWorldMatrix(): DeepImmutable<Matrix>;
  6878. /** @hidden */
  6879. _update(world: DeepImmutable<Matrix>): void;
  6880. /**
  6881. * Tests if the bounding box is intersecting the frustum planes
  6882. * @param frustumPlanes defines the frustum planes to test
  6883. * @returns true if there is an intersection
  6884. */
  6885. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6886. /**
  6887. * Tests if the bounding box is entirely inside the frustum planes
  6888. * @param frustumPlanes defines the frustum planes to test
  6889. * @returns true if there is an inclusion
  6890. */
  6891. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6892. /**
  6893. * Tests if a point is inside the bounding box
  6894. * @param point defines the point to test
  6895. * @returns true if the point is inside the bounding box
  6896. */
  6897. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6898. /**
  6899. * Tests if the bounding box intersects with a bounding sphere
  6900. * @param sphere defines the sphere to test
  6901. * @returns true if there is an intersection
  6902. */
  6903. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  6904. /**
  6905. * Tests if the bounding box intersects with a box defined by a min and max vectors
  6906. * @param min defines the min vector to use
  6907. * @param max defines the max vector to use
  6908. * @returns true if there is an intersection
  6909. */
  6910. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  6911. /**
  6912. * Tests if two bounding boxes are intersections
  6913. * @param box0 defines the first box to test
  6914. * @param box1 defines the second box to test
  6915. * @returns true if there is an intersection
  6916. */
  6917. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  6918. /**
  6919. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  6920. * @param minPoint defines the minimum vector of the bounding box
  6921. * @param maxPoint defines the maximum vector of the bounding box
  6922. * @param sphereCenter defines the sphere center
  6923. * @param sphereRadius defines the sphere radius
  6924. * @returns true if there is an intersection
  6925. */
  6926. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  6927. /**
  6928. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  6929. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6930. * @param frustumPlanes defines the frustum planes to test
  6931. * @return true if there is an inclusion
  6932. */
  6933. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6934. /**
  6935. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  6936. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6937. * @param frustumPlanes defines the frustum planes to test
  6938. * @return true if there is an intersection
  6939. */
  6940. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6941. }
  6942. }
  6943. declare module "babylonjs/Collisions/collider" {
  6944. import { Nullable, IndicesArray } from "babylonjs/types";
  6945. import { Vector3 } from "babylonjs/Maths/math.vector";
  6946. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  6947. import { Plane } from "babylonjs/Maths/math.plane";
  6948. /** @hidden */
  6949. export class Collider {
  6950. /** Define if a collision was found */
  6951. collisionFound: boolean;
  6952. /**
  6953. * Define last intersection point in local space
  6954. */
  6955. intersectionPoint: Vector3;
  6956. /**
  6957. * Define last collided mesh
  6958. */
  6959. collidedMesh: Nullable<AbstractMesh>;
  6960. private _collisionPoint;
  6961. private _planeIntersectionPoint;
  6962. private _tempVector;
  6963. private _tempVector2;
  6964. private _tempVector3;
  6965. private _tempVector4;
  6966. private _edge;
  6967. private _baseToVertex;
  6968. private _destinationPoint;
  6969. private _slidePlaneNormal;
  6970. private _displacementVector;
  6971. /** @hidden */
  6972. _radius: Vector3;
  6973. /** @hidden */
  6974. _retry: number;
  6975. private _velocity;
  6976. private _basePoint;
  6977. private _epsilon;
  6978. /** @hidden */
  6979. _velocityWorldLength: number;
  6980. /** @hidden */
  6981. _basePointWorld: Vector3;
  6982. private _velocityWorld;
  6983. private _normalizedVelocity;
  6984. /** @hidden */
  6985. _initialVelocity: Vector3;
  6986. /** @hidden */
  6987. _initialPosition: Vector3;
  6988. private _nearestDistance;
  6989. private _collisionMask;
  6990. collisionMask: number;
  6991. /**
  6992. * Gets the plane normal used to compute the sliding response (in local space)
  6993. */
  6994. readonly slidePlaneNormal: Vector3;
  6995. /** @hidden */
  6996. _initialize(source: Vector3, dir: Vector3, e: number): void;
  6997. /** @hidden */
  6998. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  6999. /** @hidden */
  7000. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  7001. /** @hidden */
  7002. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7003. /** @hidden */
  7004. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7005. /** @hidden */
  7006. _getResponse(pos: Vector3, vel: Vector3): void;
  7007. }
  7008. }
  7009. declare module "babylonjs/Culling/boundingInfo" {
  7010. import { DeepImmutable } from "babylonjs/types";
  7011. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7012. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  7013. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  7014. import { Plane } from "babylonjs/Maths/math.plane";
  7015. import { Collider } from "babylonjs/Collisions/collider";
  7016. /**
  7017. * Interface for cullable objects
  7018. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  7019. */
  7020. export interface ICullable {
  7021. /**
  7022. * Checks if the object or part of the object is in the frustum
  7023. * @param frustumPlanes Camera near/planes
  7024. * @returns true if the object is in frustum otherwise false
  7025. */
  7026. isInFrustum(frustumPlanes: Plane[]): boolean;
  7027. /**
  7028. * Checks if a cullable object (mesh...) is in the camera frustum
  7029. * Unlike isInFrustum this cheks the full bounding box
  7030. * @param frustumPlanes Camera near/planes
  7031. * @returns true if the object is in frustum otherwise false
  7032. */
  7033. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  7034. }
  7035. /**
  7036. * Info for a bounding data of a mesh
  7037. */
  7038. export class BoundingInfo implements ICullable {
  7039. /**
  7040. * Bounding box for the mesh
  7041. */
  7042. readonly boundingBox: BoundingBox;
  7043. /**
  7044. * Bounding sphere for the mesh
  7045. */
  7046. readonly boundingSphere: BoundingSphere;
  7047. private _isLocked;
  7048. private static readonly TmpVector3;
  7049. /**
  7050. * Constructs bounding info
  7051. * @param minimum min vector of the bounding box/sphere
  7052. * @param maximum max vector of the bounding box/sphere
  7053. * @param worldMatrix defines the new world matrix
  7054. */
  7055. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7056. /**
  7057. * Recreates the entire bounding info from scratch as if we call the constructor in place
  7058. * @param min defines the new minimum vector (in local space)
  7059. * @param max defines the new maximum vector (in local space)
  7060. * @param worldMatrix defines the new world matrix
  7061. */
  7062. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7063. /**
  7064. * min vector of the bounding box/sphere
  7065. */
  7066. readonly minimum: Vector3;
  7067. /**
  7068. * max vector of the bounding box/sphere
  7069. */
  7070. readonly maximum: Vector3;
  7071. /**
  7072. * If the info is locked and won't be updated to avoid perf overhead
  7073. */
  7074. isLocked: boolean;
  7075. /**
  7076. * Updates the bounding sphere and box
  7077. * @param world world matrix to be used to update
  7078. */
  7079. update(world: DeepImmutable<Matrix>): void;
  7080. /**
  7081. * Recreate the bounding info to be centered around a specific point given a specific extend.
  7082. * @param center New center of the bounding info
  7083. * @param extend New extend of the bounding info
  7084. * @returns the current bounding info
  7085. */
  7086. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  7087. /**
  7088. * Scale the current bounding info by applying a scale factor
  7089. * @param factor defines the scale factor to apply
  7090. * @returns the current bounding info
  7091. */
  7092. scale(factor: number): BoundingInfo;
  7093. /**
  7094. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  7095. * @param frustumPlanes defines the frustum to test
  7096. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  7097. * @returns true if the bounding info is in the frustum planes
  7098. */
  7099. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  7100. /**
  7101. * Gets the world distance between the min and max points of the bounding box
  7102. */
  7103. readonly diagonalLength: number;
  7104. /**
  7105. * Checks if a cullable object (mesh...) is in the camera frustum
  7106. * Unlike isInFrustum this cheks the full bounding box
  7107. * @param frustumPlanes Camera near/planes
  7108. * @returns true if the object is in frustum otherwise false
  7109. */
  7110. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7111. /** @hidden */
  7112. _checkCollision(collider: Collider): boolean;
  7113. /**
  7114. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7115. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7116. * @param point the point to check intersection with
  7117. * @returns if the point intersects
  7118. */
  7119. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7120. /**
  7121. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7122. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7123. * @param boundingInfo the bounding info to check intersection with
  7124. * @param precise if the intersection should be done using OBB
  7125. * @returns if the bounding info intersects
  7126. */
  7127. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7128. }
  7129. }
  7130. declare module "babylonjs/Maths/math.functions" {
  7131. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7132. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7133. /**
  7134. * Extracts minimum and maximum values from a list of indexed positions
  7135. * @param positions defines the positions to use
  7136. * @param indices defines the indices to the positions
  7137. * @param indexStart defines the start index
  7138. * @param indexCount defines the end index
  7139. * @param bias defines bias value to add to the result
  7140. * @return minimum and maximum values
  7141. */
  7142. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7143. minimum: Vector3;
  7144. maximum: Vector3;
  7145. };
  7146. /**
  7147. * Extracts minimum and maximum values from a list of positions
  7148. * @param positions defines the positions to use
  7149. * @param start defines the start index in the positions array
  7150. * @param count defines the number of positions to handle
  7151. * @param bias defines bias value to add to the result
  7152. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7153. * @return minimum and maximum values
  7154. */
  7155. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7156. minimum: Vector3;
  7157. maximum: Vector3;
  7158. };
  7159. }
  7160. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  7161. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7162. /** @hidden */
  7163. export class WebGLDataBuffer extends DataBuffer {
  7164. private _buffer;
  7165. constructor(resource: WebGLBuffer);
  7166. readonly underlyingResource: any;
  7167. }
  7168. }
  7169. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  7170. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7171. import { Nullable } from "babylonjs/types";
  7172. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  7173. /** @hidden */
  7174. export class WebGLPipelineContext implements IPipelineContext {
  7175. engine: ThinEngine;
  7176. program: Nullable<WebGLProgram>;
  7177. context?: WebGLRenderingContext;
  7178. vertexShader?: WebGLShader;
  7179. fragmentShader?: WebGLShader;
  7180. isParallelCompiled: boolean;
  7181. onCompiled?: () => void;
  7182. transformFeedback?: WebGLTransformFeedback | null;
  7183. readonly isAsync: boolean;
  7184. readonly isReady: boolean;
  7185. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  7186. }
  7187. }
  7188. declare module "babylonjs/Engines/Extensions/engine.uniformBuffer" {
  7189. import { FloatArray, Nullable } from "babylonjs/types";
  7190. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7191. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7192. module "babylonjs/Engines/thinEngine" {
  7193. interface ThinEngine {
  7194. /**
  7195. * Create an uniform buffer
  7196. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7197. * @param elements defines the content of the uniform buffer
  7198. * @returns the webGL uniform buffer
  7199. */
  7200. createUniformBuffer(elements: FloatArray): DataBuffer;
  7201. /**
  7202. * Create a dynamic uniform buffer
  7203. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7204. * @param elements defines the content of the uniform buffer
  7205. * @returns the webGL uniform buffer
  7206. */
  7207. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  7208. /**
  7209. * Update an existing uniform buffer
  7210. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7211. * @param uniformBuffer defines the target uniform buffer
  7212. * @param elements defines the content to update
  7213. * @param offset defines the offset in the uniform buffer where update should start
  7214. * @param count defines the size of the data to update
  7215. */
  7216. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  7217. /**
  7218. * Bind an uniform buffer to the current webGL context
  7219. * @param buffer defines the buffer to bind
  7220. */
  7221. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  7222. /**
  7223. * Bind a buffer to the current webGL context at a given location
  7224. * @param buffer defines the buffer to bind
  7225. * @param location defines the index where to bind the buffer
  7226. */
  7227. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  7228. /**
  7229. * Bind a specific block at a given index in a specific shader program
  7230. * @param pipelineContext defines the pipeline context to use
  7231. * @param blockName defines the block name
  7232. * @param index defines the index where to bind the block
  7233. */
  7234. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  7235. }
  7236. }
  7237. }
  7238. declare module "babylonjs/Materials/uniformBuffer" {
  7239. import { Nullable, FloatArray } from "babylonjs/types";
  7240. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  7241. import { Engine } from "babylonjs/Engines/engine";
  7242. import { Effect } from "babylonjs/Materials/effect";
  7243. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7244. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7245. import { Color3 } from "babylonjs/Maths/math.color";
  7246. import "babylonjs/Engines/Extensions/engine.uniformBuffer";
  7247. /**
  7248. * Uniform buffer objects.
  7249. *
  7250. * Handles blocks of uniform on the GPU.
  7251. *
  7252. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7253. *
  7254. * For more information, please refer to :
  7255. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7256. */
  7257. export class UniformBuffer {
  7258. private _engine;
  7259. private _buffer;
  7260. private _data;
  7261. private _bufferData;
  7262. private _dynamic?;
  7263. private _uniformLocations;
  7264. private _uniformSizes;
  7265. private _uniformLocationPointer;
  7266. private _needSync;
  7267. private _noUBO;
  7268. private _currentEffect;
  7269. /** @hidden */
  7270. _alreadyBound: boolean;
  7271. private static _MAX_UNIFORM_SIZE;
  7272. private static _tempBuffer;
  7273. /**
  7274. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  7275. * This is dynamic to allow compat with webgl 1 and 2.
  7276. * You will need to pass the name of the uniform as well as the value.
  7277. */
  7278. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  7279. /**
  7280. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  7281. * This is dynamic to allow compat with webgl 1 and 2.
  7282. * You will need to pass the name of the uniform as well as the value.
  7283. */
  7284. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  7285. /**
  7286. * Lambda to Update a single float in a uniform buffer.
  7287. * This is dynamic to allow compat with webgl 1 and 2.
  7288. * You will need to pass the name of the uniform as well as the value.
  7289. */
  7290. updateFloat: (name: string, x: number) => void;
  7291. /**
  7292. * Lambda to Update a vec2 of float in a uniform buffer.
  7293. * This is dynamic to allow compat with webgl 1 and 2.
  7294. * You will need to pass the name of the uniform as well as the value.
  7295. */
  7296. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  7297. /**
  7298. * Lambda to Update a vec3 of float in a uniform buffer.
  7299. * This is dynamic to allow compat with webgl 1 and 2.
  7300. * You will need to pass the name of the uniform as well as the value.
  7301. */
  7302. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  7303. /**
  7304. * Lambda to Update a vec4 of float in a uniform buffer.
  7305. * This is dynamic to allow compat with webgl 1 and 2.
  7306. * You will need to pass the name of the uniform as well as the value.
  7307. */
  7308. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  7309. /**
  7310. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  7311. * This is dynamic to allow compat with webgl 1 and 2.
  7312. * You will need to pass the name of the uniform as well as the value.
  7313. */
  7314. updateMatrix: (name: string, mat: Matrix) => void;
  7315. /**
  7316. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  7317. * This is dynamic to allow compat with webgl 1 and 2.
  7318. * You will need to pass the name of the uniform as well as the value.
  7319. */
  7320. updateVector3: (name: string, vector: Vector3) => void;
  7321. /**
  7322. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  7323. * This is dynamic to allow compat with webgl 1 and 2.
  7324. * You will need to pass the name of the uniform as well as the value.
  7325. */
  7326. updateVector4: (name: string, vector: Vector4) => void;
  7327. /**
  7328. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  7329. * This is dynamic to allow compat with webgl 1 and 2.
  7330. * You will need to pass the name of the uniform as well as the value.
  7331. */
  7332. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  7333. /**
  7334. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  7335. * This is dynamic to allow compat with webgl 1 and 2.
  7336. * You will need to pass the name of the uniform as well as the value.
  7337. */
  7338. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  7339. /**
  7340. * Instantiates a new Uniform buffer objects.
  7341. *
  7342. * Handles blocks of uniform on the GPU.
  7343. *
  7344. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7345. *
  7346. * For more information, please refer to :
  7347. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7348. * @param engine Define the engine the buffer is associated with
  7349. * @param data Define the data contained in the buffer
  7350. * @param dynamic Define if the buffer is updatable
  7351. */
  7352. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  7353. /**
  7354. * Indicates if the buffer is using the WebGL2 UBO implementation,
  7355. * or just falling back on setUniformXXX calls.
  7356. */
  7357. readonly useUbo: boolean;
  7358. /**
  7359. * Indicates if the WebGL underlying uniform buffer is in sync
  7360. * with the javascript cache data.
  7361. */
  7362. readonly isSync: boolean;
  7363. /**
  7364. * Indicates if the WebGL underlying uniform buffer is dynamic.
  7365. * Also, a dynamic UniformBuffer will disable cache verification and always
  7366. * update the underlying WebGL uniform buffer to the GPU.
  7367. * @returns if Dynamic, otherwise false
  7368. */
  7369. isDynamic(): boolean;
  7370. /**
  7371. * The data cache on JS side.
  7372. * @returns the underlying data as a float array
  7373. */
  7374. getData(): Float32Array;
  7375. /**
  7376. * The underlying WebGL Uniform buffer.
  7377. * @returns the webgl buffer
  7378. */
  7379. getBuffer(): Nullable<DataBuffer>;
  7380. /**
  7381. * std140 layout specifies how to align data within an UBO structure.
  7382. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  7383. * for specs.
  7384. */
  7385. private _fillAlignment;
  7386. /**
  7387. * Adds an uniform in the buffer.
  7388. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  7389. * for the layout to be correct !
  7390. * @param name Name of the uniform, as used in the uniform block in the shader.
  7391. * @param size Data size, or data directly.
  7392. */
  7393. addUniform(name: string, size: number | number[]): void;
  7394. /**
  7395. * Adds a Matrix 4x4 to the uniform buffer.
  7396. * @param name Name of the uniform, as used in the uniform block in the shader.
  7397. * @param mat A 4x4 matrix.
  7398. */
  7399. addMatrix(name: string, mat: Matrix): void;
  7400. /**
  7401. * Adds a vec2 to the uniform buffer.
  7402. * @param name Name of the uniform, as used in the uniform block in the shader.
  7403. * @param x Define the x component value of the vec2
  7404. * @param y Define the y component value of the vec2
  7405. */
  7406. addFloat2(name: string, x: number, y: number): void;
  7407. /**
  7408. * Adds a vec3 to the uniform buffer.
  7409. * @param name Name of the uniform, as used in the uniform block in the shader.
  7410. * @param x Define the x component value of the vec3
  7411. * @param y Define the y component value of the vec3
  7412. * @param z Define the z component value of the vec3
  7413. */
  7414. addFloat3(name: string, x: number, y: number, z: number): void;
  7415. /**
  7416. * Adds a vec3 to the uniform buffer.
  7417. * @param name Name of the uniform, as used in the uniform block in the shader.
  7418. * @param color Define the vec3 from a Color
  7419. */
  7420. addColor3(name: string, color: Color3): void;
  7421. /**
  7422. * Adds a vec4 to the uniform buffer.
  7423. * @param name Name of the uniform, as used in the uniform block in the shader.
  7424. * @param color Define the rgb components from a Color
  7425. * @param alpha Define the a component of the vec4
  7426. */
  7427. addColor4(name: string, color: Color3, alpha: number): void;
  7428. /**
  7429. * Adds a vec3 to the uniform buffer.
  7430. * @param name Name of the uniform, as used in the uniform block in the shader.
  7431. * @param vector Define the vec3 components from a Vector
  7432. */
  7433. addVector3(name: string, vector: Vector3): void;
  7434. /**
  7435. * Adds a Matrix 3x3 to the uniform buffer.
  7436. * @param name Name of the uniform, as used in the uniform block in the shader.
  7437. */
  7438. addMatrix3x3(name: string): void;
  7439. /**
  7440. * Adds a Matrix 2x2 to the uniform buffer.
  7441. * @param name Name of the uniform, as used in the uniform block in the shader.
  7442. */
  7443. addMatrix2x2(name: string): void;
  7444. /**
  7445. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  7446. */
  7447. create(): void;
  7448. /** @hidden */
  7449. _rebuild(): void;
  7450. /**
  7451. * Updates the WebGL Uniform Buffer on the GPU.
  7452. * If the `dynamic` flag is set to true, no cache comparison is done.
  7453. * Otherwise, the buffer will be updated only if the cache differs.
  7454. */
  7455. update(): void;
  7456. /**
  7457. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  7458. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7459. * @param data Define the flattened data
  7460. * @param size Define the size of the data.
  7461. */
  7462. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  7463. private _valueCache;
  7464. private _cacheMatrix;
  7465. private _updateMatrix3x3ForUniform;
  7466. private _updateMatrix3x3ForEffect;
  7467. private _updateMatrix2x2ForEffect;
  7468. private _updateMatrix2x2ForUniform;
  7469. private _updateFloatForEffect;
  7470. private _updateFloatForUniform;
  7471. private _updateFloat2ForEffect;
  7472. private _updateFloat2ForUniform;
  7473. private _updateFloat3ForEffect;
  7474. private _updateFloat3ForUniform;
  7475. private _updateFloat4ForEffect;
  7476. private _updateFloat4ForUniform;
  7477. private _updateMatrixForEffect;
  7478. private _updateMatrixForUniform;
  7479. private _updateVector3ForEffect;
  7480. private _updateVector3ForUniform;
  7481. private _updateVector4ForEffect;
  7482. private _updateVector4ForUniform;
  7483. private _updateColor3ForEffect;
  7484. private _updateColor3ForUniform;
  7485. private _updateColor4ForEffect;
  7486. private _updateColor4ForUniform;
  7487. /**
  7488. * Sets a sampler uniform on the effect.
  7489. * @param name Define the name of the sampler.
  7490. * @param texture Define the texture to set in the sampler
  7491. */
  7492. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  7493. /**
  7494. * Directly updates the value of the uniform in the cache AND on the GPU.
  7495. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7496. * @param data Define the flattened data
  7497. */
  7498. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  7499. /**
  7500. * Binds this uniform buffer to an effect.
  7501. * @param effect Define the effect to bind the buffer to
  7502. * @param name Name of the uniform block in the shader.
  7503. */
  7504. bindToEffect(effect: Effect, name: string): void;
  7505. /**
  7506. * Disposes the uniform buffer.
  7507. */
  7508. dispose(): void;
  7509. }
  7510. }
  7511. declare module "babylonjs/Misc/iInspectable" {
  7512. /**
  7513. * Enum that determines the text-wrapping mode to use.
  7514. */
  7515. export enum InspectableType {
  7516. /**
  7517. * Checkbox for booleans
  7518. */
  7519. Checkbox = 0,
  7520. /**
  7521. * Sliders for numbers
  7522. */
  7523. Slider = 1,
  7524. /**
  7525. * Vector3
  7526. */
  7527. Vector3 = 2,
  7528. /**
  7529. * Quaternions
  7530. */
  7531. Quaternion = 3,
  7532. /**
  7533. * Color3
  7534. */
  7535. Color3 = 4,
  7536. /**
  7537. * String
  7538. */
  7539. String = 5
  7540. }
  7541. /**
  7542. * Interface used to define custom inspectable properties.
  7543. * This interface is used by the inspector to display custom property grids
  7544. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7545. */
  7546. export interface IInspectable {
  7547. /**
  7548. * Gets the label to display
  7549. */
  7550. label: string;
  7551. /**
  7552. * Gets the name of the property to edit
  7553. */
  7554. propertyName: string;
  7555. /**
  7556. * Gets the type of the editor to use
  7557. */
  7558. type: InspectableType;
  7559. /**
  7560. * Gets the minimum value of the property when using in "slider" mode
  7561. */
  7562. min?: number;
  7563. /**
  7564. * Gets the maximum value of the property when using in "slider" mode
  7565. */
  7566. max?: number;
  7567. /**
  7568. * Gets the setp to use when using in "slider" mode
  7569. */
  7570. step?: number;
  7571. }
  7572. }
  7573. declare module "babylonjs/Misc/timingTools" {
  7574. /**
  7575. * Class used to provide helper for timing
  7576. */
  7577. export class TimingTools {
  7578. /**
  7579. * Polyfill for setImmediate
  7580. * @param action defines the action to execute after the current execution block
  7581. */
  7582. static SetImmediate(action: () => void): void;
  7583. }
  7584. }
  7585. declare module "babylonjs/Misc/instantiationTools" {
  7586. /**
  7587. * Class used to enable instatition of objects by class name
  7588. */
  7589. export class InstantiationTools {
  7590. /**
  7591. * Use this object to register external classes like custom textures or material
  7592. * to allow the laoders to instantiate them
  7593. */
  7594. static RegisteredExternalClasses: {
  7595. [key: string]: Object;
  7596. };
  7597. /**
  7598. * Tries to instantiate a new object from a given class name
  7599. * @param className defines the class name to instantiate
  7600. * @returns the new object or null if the system was not able to do the instantiation
  7601. */
  7602. static Instantiate(className: string): any;
  7603. }
  7604. }
  7605. declare module "babylonjs/Engines/depthTextureCreationOptions" {
  7606. /**
  7607. * Define options used to create a depth texture
  7608. */
  7609. export class DepthTextureCreationOptions {
  7610. /** Specifies whether or not a stencil should be allocated in the texture */
  7611. generateStencil?: boolean;
  7612. /** Specifies whether or not bilinear filtering is enable on the texture */
  7613. bilinearFiltering?: boolean;
  7614. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  7615. comparisonFunction?: number;
  7616. /** Specifies if the created texture is a cube texture */
  7617. isCube?: boolean;
  7618. }
  7619. }
  7620. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7621. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7622. import { Nullable } from "babylonjs/types";
  7623. import { Scene } from "babylonjs/scene";
  7624. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7625. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  7626. module "babylonjs/Engines/thinEngine" {
  7627. interface ThinEngine {
  7628. /**
  7629. * Creates a depth stencil cube texture.
  7630. * This is only available in WebGL 2.
  7631. * @param size The size of face edge in the cube texture.
  7632. * @param options The options defining the cube texture.
  7633. * @returns The cube texture
  7634. */
  7635. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7636. /**
  7637. * Creates a cube texture
  7638. * @param rootUrl defines the url where the files to load is located
  7639. * @param scene defines the current scene
  7640. * @param files defines the list of files to load (1 per face)
  7641. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7642. * @param onLoad defines an optional callback raised when the texture is loaded
  7643. * @param onError defines an optional callback raised if there is an issue to load the texture
  7644. * @param format defines the format of the data
  7645. * @param forcedExtension defines the extension to use to pick the right loader
  7646. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7647. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7648. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7649. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7650. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7651. * @returns the cube texture as an InternalTexture
  7652. */
  7653. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  7654. /**
  7655. * Creates a cube texture
  7656. * @param rootUrl defines the url where the files to load is located
  7657. * @param scene defines the current scene
  7658. * @param files defines the list of files to load (1 per face)
  7659. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7660. * @param onLoad defines an optional callback raised when the texture is loaded
  7661. * @param onError defines an optional callback raised if there is an issue to load the texture
  7662. * @param format defines the format of the data
  7663. * @param forcedExtension defines the extension to use to pick the right loader
  7664. * @returns the cube texture as an InternalTexture
  7665. */
  7666. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  7667. /**
  7668. * Creates a cube texture
  7669. * @param rootUrl defines the url where the files to load is located
  7670. * @param scene defines the current scene
  7671. * @param files defines the list of files to load (1 per face)
  7672. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7673. * @param onLoad defines an optional callback raised when the texture is loaded
  7674. * @param onError defines an optional callback raised if there is an issue to load the texture
  7675. * @param format defines the format of the data
  7676. * @param forcedExtension defines the extension to use to pick the right loader
  7677. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7678. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7679. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7680. * @returns the cube texture as an InternalTexture
  7681. */
  7682. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  7683. /** @hidden */
  7684. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7685. /** @hidden */
  7686. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7687. /** @hidden */
  7688. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7689. /** @hidden */
  7690. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7691. /**
  7692. * @hidden
  7693. */
  7694. _setCubeMapTextureParams(loadMipmap: boolean): void;
  7695. }
  7696. }
  7697. }
  7698. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7699. import { Nullable } from "babylonjs/types";
  7700. import { Scene } from "babylonjs/scene";
  7701. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7702. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7703. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7704. /**
  7705. * Class for creating a cube texture
  7706. */
  7707. export class CubeTexture extends BaseTexture {
  7708. private _delayedOnLoad;
  7709. /**
  7710. * The url of the texture
  7711. */
  7712. url: string;
  7713. /**
  7714. * Gets or sets the center of the bounding box associated with the cube texture.
  7715. * It must define where the camera used to render the texture was set
  7716. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7717. */
  7718. boundingBoxPosition: Vector3;
  7719. private _boundingBoxSize;
  7720. /**
  7721. * Gets or sets the size of the bounding box associated with the cube texture
  7722. * When defined, the cubemap will switch to local mode
  7723. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7724. * @example https://www.babylonjs-playground.com/#RNASML
  7725. */
  7726. /**
  7727. * Returns the bounding box size
  7728. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7729. */
  7730. boundingBoxSize: Vector3;
  7731. protected _rotationY: number;
  7732. /**
  7733. * Sets texture matrix rotation angle around Y axis in radians.
  7734. */
  7735. /**
  7736. * Gets texture matrix rotation angle around Y axis radians.
  7737. */
  7738. rotationY: number;
  7739. /**
  7740. * Are mip maps generated for this texture or not.
  7741. */
  7742. readonly noMipmap: boolean;
  7743. private _noMipmap;
  7744. private _files;
  7745. protected _forcedExtension: Nullable<string>;
  7746. private _extensions;
  7747. private _textureMatrix;
  7748. private _format;
  7749. private _createPolynomials;
  7750. /** @hidden */
  7751. _prefiltered: boolean;
  7752. /**
  7753. * Creates a cube texture from an array of image urls
  7754. * @param files defines an array of image urls
  7755. * @param scene defines the hosting scene
  7756. * @param noMipmap specifies if mip maps are not used
  7757. * @returns a cube texture
  7758. */
  7759. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7760. /**
  7761. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7762. * @param url defines the url of the prefiltered texture
  7763. * @param scene defines the scene the texture is attached to
  7764. * @param forcedExtension defines the extension of the file if different from the url
  7765. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7766. * @return the prefiltered texture
  7767. */
  7768. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7769. /**
  7770. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7771. * as prefiltered data.
  7772. * @param rootUrl defines the url of the texture or the root name of the six images
  7773. * @param scene defines the scene the texture is attached to
  7774. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7775. * @param noMipmap defines if mipmaps should be created or not
  7776. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7777. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7778. * @param onError defines a callback triggered in case of error during load
  7779. * @param format defines the internal format to use for the texture once loaded
  7780. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7781. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7782. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7783. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7784. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7785. * @return the cube texture
  7786. */
  7787. constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
  7788. /**
  7789. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7790. */
  7791. readonly isPrefiltered: boolean;
  7792. /**
  7793. * Get the current class name of the texture useful for serialization or dynamic coding.
  7794. * @returns "CubeTexture"
  7795. */
  7796. getClassName(): string;
  7797. /**
  7798. * Update the url (and optional buffer) of this texture if url was null during construction.
  7799. * @param url the url of the texture
  7800. * @param forcedExtension defines the extension to use
  7801. * @param onLoad callback called when the texture is loaded (defaults to null)
  7802. */
  7803. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7804. /**
  7805. * Delays loading of the cube texture
  7806. * @param forcedExtension defines the extension to use
  7807. */
  7808. delayLoad(forcedExtension?: string): void;
  7809. /**
  7810. * Returns the reflection texture matrix
  7811. * @returns the reflection texture matrix
  7812. */
  7813. getReflectionTextureMatrix(): Matrix;
  7814. /**
  7815. * Sets the reflection texture matrix
  7816. * @param value Reflection texture matrix
  7817. */
  7818. setReflectionTextureMatrix(value: Matrix): void;
  7819. /**
  7820. * Parses text to create a cube texture
  7821. * @param parsedTexture define the serialized text to read from
  7822. * @param scene defines the hosting scene
  7823. * @param rootUrl defines the root url of the cube texture
  7824. * @returns a cube texture
  7825. */
  7826. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7827. /**
  7828. * Makes a clone, or deep copy, of the cube texture
  7829. * @returns a new cube texture
  7830. */
  7831. clone(): CubeTexture;
  7832. }
  7833. }
  7834. declare module "babylonjs/Materials/materialDefines" {
  7835. /**
  7836. * Manages the defines for the Material
  7837. */
  7838. export class MaterialDefines {
  7839. /** @hidden */
  7840. protected _keys: string[];
  7841. private _isDirty;
  7842. /** @hidden */
  7843. _renderId: number;
  7844. /** @hidden */
  7845. _areLightsDirty: boolean;
  7846. /** @hidden */
  7847. _areLightsDisposed: boolean;
  7848. /** @hidden */
  7849. _areAttributesDirty: boolean;
  7850. /** @hidden */
  7851. _areTexturesDirty: boolean;
  7852. /** @hidden */
  7853. _areFresnelDirty: boolean;
  7854. /** @hidden */
  7855. _areMiscDirty: boolean;
  7856. /** @hidden */
  7857. _areImageProcessingDirty: boolean;
  7858. /** @hidden */
  7859. _normals: boolean;
  7860. /** @hidden */
  7861. _uvs: boolean;
  7862. /** @hidden */
  7863. _needNormals: boolean;
  7864. /** @hidden */
  7865. _needUVs: boolean;
  7866. [id: string]: any;
  7867. /**
  7868. * Specifies if the material needs to be re-calculated
  7869. */
  7870. readonly isDirty: boolean;
  7871. /**
  7872. * Marks the material to indicate that it has been re-calculated
  7873. */
  7874. markAsProcessed(): void;
  7875. /**
  7876. * Marks the material to indicate that it needs to be re-calculated
  7877. */
  7878. markAsUnprocessed(): void;
  7879. /**
  7880. * Marks the material to indicate all of its defines need to be re-calculated
  7881. */
  7882. markAllAsDirty(): void;
  7883. /**
  7884. * Marks the material to indicate that image processing needs to be re-calculated
  7885. */
  7886. markAsImageProcessingDirty(): void;
  7887. /**
  7888. * Marks the material to indicate the lights need to be re-calculated
  7889. * @param disposed Defines whether the light is dirty due to dispose or not
  7890. */
  7891. markAsLightDirty(disposed?: boolean): void;
  7892. /**
  7893. * Marks the attribute state as changed
  7894. */
  7895. markAsAttributesDirty(): void;
  7896. /**
  7897. * Marks the texture state as changed
  7898. */
  7899. markAsTexturesDirty(): void;
  7900. /**
  7901. * Marks the fresnel state as changed
  7902. */
  7903. markAsFresnelDirty(): void;
  7904. /**
  7905. * Marks the misc state as changed
  7906. */
  7907. markAsMiscDirty(): void;
  7908. /**
  7909. * Rebuilds the material defines
  7910. */
  7911. rebuild(): void;
  7912. /**
  7913. * Specifies if two material defines are equal
  7914. * @param other - A material define instance to compare to
  7915. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7916. */
  7917. isEqual(other: MaterialDefines): boolean;
  7918. /**
  7919. * Clones this instance's defines to another instance
  7920. * @param other - material defines to clone values to
  7921. */
  7922. cloneTo(other: MaterialDefines): void;
  7923. /**
  7924. * Resets the material define values
  7925. */
  7926. reset(): void;
  7927. /**
  7928. * Converts the material define values to a string
  7929. * @returns - String of material define information
  7930. */
  7931. toString(): string;
  7932. }
  7933. }
  7934. declare module "babylonjs/Materials/colorCurves" {
  7935. import { Effect } from "babylonjs/Materials/effect";
  7936. /**
  7937. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7938. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7939. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  7940. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7941. */
  7942. export class ColorCurves {
  7943. private _dirty;
  7944. private _tempColor;
  7945. private _globalCurve;
  7946. private _highlightsCurve;
  7947. private _midtonesCurve;
  7948. private _shadowsCurve;
  7949. private _positiveCurve;
  7950. private _negativeCurve;
  7951. private _globalHue;
  7952. private _globalDensity;
  7953. private _globalSaturation;
  7954. private _globalExposure;
  7955. /**
  7956. * Gets the global Hue value.
  7957. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7958. */
  7959. /**
  7960. * Sets the global Hue value.
  7961. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7962. */
  7963. globalHue: number;
  7964. /**
  7965. * Gets the global Density value.
  7966. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7967. * Values less than zero provide a filter of opposite hue.
  7968. */
  7969. /**
  7970. * Sets the global Density value.
  7971. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7972. * Values less than zero provide a filter of opposite hue.
  7973. */
  7974. globalDensity: number;
  7975. /**
  7976. * Gets the global Saturation value.
  7977. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7978. */
  7979. /**
  7980. * Sets the global Saturation value.
  7981. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7982. */
  7983. globalSaturation: number;
  7984. /**
  7985. * Gets the global Exposure value.
  7986. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7987. */
  7988. /**
  7989. * Sets the global Exposure value.
  7990. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7991. */
  7992. globalExposure: number;
  7993. private _highlightsHue;
  7994. private _highlightsDensity;
  7995. private _highlightsSaturation;
  7996. private _highlightsExposure;
  7997. /**
  7998. * Gets the highlights Hue value.
  7999. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  8000. */
  8001. /**
  8002. * Sets the highlights Hue value.
  8003. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  8004. */
  8005. highlightsHue: number;
  8006. /**
  8007. * Gets the highlights Density value.
  8008. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  8009. * Values less than zero provide a filter of opposite hue.
  8010. */
  8011. /**
  8012. * Sets the highlights Density value.
  8013. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  8014. * Values less than zero provide a filter of opposite hue.
  8015. */
  8016. highlightsDensity: number;
  8017. /**
  8018. * Gets the highlights Saturation value.
  8019. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  8020. */
  8021. /**
  8022. * Sets the highlights Saturation value.
  8023. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  8024. */
  8025. highlightsSaturation: number;
  8026. /**
  8027. * Gets the highlights Exposure value.
  8028. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  8029. */
  8030. /**
  8031. * Sets the highlights Exposure value.
  8032. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  8033. */
  8034. highlightsExposure: number;
  8035. private _midtonesHue;
  8036. private _midtonesDensity;
  8037. private _midtonesSaturation;
  8038. private _midtonesExposure;
  8039. /**
  8040. * Gets the midtones Hue value.
  8041. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  8042. */
  8043. /**
  8044. * Sets the midtones Hue value.
  8045. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  8046. */
  8047. midtonesHue: number;
  8048. /**
  8049. * Gets the midtones Density value.
  8050. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  8051. * Values less than zero provide a filter of opposite hue.
  8052. */
  8053. /**
  8054. * Sets the midtones Density value.
  8055. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  8056. * Values less than zero provide a filter of opposite hue.
  8057. */
  8058. midtonesDensity: number;
  8059. /**
  8060. * Gets the midtones Saturation value.
  8061. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  8062. */
  8063. /**
  8064. * Sets the midtones Saturation value.
  8065. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  8066. */
  8067. midtonesSaturation: number;
  8068. /**
  8069. * Gets the midtones Exposure value.
  8070. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  8071. */
  8072. /**
  8073. * Sets the midtones Exposure value.
  8074. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  8075. */
  8076. midtonesExposure: number;
  8077. private _shadowsHue;
  8078. private _shadowsDensity;
  8079. private _shadowsSaturation;
  8080. private _shadowsExposure;
  8081. /**
  8082. * Gets the shadows Hue value.
  8083. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  8084. */
  8085. /**
  8086. * Sets the shadows Hue value.
  8087. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  8088. */
  8089. shadowsHue: number;
  8090. /**
  8091. * Gets the shadows Density value.
  8092. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  8093. * Values less than zero provide a filter of opposite hue.
  8094. */
  8095. /**
  8096. * Sets the shadows Density value.
  8097. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  8098. * Values less than zero provide a filter of opposite hue.
  8099. */
  8100. shadowsDensity: number;
  8101. /**
  8102. * Gets the shadows Saturation value.
  8103. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  8104. */
  8105. /**
  8106. * Sets the shadows Saturation value.
  8107. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  8108. */
  8109. shadowsSaturation: number;
  8110. /**
  8111. * Gets the shadows Exposure value.
  8112. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  8113. */
  8114. /**
  8115. * Sets the shadows Exposure value.
  8116. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  8117. */
  8118. shadowsExposure: number;
  8119. /**
  8120. * Returns the class name
  8121. * @returns The class name
  8122. */
  8123. getClassName(): string;
  8124. /**
  8125. * Binds the color curves to the shader.
  8126. * @param colorCurves The color curve to bind
  8127. * @param effect The effect to bind to
  8128. * @param positiveUniform The positive uniform shader parameter
  8129. * @param neutralUniform The neutral uniform shader parameter
  8130. * @param negativeUniform The negative uniform shader parameter
  8131. */
  8132. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  8133. /**
  8134. * Prepare the list of uniforms associated with the ColorCurves effects.
  8135. * @param uniformsList The list of uniforms used in the effect
  8136. */
  8137. static PrepareUniforms(uniformsList: string[]): void;
  8138. /**
  8139. * Returns color grading data based on a hue, density, saturation and exposure value.
  8140. * @param filterHue The hue of the color filter.
  8141. * @param filterDensity The density of the color filter.
  8142. * @param saturation The saturation.
  8143. * @param exposure The exposure.
  8144. * @param result The result data container.
  8145. */
  8146. private getColorGradingDataToRef;
  8147. /**
  8148. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  8149. * @param value The input slider value in range [-100,100].
  8150. * @returns Adjusted value.
  8151. */
  8152. private static applyColorGradingSliderNonlinear;
  8153. /**
  8154. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  8155. * @param hue The hue (H) input.
  8156. * @param saturation The saturation (S) input.
  8157. * @param brightness The brightness (B) input.
  8158. * @result An RGBA color represented as Vector4.
  8159. */
  8160. private static fromHSBToRef;
  8161. /**
  8162. * Returns a value clamped between min and max
  8163. * @param value The value to clamp
  8164. * @param min The minimum of value
  8165. * @param max The maximum of value
  8166. * @returns The clamped value.
  8167. */
  8168. private static clamp;
  8169. /**
  8170. * Clones the current color curve instance.
  8171. * @return The cloned curves
  8172. */
  8173. clone(): ColorCurves;
  8174. /**
  8175. * Serializes the current color curve instance to a json representation.
  8176. * @return a JSON representation
  8177. */
  8178. serialize(): any;
  8179. /**
  8180. * Parses the color curve from a json representation.
  8181. * @param source the JSON source to parse
  8182. * @return The parsed curves
  8183. */
  8184. static Parse(source: any): ColorCurves;
  8185. }
  8186. }
  8187. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8188. import { Observable } from "babylonjs/Misc/observable";
  8189. import { Nullable } from "babylonjs/types";
  8190. import { Color4 } from "babylonjs/Maths/math.color";
  8191. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8192. import { Effect } from "babylonjs/Materials/effect";
  8193. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8194. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8195. /**
  8196. * Interface to follow in your material defines to integrate easily the
  8197. * Image proccessing functions.
  8198. * @hidden
  8199. */
  8200. export interface IImageProcessingConfigurationDefines {
  8201. IMAGEPROCESSING: boolean;
  8202. VIGNETTE: boolean;
  8203. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8204. VIGNETTEBLENDMODEOPAQUE: boolean;
  8205. TONEMAPPING: boolean;
  8206. TONEMAPPING_ACES: boolean;
  8207. CONTRAST: boolean;
  8208. EXPOSURE: boolean;
  8209. COLORCURVES: boolean;
  8210. COLORGRADING: boolean;
  8211. COLORGRADING3D: boolean;
  8212. SAMPLER3DGREENDEPTH: boolean;
  8213. SAMPLER3DBGRMAP: boolean;
  8214. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8215. }
  8216. /**
  8217. * @hidden
  8218. */
  8219. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8220. IMAGEPROCESSING: boolean;
  8221. VIGNETTE: boolean;
  8222. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8223. VIGNETTEBLENDMODEOPAQUE: boolean;
  8224. TONEMAPPING: boolean;
  8225. TONEMAPPING_ACES: boolean;
  8226. CONTRAST: boolean;
  8227. COLORCURVES: boolean;
  8228. COLORGRADING: boolean;
  8229. COLORGRADING3D: boolean;
  8230. SAMPLER3DGREENDEPTH: boolean;
  8231. SAMPLER3DBGRMAP: boolean;
  8232. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8233. EXPOSURE: boolean;
  8234. constructor();
  8235. }
  8236. /**
  8237. * This groups together the common properties used for image processing either in direct forward pass
  8238. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8239. * or not.
  8240. */
  8241. export class ImageProcessingConfiguration {
  8242. /**
  8243. * Default tone mapping applied in BabylonJS.
  8244. */
  8245. static readonly TONEMAPPING_STANDARD: number;
  8246. /**
  8247. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8248. * to other engines rendering to increase portability.
  8249. */
  8250. static readonly TONEMAPPING_ACES: number;
  8251. /**
  8252. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8253. */
  8254. colorCurves: Nullable<ColorCurves>;
  8255. private _colorCurvesEnabled;
  8256. /**
  8257. * Gets wether the color curves effect is enabled.
  8258. */
  8259. /**
  8260. * Sets wether the color curves effect is enabled.
  8261. */
  8262. colorCurvesEnabled: boolean;
  8263. private _colorGradingTexture;
  8264. /**
  8265. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8266. */
  8267. /**
  8268. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8269. */
  8270. colorGradingTexture: Nullable<BaseTexture>;
  8271. private _colorGradingEnabled;
  8272. /**
  8273. * Gets wether the color grading effect is enabled.
  8274. */
  8275. /**
  8276. * Sets wether the color grading effect is enabled.
  8277. */
  8278. colorGradingEnabled: boolean;
  8279. private _colorGradingWithGreenDepth;
  8280. /**
  8281. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8282. */
  8283. /**
  8284. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8285. */
  8286. colorGradingWithGreenDepth: boolean;
  8287. private _colorGradingBGR;
  8288. /**
  8289. * Gets wether the color grading texture contains BGR values.
  8290. */
  8291. /**
  8292. * Sets wether the color grading texture contains BGR values.
  8293. */
  8294. colorGradingBGR: boolean;
  8295. /** @hidden */
  8296. _exposure: number;
  8297. /**
  8298. * Gets the Exposure used in the effect.
  8299. */
  8300. /**
  8301. * Sets the Exposure used in the effect.
  8302. */
  8303. exposure: number;
  8304. private _toneMappingEnabled;
  8305. /**
  8306. * Gets wether the tone mapping effect is enabled.
  8307. */
  8308. /**
  8309. * Sets wether the tone mapping effect is enabled.
  8310. */
  8311. toneMappingEnabled: boolean;
  8312. private _toneMappingType;
  8313. /**
  8314. * Gets the type of tone mapping effect.
  8315. */
  8316. /**
  8317. * Sets the type of tone mapping effect used in BabylonJS.
  8318. */
  8319. toneMappingType: number;
  8320. protected _contrast: number;
  8321. /**
  8322. * Gets the contrast used in the effect.
  8323. */
  8324. /**
  8325. * Sets the contrast used in the effect.
  8326. */
  8327. contrast: number;
  8328. /**
  8329. * Vignette stretch size.
  8330. */
  8331. vignetteStretch: number;
  8332. /**
  8333. * Vignette centre X Offset.
  8334. */
  8335. vignetteCentreX: number;
  8336. /**
  8337. * Vignette centre Y Offset.
  8338. */
  8339. vignetteCentreY: number;
  8340. /**
  8341. * Vignette weight or intensity of the vignette effect.
  8342. */
  8343. vignetteWeight: number;
  8344. /**
  8345. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8346. * if vignetteEnabled is set to true.
  8347. */
  8348. vignetteColor: Color4;
  8349. /**
  8350. * Camera field of view used by the Vignette effect.
  8351. */
  8352. vignetteCameraFov: number;
  8353. private _vignetteBlendMode;
  8354. /**
  8355. * Gets the vignette blend mode allowing different kind of effect.
  8356. */
  8357. /**
  8358. * Sets the vignette blend mode allowing different kind of effect.
  8359. */
  8360. vignetteBlendMode: number;
  8361. private _vignetteEnabled;
  8362. /**
  8363. * Gets wether the vignette effect is enabled.
  8364. */
  8365. /**
  8366. * Sets wether the vignette effect is enabled.
  8367. */
  8368. vignetteEnabled: boolean;
  8369. private _applyByPostProcess;
  8370. /**
  8371. * Gets wether the image processing is applied through a post process or not.
  8372. */
  8373. /**
  8374. * Sets wether the image processing is applied through a post process or not.
  8375. */
  8376. applyByPostProcess: boolean;
  8377. private _isEnabled;
  8378. /**
  8379. * Gets wether the image processing is enabled or not.
  8380. */
  8381. /**
  8382. * Sets wether the image processing is enabled or not.
  8383. */
  8384. isEnabled: boolean;
  8385. /**
  8386. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8387. */
  8388. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8389. /**
  8390. * Method called each time the image processing information changes requires to recompile the effect.
  8391. */
  8392. protected _updateParameters(): void;
  8393. /**
  8394. * Gets the current class name.
  8395. * @return "ImageProcessingConfiguration"
  8396. */
  8397. getClassName(): string;
  8398. /**
  8399. * Prepare the list of uniforms associated with the Image Processing effects.
  8400. * @param uniforms The list of uniforms used in the effect
  8401. * @param defines the list of defines currently in use
  8402. */
  8403. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8404. /**
  8405. * Prepare the list of samplers associated with the Image Processing effects.
  8406. * @param samplersList The list of uniforms used in the effect
  8407. * @param defines the list of defines currently in use
  8408. */
  8409. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8410. /**
  8411. * Prepare the list of defines associated to the shader.
  8412. * @param defines the list of defines to complete
  8413. * @param forPostProcess Define if we are currently in post process mode or not
  8414. */
  8415. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8416. /**
  8417. * Returns true if all the image processing information are ready.
  8418. * @returns True if ready, otherwise, false
  8419. */
  8420. isReady(): boolean;
  8421. /**
  8422. * Binds the image processing to the shader.
  8423. * @param effect The effect to bind to
  8424. * @param overrideAspectRatio Override the aspect ratio of the effect
  8425. */
  8426. bind(effect: Effect, overrideAspectRatio?: number): void;
  8427. /**
  8428. * Clones the current image processing instance.
  8429. * @return The cloned image processing
  8430. */
  8431. clone(): ImageProcessingConfiguration;
  8432. /**
  8433. * Serializes the current image processing instance to a json representation.
  8434. * @return a JSON representation
  8435. */
  8436. serialize(): any;
  8437. /**
  8438. * Parses the image processing from a json representation.
  8439. * @param source the JSON source to parse
  8440. * @return The parsed image processing
  8441. */
  8442. static Parse(source: any): ImageProcessingConfiguration;
  8443. private static _VIGNETTEMODE_MULTIPLY;
  8444. private static _VIGNETTEMODE_OPAQUE;
  8445. /**
  8446. * Used to apply the vignette as a mix with the pixel color.
  8447. */
  8448. static readonly VIGNETTEMODE_MULTIPLY: number;
  8449. /**
  8450. * Used to apply the vignette as a replacement of the pixel color.
  8451. */
  8452. static readonly VIGNETTEMODE_OPAQUE: number;
  8453. }
  8454. }
  8455. declare module "babylonjs/Shaders/postprocess.vertex" {
  8456. /** @hidden */
  8457. export var postprocessVertexShader: {
  8458. name: string;
  8459. shader: string;
  8460. };
  8461. }
  8462. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  8463. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  8464. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  8465. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  8466. module "babylonjs/Engines/thinEngine" {
  8467. interface ThinEngine {
  8468. /**
  8469. * Creates a new render target texture
  8470. * @param size defines the size of the texture
  8471. * @param options defines the options used to create the texture
  8472. * @returns a new render target texture stored in an InternalTexture
  8473. */
  8474. createRenderTargetTexture(size: number | {
  8475. width: number;
  8476. height: number;
  8477. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  8478. /**
  8479. * Creates a depth stencil texture.
  8480. * This is only available in WebGL 2 or with the depth texture extension available.
  8481. * @param size The size of face edge in the texture.
  8482. * @param options The options defining the texture.
  8483. * @returns The texture
  8484. */
  8485. createDepthStencilTexture(size: number | {
  8486. width: number;
  8487. height: number;
  8488. }, options: DepthTextureCreationOptions): InternalTexture;
  8489. /** @hidden */
  8490. _createDepthStencilTexture(size: number | {
  8491. width: number;
  8492. height: number;
  8493. }, options: DepthTextureCreationOptions): InternalTexture;
  8494. }
  8495. }
  8496. }
  8497. declare module "babylonjs/Maths/math.axis" {
  8498. import { Vector3 } from "babylonjs/Maths/math.vector";
  8499. /** Defines supported spaces */
  8500. export enum Space {
  8501. /** Local (object) space */
  8502. LOCAL = 0,
  8503. /** World space */
  8504. WORLD = 1,
  8505. /** Bone space */
  8506. BONE = 2
  8507. }
  8508. /** Defines the 3 main axes */
  8509. export class Axis {
  8510. /** X axis */
  8511. static X: Vector3;
  8512. /** Y axis */
  8513. static Y: Vector3;
  8514. /** Z axis */
  8515. static Z: Vector3;
  8516. }
  8517. }
  8518. declare module "babylonjs/Cameras/targetCamera" {
  8519. import { Nullable } from "babylonjs/types";
  8520. import { Camera } from "babylonjs/Cameras/camera";
  8521. import { Scene } from "babylonjs/scene";
  8522. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8523. /**
  8524. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8525. * This is the base of the follow, arc rotate cameras and Free camera
  8526. * @see http://doc.babylonjs.com/features/cameras
  8527. */
  8528. export class TargetCamera extends Camera {
  8529. private static _RigCamTransformMatrix;
  8530. private static _TargetTransformMatrix;
  8531. private static _TargetFocalPoint;
  8532. /**
  8533. * Define the current direction the camera is moving to
  8534. */
  8535. cameraDirection: Vector3;
  8536. /**
  8537. * Define the current rotation the camera is rotating to
  8538. */
  8539. cameraRotation: Vector2;
  8540. /**
  8541. * When set, the up vector of the camera will be updated by the rotation of the camera
  8542. */
  8543. updateUpVectorFromRotation: boolean;
  8544. private _tmpQuaternion;
  8545. /**
  8546. * Define the current rotation of the camera
  8547. */
  8548. rotation: Vector3;
  8549. /**
  8550. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8551. */
  8552. rotationQuaternion: Quaternion;
  8553. /**
  8554. * Define the current speed of the camera
  8555. */
  8556. speed: number;
  8557. /**
  8558. * Add constraint to the camera to prevent it to move freely in all directions and
  8559. * around all axis.
  8560. */
  8561. noRotationConstraint: boolean;
  8562. /**
  8563. * Define the current target of the camera as an object or a position.
  8564. */
  8565. lockedTarget: any;
  8566. /** @hidden */
  8567. _currentTarget: Vector3;
  8568. /** @hidden */
  8569. _initialFocalDistance: number;
  8570. /** @hidden */
  8571. _viewMatrix: Matrix;
  8572. /** @hidden */
  8573. _camMatrix: Matrix;
  8574. /** @hidden */
  8575. _cameraTransformMatrix: Matrix;
  8576. /** @hidden */
  8577. _cameraRotationMatrix: Matrix;
  8578. /** @hidden */
  8579. _referencePoint: Vector3;
  8580. /** @hidden */
  8581. _transformedReferencePoint: Vector3;
  8582. protected _globalCurrentTarget: Vector3;
  8583. protected _globalCurrentUpVector: Vector3;
  8584. /** @hidden */
  8585. _reset: () => void;
  8586. private _defaultUp;
  8587. /**
  8588. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  8589. * This is the base of the follow, arc rotate cameras and Free camera
  8590. * @see http://doc.babylonjs.com/features/cameras
  8591. * @param name Defines the name of the camera in the scene
  8592. * @param position Defines the start position of the camera in the scene
  8593. * @param scene Defines the scene the camera belongs to
  8594. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8595. */
  8596. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8597. /**
  8598. * Gets the position in front of the camera at a given distance.
  8599. * @param distance The distance from the camera we want the position to be
  8600. * @returns the position
  8601. */
  8602. getFrontPosition(distance: number): Vector3;
  8603. /** @hidden */
  8604. _getLockedTargetPosition(): Nullable<Vector3>;
  8605. private _storedPosition;
  8606. private _storedRotation;
  8607. private _storedRotationQuaternion;
  8608. /**
  8609. * Store current camera state of the camera (fov, position, rotation, etc..)
  8610. * @returns the camera
  8611. */
  8612. storeState(): Camera;
  8613. /**
  8614. * Restored camera state. You must call storeState() first
  8615. * @returns whether it was successful or not
  8616. * @hidden
  8617. */
  8618. _restoreStateValues(): boolean;
  8619. /** @hidden */
  8620. _initCache(): void;
  8621. /** @hidden */
  8622. _updateCache(ignoreParentClass?: boolean): void;
  8623. /** @hidden */
  8624. _isSynchronizedViewMatrix(): boolean;
  8625. /** @hidden */
  8626. _computeLocalCameraSpeed(): number;
  8627. /**
  8628. * Defines the target the camera should look at.
  8629. * @param target Defines the new target as a Vector or a mesh
  8630. */
  8631. setTarget(target: Vector3): void;
  8632. /**
  8633. * Return the current target position of the camera. This value is expressed in local space.
  8634. * @returns the target position
  8635. */
  8636. getTarget(): Vector3;
  8637. /** @hidden */
  8638. _decideIfNeedsToMove(): boolean;
  8639. /** @hidden */
  8640. _updatePosition(): void;
  8641. /** @hidden */
  8642. _checkInputs(): void;
  8643. protected _updateCameraRotationMatrix(): void;
  8644. /**
  8645. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  8646. * @returns the current camera
  8647. */
  8648. private _rotateUpVectorWithCameraRotationMatrix;
  8649. private _cachedRotationZ;
  8650. private _cachedQuaternionRotationZ;
  8651. /** @hidden */
  8652. _getViewMatrix(): Matrix;
  8653. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8654. /**
  8655. * @hidden
  8656. */
  8657. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8658. /**
  8659. * @hidden
  8660. */
  8661. _updateRigCameras(): void;
  8662. private _getRigCamPositionAndTarget;
  8663. /**
  8664. * Gets the current object class name.
  8665. * @return the class name
  8666. */
  8667. getClassName(): string;
  8668. }
  8669. }
  8670. declare module "babylonjs/Events/keyboardEvents" {
  8671. /**
  8672. * Gather the list of keyboard event types as constants.
  8673. */
  8674. export class KeyboardEventTypes {
  8675. /**
  8676. * The keydown event is fired when a key becomes active (pressed).
  8677. */
  8678. static readonly KEYDOWN: number;
  8679. /**
  8680. * The keyup event is fired when a key has been released.
  8681. */
  8682. static readonly KEYUP: number;
  8683. }
  8684. /**
  8685. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8686. */
  8687. export class KeyboardInfo {
  8688. /**
  8689. * Defines the type of event (KeyboardEventTypes)
  8690. */
  8691. type: number;
  8692. /**
  8693. * Defines the related dom event
  8694. */
  8695. event: KeyboardEvent;
  8696. /**
  8697. * Instantiates a new keyboard info.
  8698. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8699. * @param type Defines the type of event (KeyboardEventTypes)
  8700. * @param event Defines the related dom event
  8701. */
  8702. constructor(
  8703. /**
  8704. * Defines the type of event (KeyboardEventTypes)
  8705. */
  8706. type: number,
  8707. /**
  8708. * Defines the related dom event
  8709. */
  8710. event: KeyboardEvent);
  8711. }
  8712. /**
  8713. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8714. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8715. */
  8716. export class KeyboardInfoPre extends KeyboardInfo {
  8717. /**
  8718. * Defines the type of event (KeyboardEventTypes)
  8719. */
  8720. type: number;
  8721. /**
  8722. * Defines the related dom event
  8723. */
  8724. event: KeyboardEvent;
  8725. /**
  8726. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8727. */
  8728. skipOnPointerObservable: boolean;
  8729. /**
  8730. * Instantiates a new keyboard pre info.
  8731. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8732. * @param type Defines the type of event (KeyboardEventTypes)
  8733. * @param event Defines the related dom event
  8734. */
  8735. constructor(
  8736. /**
  8737. * Defines the type of event (KeyboardEventTypes)
  8738. */
  8739. type: number,
  8740. /**
  8741. * Defines the related dom event
  8742. */
  8743. event: KeyboardEvent);
  8744. }
  8745. }
  8746. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8747. import { Nullable } from "babylonjs/types";
  8748. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8749. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8750. /**
  8751. * Manage the keyboard inputs to control the movement of a free camera.
  8752. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8753. */
  8754. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8755. /**
  8756. * Defines the camera the input is attached to.
  8757. */
  8758. camera: FreeCamera;
  8759. /**
  8760. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8761. */
  8762. keysUp: number[];
  8763. /**
  8764. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8765. */
  8766. keysDown: number[];
  8767. /**
  8768. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8769. */
  8770. keysLeft: number[];
  8771. /**
  8772. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8773. */
  8774. keysRight: number[];
  8775. private _keys;
  8776. private _onCanvasBlurObserver;
  8777. private _onKeyboardObserver;
  8778. private _engine;
  8779. private _scene;
  8780. /**
  8781. * Attach the input controls to a specific dom element to get the input from.
  8782. * @param element Defines the element the controls should be listened from
  8783. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8784. */
  8785. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8786. /**
  8787. * Detach the current controls from the specified dom element.
  8788. * @param element Defines the element to stop listening the inputs from
  8789. */
  8790. detachControl(element: Nullable<HTMLElement>): void;
  8791. /**
  8792. * Update the current camera state depending on the inputs that have been used this frame.
  8793. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8794. */
  8795. checkInputs(): void;
  8796. /**
  8797. * Gets the class name of the current intput.
  8798. * @returns the class name
  8799. */
  8800. getClassName(): string;
  8801. /** @hidden */
  8802. _onLostFocus(): void;
  8803. /**
  8804. * Get the friendly name associated with the input class.
  8805. * @returns the input friendly name
  8806. */
  8807. getSimpleName(): string;
  8808. }
  8809. }
  8810. declare module "babylonjs/Lights/shadowLight" {
  8811. import { Camera } from "babylonjs/Cameras/camera";
  8812. import { Scene } from "babylonjs/scene";
  8813. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8814. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8815. import { Light } from "babylonjs/Lights/light";
  8816. /**
  8817. * Interface describing all the common properties and methods a shadow light needs to implement.
  8818. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8819. * as well as binding the different shadow properties to the effects.
  8820. */
  8821. export interface IShadowLight extends Light {
  8822. /**
  8823. * The light id in the scene (used in scene.findLighById for instance)
  8824. */
  8825. id: string;
  8826. /**
  8827. * The position the shdow will be casted from.
  8828. */
  8829. position: Vector3;
  8830. /**
  8831. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8832. */
  8833. direction: Vector3;
  8834. /**
  8835. * The transformed position. Position of the light in world space taking parenting in account.
  8836. */
  8837. transformedPosition: Vector3;
  8838. /**
  8839. * The transformed direction. Direction of the light in world space taking parenting in account.
  8840. */
  8841. transformedDirection: Vector3;
  8842. /**
  8843. * The friendly name of the light in the scene.
  8844. */
  8845. name: string;
  8846. /**
  8847. * Defines the shadow projection clipping minimum z value.
  8848. */
  8849. shadowMinZ: number;
  8850. /**
  8851. * Defines the shadow projection clipping maximum z value.
  8852. */
  8853. shadowMaxZ: number;
  8854. /**
  8855. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8856. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8857. */
  8858. computeTransformedInformation(): boolean;
  8859. /**
  8860. * Gets the scene the light belongs to.
  8861. * @returns The scene
  8862. */
  8863. getScene(): Scene;
  8864. /**
  8865. * Callback defining a custom Projection Matrix Builder.
  8866. * This can be used to override the default projection matrix computation.
  8867. */
  8868. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8869. /**
  8870. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8871. * @param matrix The materix to updated with the projection information
  8872. * @param viewMatrix The transform matrix of the light
  8873. * @param renderList The list of mesh to render in the map
  8874. * @returns The current light
  8875. */
  8876. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8877. /**
  8878. * Gets the current depth scale used in ESM.
  8879. * @returns The scale
  8880. */
  8881. getDepthScale(): number;
  8882. /**
  8883. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8884. * @returns true if a cube texture needs to be use
  8885. */
  8886. needCube(): boolean;
  8887. /**
  8888. * Detects if the projection matrix requires to be recomputed this frame.
  8889. * @returns true if it requires to be recomputed otherwise, false.
  8890. */
  8891. needProjectionMatrixCompute(): boolean;
  8892. /**
  8893. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8894. */
  8895. forceProjectionMatrixCompute(): void;
  8896. /**
  8897. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8898. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8899. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8900. */
  8901. getShadowDirection(faceIndex?: number): Vector3;
  8902. /**
  8903. * Gets the minZ used for shadow according to both the scene and the light.
  8904. * @param activeCamera The camera we are returning the min for
  8905. * @returns the depth min z
  8906. */
  8907. getDepthMinZ(activeCamera: Camera): number;
  8908. /**
  8909. * Gets the maxZ used for shadow according to both the scene and the light.
  8910. * @param activeCamera The camera we are returning the max for
  8911. * @returns the depth max z
  8912. */
  8913. getDepthMaxZ(activeCamera: Camera): number;
  8914. }
  8915. /**
  8916. * Base implementation IShadowLight
  8917. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8918. */
  8919. export abstract class ShadowLight extends Light implements IShadowLight {
  8920. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8921. protected _position: Vector3;
  8922. protected _setPosition(value: Vector3): void;
  8923. /**
  8924. * Sets the position the shadow will be casted from. Also use as the light position for both
  8925. * point and spot lights.
  8926. */
  8927. /**
  8928. * Sets the position the shadow will be casted from. Also use as the light position for both
  8929. * point and spot lights.
  8930. */
  8931. position: Vector3;
  8932. protected _direction: Vector3;
  8933. protected _setDirection(value: Vector3): void;
  8934. /**
  8935. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8936. * Also use as the light direction on spot and directional lights.
  8937. */
  8938. /**
  8939. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8940. * Also use as the light direction on spot and directional lights.
  8941. */
  8942. direction: Vector3;
  8943. private _shadowMinZ;
  8944. /**
  8945. * Gets the shadow projection clipping minimum z value.
  8946. */
  8947. /**
  8948. * Sets the shadow projection clipping minimum z value.
  8949. */
  8950. shadowMinZ: number;
  8951. private _shadowMaxZ;
  8952. /**
  8953. * Sets the shadow projection clipping maximum z value.
  8954. */
  8955. /**
  8956. * Gets the shadow projection clipping maximum z value.
  8957. */
  8958. shadowMaxZ: number;
  8959. /**
  8960. * Callback defining a custom Projection Matrix Builder.
  8961. * This can be used to override the default projection matrix computation.
  8962. */
  8963. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8964. /**
  8965. * The transformed position. Position of the light in world space taking parenting in account.
  8966. */
  8967. transformedPosition: Vector3;
  8968. /**
  8969. * The transformed direction. Direction of the light in world space taking parenting in account.
  8970. */
  8971. transformedDirection: Vector3;
  8972. private _needProjectionMatrixCompute;
  8973. /**
  8974. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8975. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8976. */
  8977. computeTransformedInformation(): boolean;
  8978. /**
  8979. * Return the depth scale used for the shadow map.
  8980. * @returns the depth scale.
  8981. */
  8982. getDepthScale(): number;
  8983. /**
  8984. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8985. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8986. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8987. */
  8988. getShadowDirection(faceIndex?: number): Vector3;
  8989. /**
  8990. * Returns the ShadowLight absolute position in the World.
  8991. * @returns the position vector in world space
  8992. */
  8993. getAbsolutePosition(): Vector3;
  8994. /**
  8995. * Sets the ShadowLight direction toward the passed target.
  8996. * @param target The point to target in local space
  8997. * @returns the updated ShadowLight direction
  8998. */
  8999. setDirectionToTarget(target: Vector3): Vector3;
  9000. /**
  9001. * Returns the light rotation in euler definition.
  9002. * @returns the x y z rotation in local space.
  9003. */
  9004. getRotation(): Vector3;
  9005. /**
  9006. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  9007. * @returns true if a cube texture needs to be use
  9008. */
  9009. needCube(): boolean;
  9010. /**
  9011. * Detects if the projection matrix requires to be recomputed this frame.
  9012. * @returns true if it requires to be recomputed otherwise, false.
  9013. */
  9014. needProjectionMatrixCompute(): boolean;
  9015. /**
  9016. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  9017. */
  9018. forceProjectionMatrixCompute(): void;
  9019. /** @hidden */
  9020. _initCache(): void;
  9021. /** @hidden */
  9022. _isSynchronized(): boolean;
  9023. /**
  9024. * Computes the world matrix of the node
  9025. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  9026. * @returns the world matrix
  9027. */
  9028. computeWorldMatrix(force?: boolean): Matrix;
  9029. /**
  9030. * Gets the minZ used for shadow according to both the scene and the light.
  9031. * @param activeCamera The camera we are returning the min for
  9032. * @returns the depth min z
  9033. */
  9034. getDepthMinZ(activeCamera: Camera): number;
  9035. /**
  9036. * Gets the maxZ used for shadow according to both the scene and the light.
  9037. * @param activeCamera The camera we are returning the max for
  9038. * @returns the depth max z
  9039. */
  9040. getDepthMaxZ(activeCamera: Camera): number;
  9041. /**
  9042. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  9043. * @param matrix The materix to updated with the projection information
  9044. * @param viewMatrix The transform matrix of the light
  9045. * @param renderList The list of mesh to render in the map
  9046. * @returns The current light
  9047. */
  9048. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  9049. }
  9050. }
  9051. declare module "babylonjs/Materials/effectFallbacks" {
  9052. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  9053. import { Effect } from "babylonjs/Materials/effect";
  9054. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9055. /**
  9056. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  9057. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  9058. */
  9059. export class EffectFallbacks implements IEffectFallbacks {
  9060. private _defines;
  9061. private _currentRank;
  9062. private _maxRank;
  9063. private _mesh;
  9064. /**
  9065. * Removes the fallback from the bound mesh.
  9066. */
  9067. unBindMesh(): void;
  9068. /**
  9069. * Adds a fallback on the specified property.
  9070. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  9071. * @param define The name of the define in the shader
  9072. */
  9073. addFallback(rank: number, define: string): void;
  9074. /**
  9075. * Sets the mesh to use CPU skinning when needing to fallback.
  9076. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  9077. * @param mesh The mesh to use the fallbacks.
  9078. */
  9079. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  9080. /**
  9081. * Checks to see if more fallbacks are still availible.
  9082. */
  9083. readonly hasMoreFallbacks: boolean;
  9084. /**
  9085. * Removes the defines that should be removed when falling back.
  9086. * @param currentDefines defines the current define statements for the shader.
  9087. * @param effect defines the current effect we try to compile
  9088. * @returns The resulting defines with defines of the current rank removed.
  9089. */
  9090. reduce(currentDefines: string, effect: Effect): string;
  9091. }
  9092. }
  9093. declare module "babylonjs/Materials/materialHelper" {
  9094. import { Nullable } from "babylonjs/types";
  9095. import { Scene } from "babylonjs/scene";
  9096. import { Engine } from "babylonjs/Engines/engine";
  9097. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9098. import { Light } from "babylonjs/Lights/light";
  9099. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9100. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  9101. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  9102. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9103. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  9104. /**
  9105. * "Static Class" containing the most commonly used helper while dealing with material for
  9106. * rendering purpose.
  9107. *
  9108. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  9109. *
  9110. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  9111. */
  9112. export class MaterialHelper {
  9113. /**
  9114. * Bind the current view position to an effect.
  9115. * @param effect The effect to be bound
  9116. * @param scene The scene the eyes position is used from
  9117. */
  9118. static BindEyePosition(effect: Effect, scene: Scene): void;
  9119. /**
  9120. * Helps preparing the defines values about the UVs in used in the effect.
  9121. * UVs are shared as much as we can accross channels in the shaders.
  9122. * @param texture The texture we are preparing the UVs for
  9123. * @param defines The defines to update
  9124. * @param key The channel key "diffuse", "specular"... used in the shader
  9125. */
  9126. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  9127. /**
  9128. * Binds a texture matrix value to its corrsponding uniform
  9129. * @param texture The texture to bind the matrix for
  9130. * @param uniformBuffer The uniform buffer receivin the data
  9131. * @param key The channel key "diffuse", "specular"... used in the shader
  9132. */
  9133. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  9134. /**
  9135. * Gets the current status of the fog (should it be enabled?)
  9136. * @param mesh defines the mesh to evaluate for fog support
  9137. * @param scene defines the hosting scene
  9138. * @returns true if fog must be enabled
  9139. */
  9140. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  9141. /**
  9142. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  9143. * @param mesh defines the current mesh
  9144. * @param scene defines the current scene
  9145. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  9146. * @param pointsCloud defines if point cloud rendering has to be turned on
  9147. * @param fogEnabled defines if fog has to be turned on
  9148. * @param alphaTest defines if alpha testing has to be turned on
  9149. * @param defines defines the current list of defines
  9150. */
  9151. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  9152. /**
  9153. * Helper used to prepare the list of defines associated with frame values for shader compilation
  9154. * @param scene defines the current scene
  9155. * @param engine defines the current engine
  9156. * @param defines specifies the list of active defines
  9157. * @param useInstances defines if instances have to be turned on
  9158. * @param useClipPlane defines if clip plane have to be turned on
  9159. */
  9160. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  9161. /**
  9162. * Prepares the defines for bones
  9163. * @param mesh The mesh containing the geometry data we will draw
  9164. * @param defines The defines to update
  9165. */
  9166. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  9167. /**
  9168. * Prepares the defines for morph targets
  9169. * @param mesh The mesh containing the geometry data we will draw
  9170. * @param defines The defines to update
  9171. */
  9172. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  9173. /**
  9174. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  9175. * @param mesh The mesh containing the geometry data we will draw
  9176. * @param defines The defines to update
  9177. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  9178. * @param useBones Precise whether bones should be used or not (override mesh info)
  9179. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  9180. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  9181. * @returns false if defines are considered not dirty and have not been checked
  9182. */
  9183. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  9184. /**
  9185. * Prepares the defines related to multiview
  9186. * @param scene The scene we are intending to draw
  9187. * @param defines The defines to update
  9188. */
  9189. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  9190. /**
  9191. * Prepares the defines related to the light information passed in parameter
  9192. * @param scene The scene we are intending to draw
  9193. * @param mesh The mesh the effect is compiling for
  9194. * @param light The light the effect is compiling for
  9195. * @param lightIndex The index of the light
  9196. * @param defines The defines to update
  9197. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9198. * @param state Defines the current state regarding what is needed (normals, etc...)
  9199. */
  9200. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  9201. needNormals: boolean;
  9202. needRebuild: boolean;
  9203. shadowEnabled: boolean;
  9204. specularEnabled: boolean;
  9205. lightmapMode: boolean;
  9206. }): void;
  9207. /**
  9208. * Prepares the defines related to the light information passed in parameter
  9209. * @param scene The scene we are intending to draw
  9210. * @param mesh The mesh the effect is compiling for
  9211. * @param defines The defines to update
  9212. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9213. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  9214. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  9215. * @returns true if normals will be required for the rest of the effect
  9216. */
  9217. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  9218. /**
  9219. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  9220. * @param lightIndex defines the light index
  9221. * @param uniformsList The uniform list
  9222. * @param samplersList The sampler list
  9223. * @param projectedLightTexture defines if projected texture must be used
  9224. * @param uniformBuffersList defines an optional list of uniform buffers
  9225. */
  9226. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  9227. /**
  9228. * Prepares the uniforms and samplers list to be used in the effect
  9229. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  9230. * @param samplersList The sampler list
  9231. * @param defines The defines helping in the list generation
  9232. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  9233. */
  9234. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  9235. /**
  9236. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9237. * @param defines The defines to update while falling back
  9238. * @param fallbacks The authorized effect fallbacks
  9239. * @param maxSimultaneousLights The maximum number of lights allowed
  9240. * @param rank the current rank of the Effect
  9241. * @returns The newly affected rank
  9242. */
  9243. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9244. private static _TmpMorphInfluencers;
  9245. /**
  9246. * Prepares the list of attributes required for morph targets according to the effect defines.
  9247. * @param attribs The current list of supported attribs
  9248. * @param mesh The mesh to prepare the morph targets attributes for
  9249. * @param influencers The number of influencers
  9250. */
  9251. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9252. /**
  9253. * Prepares the list of attributes required for morph targets according to the effect defines.
  9254. * @param attribs The current list of supported attribs
  9255. * @param mesh The mesh to prepare the morph targets attributes for
  9256. * @param defines The current Defines of the effect
  9257. */
  9258. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9259. /**
  9260. * Prepares the list of attributes required for bones according to the effect defines.
  9261. * @param attribs The current list of supported attribs
  9262. * @param mesh The mesh to prepare the bones attributes for
  9263. * @param defines The current Defines of the effect
  9264. * @param fallbacks The current efffect fallback strategy
  9265. */
  9266. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9267. /**
  9268. * Check and prepare the list of attributes required for instances according to the effect defines.
  9269. * @param attribs The current list of supported attribs
  9270. * @param defines The current MaterialDefines of the effect
  9271. */
  9272. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9273. /**
  9274. * Add the list of attributes required for instances to the attribs array.
  9275. * @param attribs The current list of supported attribs
  9276. */
  9277. static PushAttributesForInstances(attribs: string[]): void;
  9278. /**
  9279. * Binds the light information to the effect.
  9280. * @param light The light containing the generator
  9281. * @param effect The effect we are binding the data to
  9282. * @param lightIndex The light index in the effect used to render
  9283. */
  9284. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9285. /**
  9286. * Binds the lights information from the scene to the effect for the given mesh.
  9287. * @param light Light to bind
  9288. * @param lightIndex Light index
  9289. * @param scene The scene where the light belongs to
  9290. * @param effect The effect we are binding the data to
  9291. * @param useSpecular Defines if specular is supported
  9292. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9293. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9294. */
  9295. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9296. /**
  9297. * Binds the lights information from the scene to the effect for the given mesh.
  9298. * @param scene The scene the lights belongs to
  9299. * @param mesh The mesh we are binding the information to render
  9300. * @param effect The effect we are binding the data to
  9301. * @param defines The generated defines for the effect
  9302. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9303. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9304. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9305. */
  9306. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9307. private static _tempFogColor;
  9308. /**
  9309. * Binds the fog information from the scene to the effect for the given mesh.
  9310. * @param scene The scene the lights belongs to
  9311. * @param mesh The mesh we are binding the information to render
  9312. * @param effect The effect we are binding the data to
  9313. * @param linearSpace Defines if the fog effect is applied in linear space
  9314. */
  9315. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9316. /**
  9317. * Binds the bones information from the mesh to the effect.
  9318. * @param mesh The mesh we are binding the information to render
  9319. * @param effect The effect we are binding the data to
  9320. */
  9321. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9322. /**
  9323. * Binds the morph targets information from the mesh to the effect.
  9324. * @param abstractMesh The mesh we are binding the information to render
  9325. * @param effect The effect we are binding the data to
  9326. */
  9327. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9328. /**
  9329. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9330. * @param defines The generated defines used in the effect
  9331. * @param effect The effect we are binding the data to
  9332. * @param scene The scene we are willing to render with logarithmic scale for
  9333. */
  9334. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9335. /**
  9336. * Binds the clip plane information from the scene to the effect.
  9337. * @param scene The scene the clip plane information are extracted from
  9338. * @param effect The effect we are binding the data to
  9339. */
  9340. static BindClipPlane(effect: Effect, scene: Scene): void;
  9341. }
  9342. }
  9343. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9344. /** @hidden */
  9345. export var packingFunctions: {
  9346. name: string;
  9347. shader: string;
  9348. };
  9349. }
  9350. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9351. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9352. /** @hidden */
  9353. export var shadowMapPixelShader: {
  9354. name: string;
  9355. shader: string;
  9356. };
  9357. }
  9358. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9359. /** @hidden */
  9360. export var bonesDeclaration: {
  9361. name: string;
  9362. shader: string;
  9363. };
  9364. }
  9365. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9366. /** @hidden */
  9367. export var morphTargetsVertexGlobalDeclaration: {
  9368. name: string;
  9369. shader: string;
  9370. };
  9371. }
  9372. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9373. /** @hidden */
  9374. export var morphTargetsVertexDeclaration: {
  9375. name: string;
  9376. shader: string;
  9377. };
  9378. }
  9379. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9380. /** @hidden */
  9381. export var instancesDeclaration: {
  9382. name: string;
  9383. shader: string;
  9384. };
  9385. }
  9386. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9387. /** @hidden */
  9388. export var helperFunctions: {
  9389. name: string;
  9390. shader: string;
  9391. };
  9392. }
  9393. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9394. /** @hidden */
  9395. export var morphTargetsVertex: {
  9396. name: string;
  9397. shader: string;
  9398. };
  9399. }
  9400. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9401. /** @hidden */
  9402. export var instancesVertex: {
  9403. name: string;
  9404. shader: string;
  9405. };
  9406. }
  9407. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9408. /** @hidden */
  9409. export var bonesVertex: {
  9410. name: string;
  9411. shader: string;
  9412. };
  9413. }
  9414. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9415. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9416. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9417. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9418. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9419. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9420. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9421. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9422. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9423. /** @hidden */
  9424. export var shadowMapVertexShader: {
  9425. name: string;
  9426. shader: string;
  9427. };
  9428. }
  9429. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9430. /** @hidden */
  9431. export var depthBoxBlurPixelShader: {
  9432. name: string;
  9433. shader: string;
  9434. };
  9435. }
  9436. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9437. import { Nullable } from "babylonjs/types";
  9438. import { Scene } from "babylonjs/scene";
  9439. import { Matrix } from "babylonjs/Maths/math.vector";
  9440. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9441. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9442. import { Mesh } from "babylonjs/Meshes/mesh";
  9443. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9444. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9445. import { Effect } from "babylonjs/Materials/effect";
  9446. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9447. import "babylonjs/Shaders/shadowMap.fragment";
  9448. import "babylonjs/Shaders/shadowMap.vertex";
  9449. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9450. import { Observable } from "babylonjs/Misc/observable";
  9451. /**
  9452. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9453. */
  9454. export interface ICustomShaderOptions {
  9455. /**
  9456. * Gets or sets the custom shader name to use
  9457. */
  9458. shaderName: string;
  9459. /**
  9460. * The list of attribute names used in the shader
  9461. */
  9462. attributes?: string[];
  9463. /**
  9464. * The list of unifrom names used in the shader
  9465. */
  9466. uniforms?: string[];
  9467. /**
  9468. * The list of sampler names used in the shader
  9469. */
  9470. samplers?: string[];
  9471. /**
  9472. * The list of defines used in the shader
  9473. */
  9474. defines?: string[];
  9475. }
  9476. /**
  9477. * Interface to implement to create a shadow generator compatible with BJS.
  9478. */
  9479. export interface IShadowGenerator {
  9480. /**
  9481. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9482. * @returns The render target texture if present otherwise, null
  9483. */
  9484. getShadowMap(): Nullable<RenderTargetTexture>;
  9485. /**
  9486. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9487. * @returns The render target texture if the shadow map is present otherwise, null
  9488. */
  9489. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9490. /**
  9491. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9492. * @param subMesh The submesh we want to render in the shadow map
  9493. * @param useInstances Defines wether will draw in the map using instances
  9494. * @returns true if ready otherwise, false
  9495. */
  9496. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9497. /**
  9498. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9499. * @param defines Defines of the material we want to update
  9500. * @param lightIndex Index of the light in the enabled light list of the material
  9501. */
  9502. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9503. /**
  9504. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9505. * defined in the generator but impacting the effect).
  9506. * It implies the unifroms available on the materials are the standard BJS ones.
  9507. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9508. * @param effect The effect we are binfing the information for
  9509. */
  9510. bindShadowLight(lightIndex: string, effect: Effect): void;
  9511. /**
  9512. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9513. * (eq to shadow prjection matrix * light transform matrix)
  9514. * @returns The transform matrix used to create the shadow map
  9515. */
  9516. getTransformMatrix(): Matrix;
  9517. /**
  9518. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9519. * Cube and 2D textures for instance.
  9520. */
  9521. recreateShadowMap(): void;
  9522. /**
  9523. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9524. * @param onCompiled Callback triggered at the and of the effects compilation
  9525. * @param options Sets of optional options forcing the compilation with different modes
  9526. */
  9527. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9528. useInstances: boolean;
  9529. }>): void;
  9530. /**
  9531. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9532. * @param options Sets of optional options forcing the compilation with different modes
  9533. * @returns A promise that resolves when the compilation completes
  9534. */
  9535. forceCompilationAsync(options?: Partial<{
  9536. useInstances: boolean;
  9537. }>): Promise<void>;
  9538. /**
  9539. * Serializes the shadow generator setup to a json object.
  9540. * @returns The serialized JSON object
  9541. */
  9542. serialize(): any;
  9543. /**
  9544. * Disposes the Shadow map and related Textures and effects.
  9545. */
  9546. dispose(): void;
  9547. }
  9548. /**
  9549. * Default implementation IShadowGenerator.
  9550. * This is the main object responsible of generating shadows in the framework.
  9551. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9552. */
  9553. export class ShadowGenerator implements IShadowGenerator {
  9554. /**
  9555. * Shadow generator mode None: no filtering applied.
  9556. */
  9557. static readonly FILTER_NONE: number;
  9558. /**
  9559. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9560. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9561. */
  9562. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9563. /**
  9564. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9565. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9566. */
  9567. static readonly FILTER_POISSONSAMPLING: number;
  9568. /**
  9569. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9570. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9571. */
  9572. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9573. /**
  9574. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9575. * edge artifacts on steep falloff.
  9576. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9577. */
  9578. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9579. /**
  9580. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9581. * edge artifacts on steep falloff.
  9582. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9583. */
  9584. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9585. /**
  9586. * Shadow generator mode PCF: Percentage Closer Filtering
  9587. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9588. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9589. */
  9590. static readonly FILTER_PCF: number;
  9591. /**
  9592. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9593. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9594. * Contact Hardening
  9595. */
  9596. static readonly FILTER_PCSS: number;
  9597. /**
  9598. * Reserved for PCF and PCSS
  9599. * Highest Quality.
  9600. *
  9601. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9602. *
  9603. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9604. */
  9605. static readonly QUALITY_HIGH: number;
  9606. /**
  9607. * Reserved for PCF and PCSS
  9608. * Good tradeoff for quality/perf cross devices
  9609. *
  9610. * Execute PCF on a 3*3 kernel.
  9611. *
  9612. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9613. */
  9614. static readonly QUALITY_MEDIUM: number;
  9615. /**
  9616. * Reserved for PCF and PCSS
  9617. * The lowest quality but the fastest.
  9618. *
  9619. * Execute PCF on a 1*1 kernel.
  9620. *
  9621. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9622. */
  9623. static readonly QUALITY_LOW: number;
  9624. /** Gets or sets the custom shader name to use */
  9625. customShaderOptions: ICustomShaderOptions;
  9626. /**
  9627. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9628. */
  9629. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9630. /**
  9631. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9632. */
  9633. onAfterShadowMapRenderObservable: Observable<Effect>;
  9634. /**
  9635. * Observable triggered before a mesh is rendered in the shadow map.
  9636. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9637. */
  9638. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9639. /**
  9640. * Observable triggered after a mesh is rendered in the shadow map.
  9641. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9642. */
  9643. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9644. private _bias;
  9645. /**
  9646. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9647. */
  9648. /**
  9649. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9650. */
  9651. bias: number;
  9652. private _normalBias;
  9653. /**
  9654. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9655. */
  9656. /**
  9657. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9658. */
  9659. normalBias: number;
  9660. private _blurBoxOffset;
  9661. /**
  9662. * Gets the blur box offset: offset applied during the blur pass.
  9663. * Only useful if useKernelBlur = false
  9664. */
  9665. /**
  9666. * Sets the blur box offset: offset applied during the blur pass.
  9667. * Only useful if useKernelBlur = false
  9668. */
  9669. blurBoxOffset: number;
  9670. private _blurScale;
  9671. /**
  9672. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9673. * 2 means half of the size.
  9674. */
  9675. /**
  9676. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9677. * 2 means half of the size.
  9678. */
  9679. blurScale: number;
  9680. private _blurKernel;
  9681. /**
  9682. * Gets the blur kernel: kernel size of the blur pass.
  9683. * Only useful if useKernelBlur = true
  9684. */
  9685. /**
  9686. * Sets the blur kernel: kernel size of the blur pass.
  9687. * Only useful if useKernelBlur = true
  9688. */
  9689. blurKernel: number;
  9690. private _useKernelBlur;
  9691. /**
  9692. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9693. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9694. */
  9695. /**
  9696. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9697. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9698. */
  9699. useKernelBlur: boolean;
  9700. private _depthScale;
  9701. /**
  9702. * Gets the depth scale used in ESM mode.
  9703. */
  9704. /**
  9705. * Sets the depth scale used in ESM mode.
  9706. * This can override the scale stored on the light.
  9707. */
  9708. depthScale: number;
  9709. private _filter;
  9710. /**
  9711. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9712. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9713. */
  9714. /**
  9715. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9716. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9717. */
  9718. filter: number;
  9719. /**
  9720. * Gets if the current filter is set to Poisson Sampling.
  9721. */
  9722. /**
  9723. * Sets the current filter to Poisson Sampling.
  9724. */
  9725. usePoissonSampling: boolean;
  9726. /**
  9727. * Gets if the current filter is set to ESM.
  9728. */
  9729. /**
  9730. * Sets the current filter is to ESM.
  9731. */
  9732. useExponentialShadowMap: boolean;
  9733. /**
  9734. * Gets if the current filter is set to filtered ESM.
  9735. */
  9736. /**
  9737. * Gets if the current filter is set to filtered ESM.
  9738. */
  9739. useBlurExponentialShadowMap: boolean;
  9740. /**
  9741. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9742. * exponential to prevent steep falloff artifacts).
  9743. */
  9744. /**
  9745. * Sets the current filter to "close ESM" (using the inverse of the
  9746. * exponential to prevent steep falloff artifacts).
  9747. */
  9748. useCloseExponentialShadowMap: boolean;
  9749. /**
  9750. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9751. * exponential to prevent steep falloff artifacts).
  9752. */
  9753. /**
  9754. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9755. * exponential to prevent steep falloff artifacts).
  9756. */
  9757. useBlurCloseExponentialShadowMap: boolean;
  9758. /**
  9759. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9760. */
  9761. /**
  9762. * Sets the current filter to "PCF" (percentage closer filtering).
  9763. */
  9764. usePercentageCloserFiltering: boolean;
  9765. private _filteringQuality;
  9766. /**
  9767. * Gets the PCF or PCSS Quality.
  9768. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9769. */
  9770. /**
  9771. * Sets the PCF or PCSS Quality.
  9772. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9773. */
  9774. filteringQuality: number;
  9775. /**
  9776. * Gets if the current filter is set to "PCSS" (contact hardening).
  9777. */
  9778. /**
  9779. * Sets the current filter to "PCSS" (contact hardening).
  9780. */
  9781. useContactHardeningShadow: boolean;
  9782. private _contactHardeningLightSizeUVRatio;
  9783. /**
  9784. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9785. * Using a ratio helps keeping shape stability independently of the map size.
  9786. *
  9787. * It does not account for the light projection as it was having too much
  9788. * instability during the light setup or during light position changes.
  9789. *
  9790. * Only valid if useContactHardeningShadow is true.
  9791. */
  9792. /**
  9793. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9794. * Using a ratio helps keeping shape stability independently of the map size.
  9795. *
  9796. * It does not account for the light projection as it was having too much
  9797. * instability during the light setup or during light position changes.
  9798. *
  9799. * Only valid if useContactHardeningShadow is true.
  9800. */
  9801. contactHardeningLightSizeUVRatio: number;
  9802. private _darkness;
  9803. /** Gets or sets the actual darkness of a shadow */
  9804. darkness: number;
  9805. /**
  9806. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9807. * 0 means strongest and 1 would means no shadow.
  9808. * @returns the darkness.
  9809. */
  9810. getDarkness(): number;
  9811. /**
  9812. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9813. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9814. * @returns the shadow generator allowing fluent coding.
  9815. */
  9816. setDarkness(darkness: number): ShadowGenerator;
  9817. private _transparencyShadow;
  9818. /** Gets or sets the ability to have transparent shadow */
  9819. transparencyShadow: boolean;
  9820. /**
  9821. * Sets the ability to have transparent shadow (boolean).
  9822. * @param transparent True if transparent else False
  9823. * @returns the shadow generator allowing fluent coding
  9824. */
  9825. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9826. private _shadowMap;
  9827. private _shadowMap2;
  9828. /**
  9829. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9830. * @returns The render target texture if present otherwise, null
  9831. */
  9832. getShadowMap(): Nullable<RenderTargetTexture>;
  9833. /**
  9834. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9835. * @returns The render target texture if the shadow map is present otherwise, null
  9836. */
  9837. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9838. /**
  9839. * Gets the class name of that object
  9840. * @returns "ShadowGenerator"
  9841. */
  9842. getClassName(): string;
  9843. /**
  9844. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9845. * @param mesh Mesh to add
  9846. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9847. * @returns the Shadow Generator itself
  9848. */
  9849. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9850. /**
  9851. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9852. * @param mesh Mesh to remove
  9853. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9854. * @returns the Shadow Generator itself
  9855. */
  9856. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9857. /**
  9858. * Controls the extent to which the shadows fade out at the edge of the frustum
  9859. * Used only by directionals and spots
  9860. */
  9861. frustumEdgeFalloff: number;
  9862. private _light;
  9863. /**
  9864. * Returns the associated light object.
  9865. * @returns the light generating the shadow
  9866. */
  9867. getLight(): IShadowLight;
  9868. /**
  9869. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9870. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9871. * It might on the other hand introduce peter panning.
  9872. */
  9873. forceBackFacesOnly: boolean;
  9874. private _scene;
  9875. private _lightDirection;
  9876. private _effect;
  9877. private _viewMatrix;
  9878. private _projectionMatrix;
  9879. private _transformMatrix;
  9880. private _cachedPosition;
  9881. private _cachedDirection;
  9882. private _cachedDefines;
  9883. private _currentRenderID;
  9884. private _boxBlurPostprocess;
  9885. private _kernelBlurXPostprocess;
  9886. private _kernelBlurYPostprocess;
  9887. private _blurPostProcesses;
  9888. private _mapSize;
  9889. private _currentFaceIndex;
  9890. private _currentFaceIndexCache;
  9891. private _textureType;
  9892. private _defaultTextureMatrix;
  9893. private _storedUniqueId;
  9894. /** @hidden */
  9895. static _SceneComponentInitialization: (scene: Scene) => void;
  9896. /**
  9897. * Creates a ShadowGenerator object.
  9898. * A ShadowGenerator is the required tool to use the shadows.
  9899. * Each light casting shadows needs to use its own ShadowGenerator.
  9900. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9901. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9902. * @param light The light object generating the shadows.
  9903. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  9904. */
  9905. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9906. private _initializeGenerator;
  9907. private _initializeShadowMap;
  9908. private _initializeBlurRTTAndPostProcesses;
  9909. private _renderForShadowMap;
  9910. private _renderSubMeshForShadowMap;
  9911. private _applyFilterValues;
  9912. /**
  9913. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9914. * @param onCompiled Callback triggered at the and of the effects compilation
  9915. * @param options Sets of optional options forcing the compilation with different modes
  9916. */
  9917. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9918. useInstances: boolean;
  9919. }>): void;
  9920. /**
  9921. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9922. * @param options Sets of optional options forcing the compilation with different modes
  9923. * @returns A promise that resolves when the compilation completes
  9924. */
  9925. forceCompilationAsync(options?: Partial<{
  9926. useInstances: boolean;
  9927. }>): Promise<void>;
  9928. /**
  9929. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9930. * @param subMesh The submesh we want to render in the shadow map
  9931. * @param useInstances Defines wether will draw in the map using instances
  9932. * @returns true if ready otherwise, false
  9933. */
  9934. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9935. /**
  9936. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9937. * @param defines Defines of the material we want to update
  9938. * @param lightIndex Index of the light in the enabled light list of the material
  9939. */
  9940. prepareDefines(defines: any, lightIndex: number): void;
  9941. /**
  9942. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9943. * defined in the generator but impacting the effect).
  9944. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9945. * @param effect The effect we are binfing the information for
  9946. */
  9947. bindShadowLight(lightIndex: string, effect: Effect): void;
  9948. /**
  9949. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9950. * (eq to shadow prjection matrix * light transform matrix)
  9951. * @returns The transform matrix used to create the shadow map
  9952. */
  9953. getTransformMatrix(): Matrix;
  9954. /**
  9955. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9956. * Cube and 2D textures for instance.
  9957. */
  9958. recreateShadowMap(): void;
  9959. private _disposeBlurPostProcesses;
  9960. private _disposeRTTandPostProcesses;
  9961. /**
  9962. * Disposes the ShadowGenerator.
  9963. * Returns nothing.
  9964. */
  9965. dispose(): void;
  9966. /**
  9967. * Serializes the shadow generator setup to a json object.
  9968. * @returns The serialized JSON object
  9969. */
  9970. serialize(): any;
  9971. /**
  9972. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9973. * @param parsedShadowGenerator The JSON object to parse
  9974. * @param scene The scene to create the shadow map for
  9975. * @returns The parsed shadow generator
  9976. */
  9977. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9978. }
  9979. }
  9980. declare module "babylonjs/Lights/light" {
  9981. import { Nullable } from "babylonjs/types";
  9982. import { Scene } from "babylonjs/scene";
  9983. import { Vector3 } from "babylonjs/Maths/math.vector";
  9984. import { Color3 } from "babylonjs/Maths/math.color";
  9985. import { Node } from "babylonjs/node";
  9986. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9987. import { Effect } from "babylonjs/Materials/effect";
  9988. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9989. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9990. /**
  9991. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9992. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9993. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  9994. */
  9995. export abstract class Light extends Node {
  9996. /**
  9997. * Falloff Default: light is falling off following the material specification:
  9998. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9999. */
  10000. static readonly FALLOFF_DEFAULT: number;
  10001. /**
  10002. * Falloff Physical: light is falling off following the inverse squared distance law.
  10003. */
  10004. static readonly FALLOFF_PHYSICAL: number;
  10005. /**
  10006. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  10007. * to enhance interoperability with other engines.
  10008. */
  10009. static readonly FALLOFF_GLTF: number;
  10010. /**
  10011. * Falloff Standard: light is falling off like in the standard material
  10012. * to enhance interoperability with other materials.
  10013. */
  10014. static readonly FALLOFF_STANDARD: number;
  10015. /**
  10016. * If every light affecting the material is in this lightmapMode,
  10017. * material.lightmapTexture adds or multiplies
  10018. * (depends on material.useLightmapAsShadowmap)
  10019. * after every other light calculations.
  10020. */
  10021. static readonly LIGHTMAP_DEFAULT: number;
  10022. /**
  10023. * material.lightmapTexture as only diffuse lighting from this light
  10024. * adds only specular lighting from this light
  10025. * adds dynamic shadows
  10026. */
  10027. static readonly LIGHTMAP_SPECULAR: number;
  10028. /**
  10029. * material.lightmapTexture as only lighting
  10030. * no light calculation from this light
  10031. * only adds dynamic shadows from this light
  10032. */
  10033. static readonly LIGHTMAP_SHADOWSONLY: number;
  10034. /**
  10035. * Each light type uses the default quantity according to its type:
  10036. * point/spot lights use luminous intensity
  10037. * directional lights use illuminance
  10038. */
  10039. static readonly INTENSITYMODE_AUTOMATIC: number;
  10040. /**
  10041. * lumen (lm)
  10042. */
  10043. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  10044. /**
  10045. * candela (lm/sr)
  10046. */
  10047. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  10048. /**
  10049. * lux (lm/m^2)
  10050. */
  10051. static readonly INTENSITYMODE_ILLUMINANCE: number;
  10052. /**
  10053. * nit (cd/m^2)
  10054. */
  10055. static readonly INTENSITYMODE_LUMINANCE: number;
  10056. /**
  10057. * Light type const id of the point light.
  10058. */
  10059. static readonly LIGHTTYPEID_POINTLIGHT: number;
  10060. /**
  10061. * Light type const id of the directional light.
  10062. */
  10063. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  10064. /**
  10065. * Light type const id of the spot light.
  10066. */
  10067. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  10068. /**
  10069. * Light type const id of the hemispheric light.
  10070. */
  10071. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  10072. /**
  10073. * Diffuse gives the basic color to an object.
  10074. */
  10075. diffuse: Color3;
  10076. /**
  10077. * Specular produces a highlight color on an object.
  10078. * Note: This is note affecting PBR materials.
  10079. */
  10080. specular: Color3;
  10081. /**
  10082. * Defines the falloff type for this light. This lets overrriding how punctual light are
  10083. * falling off base on range or angle.
  10084. * This can be set to any values in Light.FALLOFF_x.
  10085. *
  10086. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  10087. * other types of materials.
  10088. */
  10089. falloffType: number;
  10090. /**
  10091. * Strength of the light.
  10092. * Note: By default it is define in the framework own unit.
  10093. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  10094. */
  10095. intensity: number;
  10096. private _range;
  10097. protected _inverseSquaredRange: number;
  10098. /**
  10099. * Defines how far from the source the light is impacting in scene units.
  10100. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  10101. */
  10102. /**
  10103. * Defines how far from the source the light is impacting in scene units.
  10104. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  10105. */
  10106. range: number;
  10107. /**
  10108. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  10109. * of light.
  10110. */
  10111. private _photometricScale;
  10112. private _intensityMode;
  10113. /**
  10114. * Gets the photometric scale used to interpret the intensity.
  10115. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10116. */
  10117. /**
  10118. * Sets the photometric scale used to interpret the intensity.
  10119. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10120. */
  10121. intensityMode: number;
  10122. private _radius;
  10123. /**
  10124. * Gets the light radius used by PBR Materials to simulate soft area lights.
  10125. */
  10126. /**
  10127. * sets the light radius used by PBR Materials to simulate soft area lights.
  10128. */
  10129. radius: number;
  10130. private _renderPriority;
  10131. /**
  10132. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  10133. * exceeding the number allowed of the materials.
  10134. */
  10135. renderPriority: number;
  10136. private _shadowEnabled;
  10137. /**
  10138. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10139. * the current shadow generator.
  10140. */
  10141. /**
  10142. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10143. * the current shadow generator.
  10144. */
  10145. shadowEnabled: boolean;
  10146. private _includedOnlyMeshes;
  10147. /**
  10148. * Gets the only meshes impacted by this light.
  10149. */
  10150. /**
  10151. * Sets the only meshes impacted by this light.
  10152. */
  10153. includedOnlyMeshes: AbstractMesh[];
  10154. private _excludedMeshes;
  10155. /**
  10156. * Gets the meshes not impacted by this light.
  10157. */
  10158. /**
  10159. * Sets the meshes not impacted by this light.
  10160. */
  10161. excludedMeshes: AbstractMesh[];
  10162. private _excludeWithLayerMask;
  10163. /**
  10164. * Gets the layer id use to find what meshes are not impacted by the light.
  10165. * Inactive if 0
  10166. */
  10167. /**
  10168. * Sets the layer id use to find what meshes are not impacted by the light.
  10169. * Inactive if 0
  10170. */
  10171. excludeWithLayerMask: number;
  10172. private _includeOnlyWithLayerMask;
  10173. /**
  10174. * Gets the layer id use to find what meshes are impacted by the light.
  10175. * Inactive if 0
  10176. */
  10177. /**
  10178. * Sets the layer id use to find what meshes are impacted by the light.
  10179. * Inactive if 0
  10180. */
  10181. includeOnlyWithLayerMask: number;
  10182. private _lightmapMode;
  10183. /**
  10184. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10185. */
  10186. /**
  10187. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10188. */
  10189. lightmapMode: number;
  10190. /**
  10191. * Shadow generator associted to the light.
  10192. * @hidden Internal use only.
  10193. */
  10194. _shadowGenerator: Nullable<IShadowGenerator>;
  10195. /**
  10196. * @hidden Internal use only.
  10197. */
  10198. _excludedMeshesIds: string[];
  10199. /**
  10200. * @hidden Internal use only.
  10201. */
  10202. _includedOnlyMeshesIds: string[];
  10203. /**
  10204. * The current light unifom buffer.
  10205. * @hidden Internal use only.
  10206. */
  10207. _uniformBuffer: UniformBuffer;
  10208. /** @hidden */
  10209. _renderId: number;
  10210. /**
  10211. * Creates a Light object in the scene.
  10212. * Documentation : https://doc.babylonjs.com/babylon101/lights
  10213. * @param name The firendly name of the light
  10214. * @param scene The scene the light belongs too
  10215. */
  10216. constructor(name: string, scene: Scene);
  10217. protected abstract _buildUniformLayout(): void;
  10218. /**
  10219. * Sets the passed Effect "effect" with the Light information.
  10220. * @param effect The effect to update
  10221. * @param lightIndex The index of the light in the effect to update
  10222. * @returns The light
  10223. */
  10224. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  10225. /**
  10226. * Sets the passed Effect "effect" with the Light information.
  10227. * @param effect The effect to update
  10228. * @param lightDataUniformName The uniform used to store light data (position or direction)
  10229. * @returns The light
  10230. */
  10231. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  10232. /**
  10233. * Returns the string "Light".
  10234. * @returns the class name
  10235. */
  10236. getClassName(): string;
  10237. /** @hidden */
  10238. readonly _isLight: boolean;
  10239. /**
  10240. * Converts the light information to a readable string for debug purpose.
  10241. * @param fullDetails Supports for multiple levels of logging within scene loading
  10242. * @returns the human readable light info
  10243. */
  10244. toString(fullDetails?: boolean): string;
  10245. /** @hidden */
  10246. protected _syncParentEnabledState(): void;
  10247. /**
  10248. * Set the enabled state of this node.
  10249. * @param value - the new enabled state
  10250. */
  10251. setEnabled(value: boolean): void;
  10252. /**
  10253. * Returns the Light associated shadow generator if any.
  10254. * @return the associated shadow generator.
  10255. */
  10256. getShadowGenerator(): Nullable<IShadowGenerator>;
  10257. /**
  10258. * Returns a Vector3, the absolute light position in the World.
  10259. * @returns the world space position of the light
  10260. */
  10261. getAbsolutePosition(): Vector3;
  10262. /**
  10263. * Specifies if the light will affect the passed mesh.
  10264. * @param mesh The mesh to test against the light
  10265. * @return true the mesh is affected otherwise, false.
  10266. */
  10267. canAffectMesh(mesh: AbstractMesh): boolean;
  10268. /**
  10269. * Sort function to order lights for rendering.
  10270. * @param a First Light object to compare to second.
  10271. * @param b Second Light object to compare first.
  10272. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10273. */
  10274. static CompareLightsPriority(a: Light, b: Light): number;
  10275. /**
  10276. * Releases resources associated with this node.
  10277. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10278. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10279. */
  10280. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10281. /**
  10282. * Returns the light type ID (integer).
  10283. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10284. */
  10285. getTypeID(): number;
  10286. /**
  10287. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10288. * @returns the scaled intensity in intensity mode unit
  10289. */
  10290. getScaledIntensity(): number;
  10291. /**
  10292. * Returns a new Light object, named "name", from the current one.
  10293. * @param name The name of the cloned light
  10294. * @returns the new created light
  10295. */
  10296. clone(name: string): Nullable<Light>;
  10297. /**
  10298. * Serializes the current light into a Serialization object.
  10299. * @returns the serialized object.
  10300. */
  10301. serialize(): any;
  10302. /**
  10303. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10304. * This new light is named "name" and added to the passed scene.
  10305. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10306. * @param name The friendly name of the light
  10307. * @param scene The scene the new light will belong to
  10308. * @returns the constructor function
  10309. */
  10310. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10311. /**
  10312. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10313. * @param parsedLight The JSON representation of the light
  10314. * @param scene The scene to create the parsed light in
  10315. * @returns the created light after parsing
  10316. */
  10317. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10318. private _hookArrayForExcluded;
  10319. private _hookArrayForIncludedOnly;
  10320. private _resyncMeshes;
  10321. /**
  10322. * Forces the meshes to update their light related information in their rendering used effects
  10323. * @hidden Internal Use Only
  10324. */
  10325. _markMeshesAsLightDirty(): void;
  10326. /**
  10327. * Recomputes the cached photometric scale if needed.
  10328. */
  10329. private _computePhotometricScale;
  10330. /**
  10331. * Returns the Photometric Scale according to the light type and intensity mode.
  10332. */
  10333. private _getPhotometricScale;
  10334. /**
  10335. * Reorder the light in the scene according to their defined priority.
  10336. * @hidden Internal Use Only
  10337. */
  10338. _reorderLightsInScene(): void;
  10339. /**
  10340. * Prepares the list of defines specific to the light type.
  10341. * @param defines the list of defines
  10342. * @param lightIndex defines the index of the light for the effect
  10343. */
  10344. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10345. }
  10346. }
  10347. declare module "babylonjs/Actions/action" {
  10348. import { Observable } from "babylonjs/Misc/observable";
  10349. import { Condition } from "babylonjs/Actions/condition";
  10350. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10351. import { ActionManager } from "babylonjs/Actions/actionManager";
  10352. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10353. /**
  10354. * Interface used to define Action
  10355. */
  10356. export interface IAction {
  10357. /**
  10358. * Trigger for the action
  10359. */
  10360. trigger: number;
  10361. /** Options of the trigger */
  10362. triggerOptions: any;
  10363. /**
  10364. * Gets the trigger parameters
  10365. * @returns the trigger parameters
  10366. */
  10367. getTriggerParameter(): any;
  10368. /**
  10369. * Internal only - executes current action event
  10370. * @hidden
  10371. */
  10372. _executeCurrent(evt?: ActionEvent): void;
  10373. /**
  10374. * Serialize placeholder for child classes
  10375. * @param parent of child
  10376. * @returns the serialized object
  10377. */
  10378. serialize(parent: any): any;
  10379. /**
  10380. * Internal only
  10381. * @hidden
  10382. */
  10383. _prepare(): void;
  10384. /**
  10385. * Internal only - manager for action
  10386. * @hidden
  10387. */
  10388. _actionManager: AbstractActionManager;
  10389. /**
  10390. * Adds action to chain of actions, may be a DoNothingAction
  10391. * @param action defines the next action to execute
  10392. * @returns The action passed in
  10393. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10394. */
  10395. then(action: IAction): IAction;
  10396. }
  10397. /**
  10398. * The action to be carried out following a trigger
  10399. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10400. */
  10401. export class Action implements IAction {
  10402. /** the trigger, with or without parameters, for the action */
  10403. triggerOptions: any;
  10404. /**
  10405. * Trigger for the action
  10406. */
  10407. trigger: number;
  10408. /**
  10409. * Internal only - manager for action
  10410. * @hidden
  10411. */
  10412. _actionManager: ActionManager;
  10413. private _nextActiveAction;
  10414. private _child;
  10415. private _condition?;
  10416. private _triggerParameter;
  10417. /**
  10418. * An event triggered prior to action being executed.
  10419. */
  10420. onBeforeExecuteObservable: Observable<Action>;
  10421. /**
  10422. * Creates a new Action
  10423. * @param triggerOptions the trigger, with or without parameters, for the action
  10424. * @param condition an optional determinant of action
  10425. */
  10426. constructor(
  10427. /** the trigger, with or without parameters, for the action */
  10428. triggerOptions: any, condition?: Condition);
  10429. /**
  10430. * Internal only
  10431. * @hidden
  10432. */
  10433. _prepare(): void;
  10434. /**
  10435. * Gets the trigger parameters
  10436. * @returns the trigger parameters
  10437. */
  10438. getTriggerParameter(): any;
  10439. /**
  10440. * Internal only - executes current action event
  10441. * @hidden
  10442. */
  10443. _executeCurrent(evt?: ActionEvent): void;
  10444. /**
  10445. * Execute placeholder for child classes
  10446. * @param evt optional action event
  10447. */
  10448. execute(evt?: ActionEvent): void;
  10449. /**
  10450. * Skips to next active action
  10451. */
  10452. skipToNextActiveAction(): void;
  10453. /**
  10454. * Adds action to chain of actions, may be a DoNothingAction
  10455. * @param action defines the next action to execute
  10456. * @returns The action passed in
  10457. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10458. */
  10459. then(action: Action): Action;
  10460. /**
  10461. * Internal only
  10462. * @hidden
  10463. */
  10464. _getProperty(propertyPath: string): string;
  10465. /**
  10466. * Internal only
  10467. * @hidden
  10468. */
  10469. _getEffectiveTarget(target: any, propertyPath: string): any;
  10470. /**
  10471. * Serialize placeholder for child classes
  10472. * @param parent of child
  10473. * @returns the serialized object
  10474. */
  10475. serialize(parent: any): any;
  10476. /**
  10477. * Internal only called by serialize
  10478. * @hidden
  10479. */
  10480. protected _serialize(serializedAction: any, parent?: any): any;
  10481. /**
  10482. * Internal only
  10483. * @hidden
  10484. */
  10485. static _SerializeValueAsString: (value: any) => string;
  10486. /**
  10487. * Internal only
  10488. * @hidden
  10489. */
  10490. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10491. name: string;
  10492. targetType: string;
  10493. value: string;
  10494. };
  10495. }
  10496. }
  10497. declare module "babylonjs/Actions/condition" {
  10498. import { ActionManager } from "babylonjs/Actions/actionManager";
  10499. /**
  10500. * A Condition applied to an Action
  10501. */
  10502. export class Condition {
  10503. /**
  10504. * Internal only - manager for action
  10505. * @hidden
  10506. */
  10507. _actionManager: ActionManager;
  10508. /**
  10509. * Internal only
  10510. * @hidden
  10511. */
  10512. _evaluationId: number;
  10513. /**
  10514. * Internal only
  10515. * @hidden
  10516. */
  10517. _currentResult: boolean;
  10518. /**
  10519. * Creates a new Condition
  10520. * @param actionManager the manager of the action the condition is applied to
  10521. */
  10522. constructor(actionManager: ActionManager);
  10523. /**
  10524. * Check if the current condition is valid
  10525. * @returns a boolean
  10526. */
  10527. isValid(): boolean;
  10528. /**
  10529. * Internal only
  10530. * @hidden
  10531. */
  10532. _getProperty(propertyPath: string): string;
  10533. /**
  10534. * Internal only
  10535. * @hidden
  10536. */
  10537. _getEffectiveTarget(target: any, propertyPath: string): any;
  10538. /**
  10539. * Serialize placeholder for child classes
  10540. * @returns the serialized object
  10541. */
  10542. serialize(): any;
  10543. /**
  10544. * Internal only
  10545. * @hidden
  10546. */
  10547. protected _serialize(serializedCondition: any): any;
  10548. }
  10549. /**
  10550. * Defines specific conditional operators as extensions of Condition
  10551. */
  10552. export class ValueCondition extends Condition {
  10553. /** path to specify the property of the target the conditional operator uses */
  10554. propertyPath: string;
  10555. /** the value compared by the conditional operator against the current value of the property */
  10556. value: any;
  10557. /** the conditional operator, default ValueCondition.IsEqual */
  10558. operator: number;
  10559. /**
  10560. * Internal only
  10561. * @hidden
  10562. */
  10563. private static _IsEqual;
  10564. /**
  10565. * Internal only
  10566. * @hidden
  10567. */
  10568. private static _IsDifferent;
  10569. /**
  10570. * Internal only
  10571. * @hidden
  10572. */
  10573. private static _IsGreater;
  10574. /**
  10575. * Internal only
  10576. * @hidden
  10577. */
  10578. private static _IsLesser;
  10579. /**
  10580. * returns the number for IsEqual
  10581. */
  10582. static readonly IsEqual: number;
  10583. /**
  10584. * Returns the number for IsDifferent
  10585. */
  10586. static readonly IsDifferent: number;
  10587. /**
  10588. * Returns the number for IsGreater
  10589. */
  10590. static readonly IsGreater: number;
  10591. /**
  10592. * Returns the number for IsLesser
  10593. */
  10594. static readonly IsLesser: number;
  10595. /**
  10596. * Internal only The action manager for the condition
  10597. * @hidden
  10598. */
  10599. _actionManager: ActionManager;
  10600. /**
  10601. * Internal only
  10602. * @hidden
  10603. */
  10604. private _target;
  10605. /**
  10606. * Internal only
  10607. * @hidden
  10608. */
  10609. private _effectiveTarget;
  10610. /**
  10611. * Internal only
  10612. * @hidden
  10613. */
  10614. private _property;
  10615. /**
  10616. * Creates a new ValueCondition
  10617. * @param actionManager manager for the action the condition applies to
  10618. * @param target for the action
  10619. * @param propertyPath path to specify the property of the target the conditional operator uses
  10620. * @param value the value compared by the conditional operator against the current value of the property
  10621. * @param operator the conditional operator, default ValueCondition.IsEqual
  10622. */
  10623. constructor(actionManager: ActionManager, target: any,
  10624. /** path to specify the property of the target the conditional operator uses */
  10625. propertyPath: string,
  10626. /** the value compared by the conditional operator against the current value of the property */
  10627. value: any,
  10628. /** the conditional operator, default ValueCondition.IsEqual */
  10629. operator?: number);
  10630. /**
  10631. * Compares the given value with the property value for the specified conditional operator
  10632. * @returns the result of the comparison
  10633. */
  10634. isValid(): boolean;
  10635. /**
  10636. * Serialize the ValueCondition into a JSON compatible object
  10637. * @returns serialization object
  10638. */
  10639. serialize(): any;
  10640. /**
  10641. * Gets the name of the conditional operator for the ValueCondition
  10642. * @param operator the conditional operator
  10643. * @returns the name
  10644. */
  10645. static GetOperatorName(operator: number): string;
  10646. }
  10647. /**
  10648. * Defines a predicate condition as an extension of Condition
  10649. */
  10650. export class PredicateCondition extends Condition {
  10651. /** defines the predicate function used to validate the condition */
  10652. predicate: () => boolean;
  10653. /**
  10654. * Internal only - manager for action
  10655. * @hidden
  10656. */
  10657. _actionManager: ActionManager;
  10658. /**
  10659. * Creates a new PredicateCondition
  10660. * @param actionManager manager for the action the condition applies to
  10661. * @param predicate defines the predicate function used to validate the condition
  10662. */
  10663. constructor(actionManager: ActionManager,
  10664. /** defines the predicate function used to validate the condition */
  10665. predicate: () => boolean);
  10666. /**
  10667. * @returns the validity of the predicate condition
  10668. */
  10669. isValid(): boolean;
  10670. }
  10671. /**
  10672. * Defines a state condition as an extension of Condition
  10673. */
  10674. export class StateCondition extends Condition {
  10675. /** Value to compare with target state */
  10676. value: string;
  10677. /**
  10678. * Internal only - manager for action
  10679. * @hidden
  10680. */
  10681. _actionManager: ActionManager;
  10682. /**
  10683. * Internal only
  10684. * @hidden
  10685. */
  10686. private _target;
  10687. /**
  10688. * Creates a new StateCondition
  10689. * @param actionManager manager for the action the condition applies to
  10690. * @param target of the condition
  10691. * @param value to compare with target state
  10692. */
  10693. constructor(actionManager: ActionManager, target: any,
  10694. /** Value to compare with target state */
  10695. value: string);
  10696. /**
  10697. * Gets a boolean indicating if the current condition is met
  10698. * @returns the validity of the state
  10699. */
  10700. isValid(): boolean;
  10701. /**
  10702. * Serialize the StateCondition into a JSON compatible object
  10703. * @returns serialization object
  10704. */
  10705. serialize(): any;
  10706. }
  10707. }
  10708. declare module "babylonjs/Actions/directActions" {
  10709. import { Action } from "babylonjs/Actions/action";
  10710. import { Condition } from "babylonjs/Actions/condition";
  10711. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10712. /**
  10713. * This defines an action responsible to toggle a boolean once triggered.
  10714. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10715. */
  10716. export class SwitchBooleanAction extends Action {
  10717. /**
  10718. * The path to the boolean property in the target object
  10719. */
  10720. propertyPath: string;
  10721. private _target;
  10722. private _effectiveTarget;
  10723. private _property;
  10724. /**
  10725. * Instantiate the action
  10726. * @param triggerOptions defines the trigger options
  10727. * @param target defines the object containing the boolean
  10728. * @param propertyPath defines the path to the boolean property in the target object
  10729. * @param condition defines the trigger related conditions
  10730. */
  10731. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10732. /** @hidden */
  10733. _prepare(): void;
  10734. /**
  10735. * Execute the action toggle the boolean value.
  10736. */
  10737. execute(): void;
  10738. /**
  10739. * Serializes the actions and its related information.
  10740. * @param parent defines the object to serialize in
  10741. * @returns the serialized object
  10742. */
  10743. serialize(parent: any): any;
  10744. }
  10745. /**
  10746. * This defines an action responsible to set a the state field of the target
  10747. * to a desired value once triggered.
  10748. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10749. */
  10750. export class SetStateAction extends Action {
  10751. /**
  10752. * The value to store in the state field.
  10753. */
  10754. value: string;
  10755. private _target;
  10756. /**
  10757. * Instantiate the action
  10758. * @param triggerOptions defines the trigger options
  10759. * @param target defines the object containing the state property
  10760. * @param value defines the value to store in the state field
  10761. * @param condition defines the trigger related conditions
  10762. */
  10763. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10764. /**
  10765. * Execute the action and store the value on the target state property.
  10766. */
  10767. execute(): void;
  10768. /**
  10769. * Serializes the actions and its related information.
  10770. * @param parent defines the object to serialize in
  10771. * @returns the serialized object
  10772. */
  10773. serialize(parent: any): any;
  10774. }
  10775. /**
  10776. * This defines an action responsible to set a property of the target
  10777. * to a desired value once triggered.
  10778. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10779. */
  10780. export class SetValueAction extends Action {
  10781. /**
  10782. * The path of the property to set in the target.
  10783. */
  10784. propertyPath: string;
  10785. /**
  10786. * The value to set in the property
  10787. */
  10788. value: any;
  10789. private _target;
  10790. private _effectiveTarget;
  10791. private _property;
  10792. /**
  10793. * Instantiate the action
  10794. * @param triggerOptions defines the trigger options
  10795. * @param target defines the object containing the property
  10796. * @param propertyPath defines the path of the property to set in the target
  10797. * @param value defines the value to set in the property
  10798. * @param condition defines the trigger related conditions
  10799. */
  10800. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10801. /** @hidden */
  10802. _prepare(): void;
  10803. /**
  10804. * Execute the action and set the targetted property to the desired value.
  10805. */
  10806. execute(): void;
  10807. /**
  10808. * Serializes the actions and its related information.
  10809. * @param parent defines the object to serialize in
  10810. * @returns the serialized object
  10811. */
  10812. serialize(parent: any): any;
  10813. }
  10814. /**
  10815. * This defines an action responsible to increment the target value
  10816. * to a desired value once triggered.
  10817. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10818. */
  10819. export class IncrementValueAction extends Action {
  10820. /**
  10821. * The path of the property to increment in the target.
  10822. */
  10823. propertyPath: string;
  10824. /**
  10825. * The value we should increment the property by.
  10826. */
  10827. value: any;
  10828. private _target;
  10829. private _effectiveTarget;
  10830. private _property;
  10831. /**
  10832. * Instantiate the action
  10833. * @param triggerOptions defines the trigger options
  10834. * @param target defines the object containing the property
  10835. * @param propertyPath defines the path of the property to increment in the target
  10836. * @param value defines the value value we should increment the property by
  10837. * @param condition defines the trigger related conditions
  10838. */
  10839. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10840. /** @hidden */
  10841. _prepare(): void;
  10842. /**
  10843. * Execute the action and increment the target of the value amount.
  10844. */
  10845. execute(): void;
  10846. /**
  10847. * Serializes the actions and its related information.
  10848. * @param parent defines the object to serialize in
  10849. * @returns the serialized object
  10850. */
  10851. serialize(parent: any): any;
  10852. }
  10853. /**
  10854. * This defines an action responsible to start an animation once triggered.
  10855. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10856. */
  10857. export class PlayAnimationAction extends Action {
  10858. /**
  10859. * Where the animation should start (animation frame)
  10860. */
  10861. from: number;
  10862. /**
  10863. * Where the animation should stop (animation frame)
  10864. */
  10865. to: number;
  10866. /**
  10867. * Define if the animation should loop or stop after the first play.
  10868. */
  10869. loop?: boolean;
  10870. private _target;
  10871. /**
  10872. * Instantiate the action
  10873. * @param triggerOptions defines the trigger options
  10874. * @param target defines the target animation or animation name
  10875. * @param from defines from where the animation should start (animation frame)
  10876. * @param end defines where the animation should stop (animation frame)
  10877. * @param loop defines if the animation should loop or stop after the first play
  10878. * @param condition defines the trigger related conditions
  10879. */
  10880. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10881. /** @hidden */
  10882. _prepare(): void;
  10883. /**
  10884. * Execute the action and play the animation.
  10885. */
  10886. execute(): void;
  10887. /**
  10888. * Serializes the actions and its related information.
  10889. * @param parent defines the object to serialize in
  10890. * @returns the serialized object
  10891. */
  10892. serialize(parent: any): any;
  10893. }
  10894. /**
  10895. * This defines an action responsible to stop an animation once triggered.
  10896. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10897. */
  10898. export class StopAnimationAction extends Action {
  10899. private _target;
  10900. /**
  10901. * Instantiate the action
  10902. * @param triggerOptions defines the trigger options
  10903. * @param target defines the target animation or animation name
  10904. * @param condition defines the trigger related conditions
  10905. */
  10906. constructor(triggerOptions: any, target: any, condition?: Condition);
  10907. /** @hidden */
  10908. _prepare(): void;
  10909. /**
  10910. * Execute the action and stop the animation.
  10911. */
  10912. execute(): void;
  10913. /**
  10914. * Serializes the actions and its related information.
  10915. * @param parent defines the object to serialize in
  10916. * @returns the serialized object
  10917. */
  10918. serialize(parent: any): any;
  10919. }
  10920. /**
  10921. * This defines an action responsible that does nothing once triggered.
  10922. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10923. */
  10924. export class DoNothingAction extends Action {
  10925. /**
  10926. * Instantiate the action
  10927. * @param triggerOptions defines the trigger options
  10928. * @param condition defines the trigger related conditions
  10929. */
  10930. constructor(triggerOptions?: any, condition?: Condition);
  10931. /**
  10932. * Execute the action and do nothing.
  10933. */
  10934. execute(): void;
  10935. /**
  10936. * Serializes the actions and its related information.
  10937. * @param parent defines the object to serialize in
  10938. * @returns the serialized object
  10939. */
  10940. serialize(parent: any): any;
  10941. }
  10942. /**
  10943. * This defines an action responsible to trigger several actions once triggered.
  10944. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10945. */
  10946. export class CombineAction extends Action {
  10947. /**
  10948. * The list of aggregated animations to run.
  10949. */
  10950. children: Action[];
  10951. /**
  10952. * Instantiate the action
  10953. * @param triggerOptions defines the trigger options
  10954. * @param children defines the list of aggregated animations to run
  10955. * @param condition defines the trigger related conditions
  10956. */
  10957. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10958. /** @hidden */
  10959. _prepare(): void;
  10960. /**
  10961. * Execute the action and executes all the aggregated actions.
  10962. */
  10963. execute(evt: ActionEvent): void;
  10964. /**
  10965. * Serializes the actions and its related information.
  10966. * @param parent defines the object to serialize in
  10967. * @returns the serialized object
  10968. */
  10969. serialize(parent: any): any;
  10970. }
  10971. /**
  10972. * This defines an action responsible to run code (external event) once triggered.
  10973. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10974. */
  10975. export class ExecuteCodeAction extends Action {
  10976. /**
  10977. * The callback function to run.
  10978. */
  10979. func: (evt: ActionEvent) => void;
  10980. /**
  10981. * Instantiate the action
  10982. * @param triggerOptions defines the trigger options
  10983. * @param func defines the callback function to run
  10984. * @param condition defines the trigger related conditions
  10985. */
  10986. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10987. /**
  10988. * Execute the action and run the attached code.
  10989. */
  10990. execute(evt: ActionEvent): void;
  10991. }
  10992. /**
  10993. * This defines an action responsible to set the parent property of the target once triggered.
  10994. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10995. */
  10996. export class SetParentAction extends Action {
  10997. private _parent;
  10998. private _target;
  10999. /**
  11000. * Instantiate the action
  11001. * @param triggerOptions defines the trigger options
  11002. * @param target defines the target containing the parent property
  11003. * @param parent defines from where the animation should start (animation frame)
  11004. * @param condition defines the trigger related conditions
  11005. */
  11006. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  11007. /** @hidden */
  11008. _prepare(): void;
  11009. /**
  11010. * Execute the action and set the parent property.
  11011. */
  11012. execute(): void;
  11013. /**
  11014. * Serializes the actions and its related information.
  11015. * @param parent defines the object to serialize in
  11016. * @returns the serialized object
  11017. */
  11018. serialize(parent: any): any;
  11019. }
  11020. }
  11021. declare module "babylonjs/Actions/actionManager" {
  11022. import { Nullable } from "babylonjs/types";
  11023. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11024. import { Scene } from "babylonjs/scene";
  11025. import { IAction } from "babylonjs/Actions/action";
  11026. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  11027. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  11028. /**
  11029. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  11030. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  11031. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  11032. */
  11033. export class ActionManager extends AbstractActionManager {
  11034. /**
  11035. * Nothing
  11036. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11037. */
  11038. static readonly NothingTrigger: number;
  11039. /**
  11040. * On pick
  11041. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11042. */
  11043. static readonly OnPickTrigger: number;
  11044. /**
  11045. * On left pick
  11046. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11047. */
  11048. static readonly OnLeftPickTrigger: number;
  11049. /**
  11050. * On right pick
  11051. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11052. */
  11053. static readonly OnRightPickTrigger: number;
  11054. /**
  11055. * On center pick
  11056. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11057. */
  11058. static readonly OnCenterPickTrigger: number;
  11059. /**
  11060. * On pick down
  11061. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11062. */
  11063. static readonly OnPickDownTrigger: number;
  11064. /**
  11065. * On double pick
  11066. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11067. */
  11068. static readonly OnDoublePickTrigger: number;
  11069. /**
  11070. * On pick up
  11071. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11072. */
  11073. static readonly OnPickUpTrigger: number;
  11074. /**
  11075. * On pick out.
  11076. * This trigger will only be raised if you also declared a OnPickDown
  11077. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11078. */
  11079. static readonly OnPickOutTrigger: number;
  11080. /**
  11081. * On long press
  11082. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11083. */
  11084. static readonly OnLongPressTrigger: number;
  11085. /**
  11086. * On pointer over
  11087. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11088. */
  11089. static readonly OnPointerOverTrigger: number;
  11090. /**
  11091. * On pointer out
  11092. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11093. */
  11094. static readonly OnPointerOutTrigger: number;
  11095. /**
  11096. * On every frame
  11097. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11098. */
  11099. static readonly OnEveryFrameTrigger: number;
  11100. /**
  11101. * On intersection enter
  11102. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11103. */
  11104. static readonly OnIntersectionEnterTrigger: number;
  11105. /**
  11106. * On intersection exit
  11107. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11108. */
  11109. static readonly OnIntersectionExitTrigger: number;
  11110. /**
  11111. * On key down
  11112. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11113. */
  11114. static readonly OnKeyDownTrigger: number;
  11115. /**
  11116. * On key up
  11117. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11118. */
  11119. static readonly OnKeyUpTrigger: number;
  11120. private _scene;
  11121. /**
  11122. * Creates a new action manager
  11123. * @param scene defines the hosting scene
  11124. */
  11125. constructor(scene: Scene);
  11126. /**
  11127. * Releases all associated resources
  11128. */
  11129. dispose(): void;
  11130. /**
  11131. * Gets hosting scene
  11132. * @returns the hosting scene
  11133. */
  11134. getScene(): Scene;
  11135. /**
  11136. * Does this action manager handles actions of any of the given triggers
  11137. * @param triggers defines the triggers to be tested
  11138. * @return a boolean indicating whether one (or more) of the triggers is handled
  11139. */
  11140. hasSpecificTriggers(triggers: number[]): boolean;
  11141. /**
  11142. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  11143. * speed.
  11144. * @param triggerA defines the trigger to be tested
  11145. * @param triggerB defines the trigger to be tested
  11146. * @return a boolean indicating whether one (or more) of the triggers is handled
  11147. */
  11148. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  11149. /**
  11150. * Does this action manager handles actions of a given trigger
  11151. * @param trigger defines the trigger to be tested
  11152. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  11153. * @return whether the trigger is handled
  11154. */
  11155. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  11156. /**
  11157. * Does this action manager has pointer triggers
  11158. */
  11159. readonly hasPointerTriggers: boolean;
  11160. /**
  11161. * Does this action manager has pick triggers
  11162. */
  11163. readonly hasPickTriggers: boolean;
  11164. /**
  11165. * Registers an action to this action manager
  11166. * @param action defines the action to be registered
  11167. * @return the action amended (prepared) after registration
  11168. */
  11169. registerAction(action: IAction): Nullable<IAction>;
  11170. /**
  11171. * Unregisters an action to this action manager
  11172. * @param action defines the action to be unregistered
  11173. * @return a boolean indicating whether the action has been unregistered
  11174. */
  11175. unregisterAction(action: IAction): Boolean;
  11176. /**
  11177. * Process a specific trigger
  11178. * @param trigger defines the trigger to process
  11179. * @param evt defines the event details to be processed
  11180. */
  11181. processTrigger(trigger: number, evt?: IActionEvent): void;
  11182. /** @hidden */
  11183. _getEffectiveTarget(target: any, propertyPath: string): any;
  11184. /** @hidden */
  11185. _getProperty(propertyPath: string): string;
  11186. /**
  11187. * Serialize this manager to a JSON object
  11188. * @param name defines the property name to store this manager
  11189. * @returns a JSON representation of this manager
  11190. */
  11191. serialize(name: string): any;
  11192. /**
  11193. * Creates a new ActionManager from a JSON data
  11194. * @param parsedActions defines the JSON data to read from
  11195. * @param object defines the hosting mesh
  11196. * @param scene defines the hosting scene
  11197. */
  11198. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  11199. /**
  11200. * Get a trigger name by index
  11201. * @param trigger defines the trigger index
  11202. * @returns a trigger name
  11203. */
  11204. static GetTriggerName(trigger: number): string;
  11205. }
  11206. }
  11207. declare module "babylonjs/Culling/ray" {
  11208. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  11209. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  11210. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11211. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11212. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  11213. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  11214. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  11215. import { Plane } from "babylonjs/Maths/math.plane";
  11216. /**
  11217. * Class representing a ray with position and direction
  11218. */
  11219. export class Ray {
  11220. /** origin point */
  11221. origin: Vector3;
  11222. /** direction */
  11223. direction: Vector3;
  11224. /** length of the ray */
  11225. length: number;
  11226. private static readonly TmpVector3;
  11227. private _tmpRay;
  11228. /**
  11229. * Creates a new ray
  11230. * @param origin origin point
  11231. * @param direction direction
  11232. * @param length length of the ray
  11233. */
  11234. constructor(
  11235. /** origin point */
  11236. origin: Vector3,
  11237. /** direction */
  11238. direction: Vector3,
  11239. /** length of the ray */
  11240. length?: number);
  11241. /**
  11242. * Checks if the ray intersects a box
  11243. * @param minimum bound of the box
  11244. * @param maximum bound of the box
  11245. * @param intersectionTreshold extra extend to be added to the box in all direction
  11246. * @returns if the box was hit
  11247. */
  11248. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11249. /**
  11250. * Checks if the ray intersects a box
  11251. * @param box the bounding box to check
  11252. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11253. * @returns if the box was hit
  11254. */
  11255. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11256. /**
  11257. * If the ray hits a sphere
  11258. * @param sphere the bounding sphere to check
  11259. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11260. * @returns true if it hits the sphere
  11261. */
  11262. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11263. /**
  11264. * If the ray hits a triange
  11265. * @param vertex0 triangle vertex
  11266. * @param vertex1 triangle vertex
  11267. * @param vertex2 triangle vertex
  11268. * @returns intersection information if hit
  11269. */
  11270. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11271. /**
  11272. * Checks if ray intersects a plane
  11273. * @param plane the plane to check
  11274. * @returns the distance away it was hit
  11275. */
  11276. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11277. /**
  11278. * Calculate the intercept of a ray on a given axis
  11279. * @param axis to check 'x' | 'y' | 'z'
  11280. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11281. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11282. */
  11283. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11284. /**
  11285. * Checks if ray intersects a mesh
  11286. * @param mesh the mesh to check
  11287. * @param fastCheck if only the bounding box should checked
  11288. * @returns picking info of the intersecton
  11289. */
  11290. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11291. /**
  11292. * Checks if ray intersects a mesh
  11293. * @param meshes the meshes to check
  11294. * @param fastCheck if only the bounding box should checked
  11295. * @param results array to store result in
  11296. * @returns Array of picking infos
  11297. */
  11298. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11299. private _comparePickingInfo;
  11300. private static smallnum;
  11301. private static rayl;
  11302. /**
  11303. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11304. * @param sega the first point of the segment to test the intersection against
  11305. * @param segb the second point of the segment to test the intersection against
  11306. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11307. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11308. */
  11309. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11310. /**
  11311. * Update the ray from viewport position
  11312. * @param x position
  11313. * @param y y position
  11314. * @param viewportWidth viewport width
  11315. * @param viewportHeight viewport height
  11316. * @param world world matrix
  11317. * @param view view matrix
  11318. * @param projection projection matrix
  11319. * @returns this ray updated
  11320. */
  11321. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11322. /**
  11323. * Creates a ray with origin and direction of 0,0,0
  11324. * @returns the new ray
  11325. */
  11326. static Zero(): Ray;
  11327. /**
  11328. * Creates a new ray from screen space and viewport
  11329. * @param x position
  11330. * @param y y position
  11331. * @param viewportWidth viewport width
  11332. * @param viewportHeight viewport height
  11333. * @param world world matrix
  11334. * @param view view matrix
  11335. * @param projection projection matrix
  11336. * @returns new ray
  11337. */
  11338. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11339. /**
  11340. * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
  11341. * transformed to the given world matrix.
  11342. * @param origin The origin point
  11343. * @param end The end point
  11344. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11345. * @returns the new ray
  11346. */
  11347. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11348. /**
  11349. * Transforms a ray by a matrix
  11350. * @param ray ray to transform
  11351. * @param matrix matrix to apply
  11352. * @returns the resulting new ray
  11353. */
  11354. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11355. /**
  11356. * Transforms a ray by a matrix
  11357. * @param ray ray to transform
  11358. * @param matrix matrix to apply
  11359. * @param result ray to store result in
  11360. */
  11361. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11362. /**
  11363. * Unproject a ray from screen space to object space
  11364. * @param sourceX defines the screen space x coordinate to use
  11365. * @param sourceY defines the screen space y coordinate to use
  11366. * @param viewportWidth defines the current width of the viewport
  11367. * @param viewportHeight defines the current height of the viewport
  11368. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11369. * @param view defines the view matrix to use
  11370. * @param projection defines the projection matrix to use
  11371. */
  11372. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11373. }
  11374. /**
  11375. * Type used to define predicate used to select faces when a mesh intersection is detected
  11376. */
  11377. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11378. module "babylonjs/scene" {
  11379. interface Scene {
  11380. /** @hidden */
  11381. _tempPickingRay: Nullable<Ray>;
  11382. /** @hidden */
  11383. _cachedRayForTransform: Ray;
  11384. /** @hidden */
  11385. _pickWithRayInverseMatrix: Matrix;
  11386. /** @hidden */
  11387. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11388. /** @hidden */
  11389. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11390. }
  11391. }
  11392. }
  11393. declare module "babylonjs/sceneComponent" {
  11394. import { Scene } from "babylonjs/scene";
  11395. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11396. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11397. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11398. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11399. import { Nullable } from "babylonjs/types";
  11400. import { Camera } from "babylonjs/Cameras/camera";
  11401. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11402. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11403. import { AbstractScene } from "babylonjs/abstractScene";
  11404. import { Mesh } from "babylonjs/Meshes/mesh";
  11405. /**
  11406. * Groups all the scene component constants in one place to ease maintenance.
  11407. * @hidden
  11408. */
  11409. export class SceneComponentConstants {
  11410. static readonly NAME_EFFECTLAYER: string;
  11411. static readonly NAME_LAYER: string;
  11412. static readonly NAME_LENSFLARESYSTEM: string;
  11413. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11414. static readonly NAME_PARTICLESYSTEM: string;
  11415. static readonly NAME_GAMEPAD: string;
  11416. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11417. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11418. static readonly NAME_DEPTHRENDERER: string;
  11419. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11420. static readonly NAME_SPRITE: string;
  11421. static readonly NAME_OUTLINERENDERER: string;
  11422. static readonly NAME_PROCEDURALTEXTURE: string;
  11423. static readonly NAME_SHADOWGENERATOR: string;
  11424. static readonly NAME_OCTREE: string;
  11425. static readonly NAME_PHYSICSENGINE: string;
  11426. static readonly NAME_AUDIO: string;
  11427. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11428. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11429. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11430. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11431. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11432. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11433. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11434. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11435. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11436. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11437. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11438. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11439. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11440. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11441. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11442. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11443. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11444. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11445. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11446. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11447. static readonly STEP_AFTERRENDER_AUDIO: number;
  11448. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11449. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11450. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11451. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11452. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11453. static readonly STEP_POINTERMOVE_SPRITE: number;
  11454. static readonly STEP_POINTERDOWN_SPRITE: number;
  11455. static readonly STEP_POINTERUP_SPRITE: number;
  11456. }
  11457. /**
  11458. * This represents a scene component.
  11459. *
  11460. * This is used to decouple the dependency the scene is having on the different workloads like
  11461. * layers, post processes...
  11462. */
  11463. export interface ISceneComponent {
  11464. /**
  11465. * The name of the component. Each component must have a unique name.
  11466. */
  11467. name: string;
  11468. /**
  11469. * The scene the component belongs to.
  11470. */
  11471. scene: Scene;
  11472. /**
  11473. * Register the component to one instance of a scene.
  11474. */
  11475. register(): void;
  11476. /**
  11477. * Rebuilds the elements related to this component in case of
  11478. * context lost for instance.
  11479. */
  11480. rebuild(): void;
  11481. /**
  11482. * Disposes the component and the associated ressources.
  11483. */
  11484. dispose(): void;
  11485. }
  11486. /**
  11487. * This represents a SERIALIZABLE scene component.
  11488. *
  11489. * This extends Scene Component to add Serialization methods on top.
  11490. */
  11491. export interface ISceneSerializableComponent extends ISceneComponent {
  11492. /**
  11493. * Adds all the elements from the container to the scene
  11494. * @param container the container holding the elements
  11495. */
  11496. addFromContainer(container: AbstractScene): void;
  11497. /**
  11498. * Removes all the elements in the container from the scene
  11499. * @param container contains the elements to remove
  11500. * @param dispose if the removed element should be disposed (default: false)
  11501. */
  11502. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11503. /**
  11504. * Serializes the component data to the specified json object
  11505. * @param serializationObject The object to serialize to
  11506. */
  11507. serialize(serializationObject: any): void;
  11508. }
  11509. /**
  11510. * Strong typing of a Mesh related stage step action
  11511. */
  11512. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11513. /**
  11514. * Strong typing of a Evaluate Sub Mesh related stage step action
  11515. */
  11516. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11517. /**
  11518. * Strong typing of a Active Mesh related stage step action
  11519. */
  11520. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11521. /**
  11522. * Strong typing of a Camera related stage step action
  11523. */
  11524. export type CameraStageAction = (camera: Camera) => void;
  11525. /**
  11526. * Strong typing of a Camera Frame buffer related stage step action
  11527. */
  11528. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11529. /**
  11530. * Strong typing of a Render Target related stage step action
  11531. */
  11532. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11533. /**
  11534. * Strong typing of a RenderingGroup related stage step action
  11535. */
  11536. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11537. /**
  11538. * Strong typing of a Mesh Render related stage step action
  11539. */
  11540. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11541. /**
  11542. * Strong typing of a simple stage step action
  11543. */
  11544. export type SimpleStageAction = () => void;
  11545. /**
  11546. * Strong typing of a render target action.
  11547. */
  11548. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11549. /**
  11550. * Strong typing of a pointer move action.
  11551. */
  11552. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, element: HTMLElement) => Nullable<PickingInfo>;
  11553. /**
  11554. * Strong typing of a pointer up/down action.
  11555. */
  11556. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11557. /**
  11558. * Representation of a stage in the scene (Basically a list of ordered steps)
  11559. * @hidden
  11560. */
  11561. export class Stage<T extends Function> extends Array<{
  11562. index: number;
  11563. component: ISceneComponent;
  11564. action: T;
  11565. }> {
  11566. /**
  11567. * Hide ctor from the rest of the world.
  11568. * @param items The items to add.
  11569. */
  11570. private constructor();
  11571. /**
  11572. * Creates a new Stage.
  11573. * @returns A new instance of a Stage
  11574. */
  11575. static Create<T extends Function>(): Stage<T>;
  11576. /**
  11577. * Registers a step in an ordered way in the targeted stage.
  11578. * @param index Defines the position to register the step in
  11579. * @param component Defines the component attached to the step
  11580. * @param action Defines the action to launch during the step
  11581. */
  11582. registerStep(index: number, component: ISceneComponent, action: T): void;
  11583. /**
  11584. * Clears all the steps from the stage.
  11585. */
  11586. clear(): void;
  11587. }
  11588. }
  11589. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11590. import { Nullable } from "babylonjs/types";
  11591. import { Observable } from "babylonjs/Misc/observable";
  11592. import { Scene } from "babylonjs/scene";
  11593. import { Sprite } from "babylonjs/Sprites/sprite";
  11594. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11595. import { Ray } from "babylonjs/Culling/ray";
  11596. import { Camera } from "babylonjs/Cameras/camera";
  11597. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11598. import { ISceneComponent } from "babylonjs/sceneComponent";
  11599. module "babylonjs/scene" {
  11600. interface Scene {
  11601. /** @hidden */
  11602. _pointerOverSprite: Nullable<Sprite>;
  11603. /** @hidden */
  11604. _pickedDownSprite: Nullable<Sprite>;
  11605. /** @hidden */
  11606. _tempSpritePickingRay: Nullable<Ray>;
  11607. /**
  11608. * All of the sprite managers added to this scene
  11609. * @see http://doc.babylonjs.com/babylon101/sprites
  11610. */
  11611. spriteManagers: Array<ISpriteManager>;
  11612. /**
  11613. * An event triggered when sprites rendering is about to start
  11614. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11615. */
  11616. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11617. /**
  11618. * An event triggered when sprites rendering is done
  11619. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11620. */
  11621. onAfterSpritesRenderingObservable: Observable<Scene>;
  11622. /** @hidden */
  11623. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11624. /** Launch a ray to try to pick a sprite in the scene
  11625. * @param x position on screen
  11626. * @param y position on screen
  11627. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11628. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11629. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11630. * @returns a PickingInfo
  11631. */
  11632. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11633. /** Use the given ray to pick a sprite in the scene
  11634. * @param ray The ray (in world space) to use to pick meshes
  11635. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11636. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11637. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11638. * @returns a PickingInfo
  11639. */
  11640. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11641. /** @hidden */
  11642. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11643. /** Launch a ray to try to pick sprites in the scene
  11644. * @param x position on screen
  11645. * @param y position on screen
  11646. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11647. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11648. * @returns a PickingInfo array
  11649. */
  11650. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11651. /** Use the given ray to pick sprites in the scene
  11652. * @param ray The ray (in world space) to use to pick meshes
  11653. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11654. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11655. * @returns a PickingInfo array
  11656. */
  11657. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11658. /**
  11659. * Force the sprite under the pointer
  11660. * @param sprite defines the sprite to use
  11661. */
  11662. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11663. /**
  11664. * Gets the sprite under the pointer
  11665. * @returns a Sprite or null if no sprite is under the pointer
  11666. */
  11667. getPointerOverSprite(): Nullable<Sprite>;
  11668. }
  11669. }
  11670. /**
  11671. * Defines the sprite scene component responsible to manage sprites
  11672. * in a given scene.
  11673. */
  11674. export class SpriteSceneComponent implements ISceneComponent {
  11675. /**
  11676. * The component name helpfull to identify the component in the list of scene components.
  11677. */
  11678. readonly name: string;
  11679. /**
  11680. * The scene the component belongs to.
  11681. */
  11682. scene: Scene;
  11683. /** @hidden */
  11684. private _spritePredicate;
  11685. /**
  11686. * Creates a new instance of the component for the given scene
  11687. * @param scene Defines the scene to register the component in
  11688. */
  11689. constructor(scene: Scene);
  11690. /**
  11691. * Registers the component in a given scene
  11692. */
  11693. register(): void;
  11694. /**
  11695. * Rebuilds the elements related to this component in case of
  11696. * context lost for instance.
  11697. */
  11698. rebuild(): void;
  11699. /**
  11700. * Disposes the component and the associated ressources.
  11701. */
  11702. dispose(): void;
  11703. private _pickSpriteButKeepRay;
  11704. private _pointerMove;
  11705. private _pointerDown;
  11706. private _pointerUp;
  11707. }
  11708. }
  11709. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11710. /** @hidden */
  11711. export var fogFragmentDeclaration: {
  11712. name: string;
  11713. shader: string;
  11714. };
  11715. }
  11716. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11717. /** @hidden */
  11718. export var fogFragment: {
  11719. name: string;
  11720. shader: string;
  11721. };
  11722. }
  11723. declare module "babylonjs/Shaders/sprites.fragment" {
  11724. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11725. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11726. /** @hidden */
  11727. export var spritesPixelShader: {
  11728. name: string;
  11729. shader: string;
  11730. };
  11731. }
  11732. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11733. /** @hidden */
  11734. export var fogVertexDeclaration: {
  11735. name: string;
  11736. shader: string;
  11737. };
  11738. }
  11739. declare module "babylonjs/Shaders/sprites.vertex" {
  11740. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11741. /** @hidden */
  11742. export var spritesVertexShader: {
  11743. name: string;
  11744. shader: string;
  11745. };
  11746. }
  11747. declare module "babylonjs/Sprites/spriteManager" {
  11748. import { IDisposable, Scene } from "babylonjs/scene";
  11749. import { Nullable } from "babylonjs/types";
  11750. import { Observable } from "babylonjs/Misc/observable";
  11751. import { Sprite } from "babylonjs/Sprites/sprite";
  11752. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11753. import { Camera } from "babylonjs/Cameras/camera";
  11754. import { Texture } from "babylonjs/Materials/Textures/texture";
  11755. import "babylonjs/Shaders/sprites.fragment";
  11756. import "babylonjs/Shaders/sprites.vertex";
  11757. import { Ray } from "babylonjs/Culling/ray";
  11758. /**
  11759. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11760. */
  11761. export interface ISpriteManager extends IDisposable {
  11762. /**
  11763. * Restricts the camera to viewing objects with the same layerMask.
  11764. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11765. */
  11766. layerMask: number;
  11767. /**
  11768. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11769. */
  11770. isPickable: boolean;
  11771. /**
  11772. * Specifies the rendering group id for this mesh (0 by default)
  11773. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11774. */
  11775. renderingGroupId: number;
  11776. /**
  11777. * Defines the list of sprites managed by the manager.
  11778. */
  11779. sprites: Array<Sprite>;
  11780. /**
  11781. * Tests the intersection of a sprite with a specific ray.
  11782. * @param ray The ray we are sending to test the collision
  11783. * @param camera The camera space we are sending rays in
  11784. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11785. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11786. * @returns picking info or null.
  11787. */
  11788. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11789. /**
  11790. * Intersects the sprites with a ray
  11791. * @param ray defines the ray to intersect with
  11792. * @param camera defines the current active camera
  11793. * @param predicate defines a predicate used to select candidate sprites
  11794. * @returns null if no hit or a PickingInfo array
  11795. */
  11796. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11797. /**
  11798. * Renders the list of sprites on screen.
  11799. */
  11800. render(): void;
  11801. }
  11802. /**
  11803. * Class used to manage multiple sprites on the same spritesheet
  11804. * @see http://doc.babylonjs.com/babylon101/sprites
  11805. */
  11806. export class SpriteManager implements ISpriteManager {
  11807. /** defines the manager's name */
  11808. name: string;
  11809. /** Gets the list of sprites */
  11810. sprites: Sprite[];
  11811. /** Gets or sets the rendering group id (0 by default) */
  11812. renderingGroupId: number;
  11813. /** Gets or sets camera layer mask */
  11814. layerMask: number;
  11815. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11816. fogEnabled: boolean;
  11817. /** Gets or sets a boolean indicating if the sprites are pickable */
  11818. isPickable: boolean;
  11819. /** Defines the default width of a cell in the spritesheet */
  11820. cellWidth: number;
  11821. /** Defines the default height of a cell in the spritesheet */
  11822. cellHeight: number;
  11823. /** Associative array from JSON sprite data file */
  11824. private _cellData;
  11825. /** Array of sprite names from JSON sprite data file */
  11826. private _spriteMap;
  11827. /** True when packed cell data from JSON file is ready*/
  11828. private _packedAndReady;
  11829. /**
  11830. * An event triggered when the manager is disposed.
  11831. */
  11832. onDisposeObservable: Observable<SpriteManager>;
  11833. private _onDisposeObserver;
  11834. /**
  11835. * Callback called when the manager is disposed
  11836. */
  11837. onDispose: () => void;
  11838. private _capacity;
  11839. private _fromPacked;
  11840. private _spriteTexture;
  11841. private _epsilon;
  11842. private _scene;
  11843. private _vertexData;
  11844. private _buffer;
  11845. private _vertexBuffers;
  11846. private _indexBuffer;
  11847. private _effectBase;
  11848. private _effectFog;
  11849. /**
  11850. * Gets or sets the spritesheet texture
  11851. */
  11852. texture: Texture;
  11853. /**
  11854. * Creates a new sprite manager
  11855. * @param name defines the manager's name
  11856. * @param imgUrl defines the sprite sheet url
  11857. * @param capacity defines the maximum allowed number of sprites
  11858. * @param cellSize defines the size of a sprite cell
  11859. * @param scene defines the hosting scene
  11860. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11861. * @param samplingMode defines the smapling mode to use with spritesheet
  11862. * @param fromPacked set to false; do not alter
  11863. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  11864. */
  11865. constructor(
  11866. /** defines the manager's name */
  11867. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  11868. private _makePacked;
  11869. private _appendSpriteVertex;
  11870. /**
  11871. * Intersects the sprites with a ray
  11872. * @param ray defines the ray to intersect with
  11873. * @param camera defines the current active camera
  11874. * @param predicate defines a predicate used to select candidate sprites
  11875. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11876. * @returns null if no hit or a PickingInfo
  11877. */
  11878. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11879. /**
  11880. * Intersects the sprites with a ray
  11881. * @param ray defines the ray to intersect with
  11882. * @param camera defines the current active camera
  11883. * @param predicate defines a predicate used to select candidate sprites
  11884. * @returns null if no hit or a PickingInfo array
  11885. */
  11886. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11887. /**
  11888. * Render all child sprites
  11889. */
  11890. render(): void;
  11891. /**
  11892. * Release associated resources
  11893. */
  11894. dispose(): void;
  11895. }
  11896. }
  11897. declare module "babylonjs/Sprites/sprite" {
  11898. import { Vector3 } from "babylonjs/Maths/math.vector";
  11899. import { Nullable } from "babylonjs/types";
  11900. import { ActionManager } from "babylonjs/Actions/actionManager";
  11901. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11902. import { Color4 } from "babylonjs/Maths/math.color";
  11903. /**
  11904. * Class used to represent a sprite
  11905. * @see http://doc.babylonjs.com/babylon101/sprites
  11906. */
  11907. export class Sprite {
  11908. /** defines the name */
  11909. name: string;
  11910. /** Gets or sets the current world position */
  11911. position: Vector3;
  11912. /** Gets or sets the main color */
  11913. color: Color4;
  11914. /** Gets or sets the width */
  11915. width: number;
  11916. /** Gets or sets the height */
  11917. height: number;
  11918. /** Gets or sets rotation angle */
  11919. angle: number;
  11920. /** Gets or sets the cell index in the sprite sheet */
  11921. cellIndex: number;
  11922. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  11923. cellRef: string;
  11924. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11925. invertU: number;
  11926. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11927. invertV: number;
  11928. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11929. disposeWhenFinishedAnimating: boolean;
  11930. /** Gets the list of attached animations */
  11931. animations: Animation[];
  11932. /** Gets or sets a boolean indicating if the sprite can be picked */
  11933. isPickable: boolean;
  11934. /**
  11935. * Gets or sets the associated action manager
  11936. */
  11937. actionManager: Nullable<ActionManager>;
  11938. private _animationStarted;
  11939. private _loopAnimation;
  11940. private _fromIndex;
  11941. private _toIndex;
  11942. private _delay;
  11943. private _direction;
  11944. private _manager;
  11945. private _time;
  11946. private _onAnimationEnd;
  11947. /**
  11948. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11949. */
  11950. isVisible: boolean;
  11951. /**
  11952. * Gets or sets the sprite size
  11953. */
  11954. size: number;
  11955. /**
  11956. * Creates a new Sprite
  11957. * @param name defines the name
  11958. * @param manager defines the manager
  11959. */
  11960. constructor(
  11961. /** defines the name */
  11962. name: string, manager: ISpriteManager);
  11963. /**
  11964. * Starts an animation
  11965. * @param from defines the initial key
  11966. * @param to defines the end key
  11967. * @param loop defines if the animation must loop
  11968. * @param delay defines the start delay (in ms)
  11969. * @param onAnimationEnd defines a callback to call when animation ends
  11970. */
  11971. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11972. /** Stops current animation (if any) */
  11973. stopAnimation(): void;
  11974. /** @hidden */
  11975. _animate(deltaTime: number): void;
  11976. /** Release associated resources */
  11977. dispose(): void;
  11978. }
  11979. }
  11980. declare module "babylonjs/Collisions/pickingInfo" {
  11981. import { Nullable } from "babylonjs/types";
  11982. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11983. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11984. import { Sprite } from "babylonjs/Sprites/sprite";
  11985. import { Ray } from "babylonjs/Culling/ray";
  11986. /**
  11987. * Information about the result of picking within a scene
  11988. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11989. */
  11990. export class PickingInfo {
  11991. /** @hidden */
  11992. _pickingUnavailable: boolean;
  11993. /**
  11994. * If the pick collided with an object
  11995. */
  11996. hit: boolean;
  11997. /**
  11998. * Distance away where the pick collided
  11999. */
  12000. distance: number;
  12001. /**
  12002. * The location of pick collision
  12003. */
  12004. pickedPoint: Nullable<Vector3>;
  12005. /**
  12006. * The mesh corresponding the the pick collision
  12007. */
  12008. pickedMesh: Nullable<AbstractMesh>;
  12009. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  12010. bu: number;
  12011. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  12012. bv: number;
  12013. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  12014. faceId: number;
  12015. /** Id of the the submesh that was picked */
  12016. subMeshId: number;
  12017. /** If a sprite was picked, this will be the sprite the pick collided with */
  12018. pickedSprite: Nullable<Sprite>;
  12019. /**
  12020. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  12021. */
  12022. originMesh: Nullable<AbstractMesh>;
  12023. /**
  12024. * The ray that was used to perform the picking.
  12025. */
  12026. ray: Nullable<Ray>;
  12027. /**
  12028. * Gets the normal correspodning to the face the pick collided with
  12029. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  12030. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  12031. * @returns The normal correspodning to the face the pick collided with
  12032. */
  12033. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  12034. /**
  12035. * Gets the texture coordinates of where the pick occured
  12036. * @returns the vector containing the coordnates of the texture
  12037. */
  12038. getTextureCoordinates(): Nullable<Vector2>;
  12039. }
  12040. }
  12041. declare module "babylonjs/Events/pointerEvents" {
  12042. import { Nullable } from "babylonjs/types";
  12043. import { Vector2 } from "babylonjs/Maths/math.vector";
  12044. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  12045. import { Ray } from "babylonjs/Culling/ray";
  12046. /**
  12047. * Gather the list of pointer event types as constants.
  12048. */
  12049. export class PointerEventTypes {
  12050. /**
  12051. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  12052. */
  12053. static readonly POINTERDOWN: number;
  12054. /**
  12055. * The pointerup event is fired when a pointer is no longer active.
  12056. */
  12057. static readonly POINTERUP: number;
  12058. /**
  12059. * The pointermove event is fired when a pointer changes coordinates.
  12060. */
  12061. static readonly POINTERMOVE: number;
  12062. /**
  12063. * The pointerwheel event is fired when a mouse wheel has been rotated.
  12064. */
  12065. static readonly POINTERWHEEL: number;
  12066. /**
  12067. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  12068. */
  12069. static readonly POINTERPICK: number;
  12070. /**
  12071. * The pointertap event is fired when a the object has been touched and released without drag.
  12072. */
  12073. static readonly POINTERTAP: number;
  12074. /**
  12075. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  12076. */
  12077. static readonly POINTERDOUBLETAP: number;
  12078. }
  12079. /**
  12080. * Base class of pointer info types.
  12081. */
  12082. export class PointerInfoBase {
  12083. /**
  12084. * Defines the type of event (PointerEventTypes)
  12085. */
  12086. type: number;
  12087. /**
  12088. * Defines the related dom event
  12089. */
  12090. event: PointerEvent | MouseWheelEvent;
  12091. /**
  12092. * Instantiates the base class of pointers info.
  12093. * @param type Defines the type of event (PointerEventTypes)
  12094. * @param event Defines the related dom event
  12095. */
  12096. constructor(
  12097. /**
  12098. * Defines the type of event (PointerEventTypes)
  12099. */
  12100. type: number,
  12101. /**
  12102. * Defines the related dom event
  12103. */
  12104. event: PointerEvent | MouseWheelEvent);
  12105. }
  12106. /**
  12107. * This class is used to store pointer related info for the onPrePointerObservable event.
  12108. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  12109. */
  12110. export class PointerInfoPre extends PointerInfoBase {
  12111. /**
  12112. * Ray from a pointer if availible (eg. 6dof controller)
  12113. */
  12114. ray: Nullable<Ray>;
  12115. /**
  12116. * Defines the local position of the pointer on the canvas.
  12117. */
  12118. localPosition: Vector2;
  12119. /**
  12120. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  12121. */
  12122. skipOnPointerObservable: boolean;
  12123. /**
  12124. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  12125. * @param type Defines the type of event (PointerEventTypes)
  12126. * @param event Defines the related dom event
  12127. * @param localX Defines the local x coordinates of the pointer when the event occured
  12128. * @param localY Defines the local y coordinates of the pointer when the event occured
  12129. */
  12130. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  12131. }
  12132. /**
  12133. * This type contains all the data related to a pointer event in Babylon.js.
  12134. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  12135. */
  12136. export class PointerInfo extends PointerInfoBase {
  12137. /**
  12138. * Defines the picking info associated to the info (if any)\
  12139. */
  12140. pickInfo: Nullable<PickingInfo>;
  12141. /**
  12142. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  12143. * @param type Defines the type of event (PointerEventTypes)
  12144. * @param event Defines the related dom event
  12145. * @param pickInfo Defines the picking info associated to the info (if any)\
  12146. */
  12147. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  12148. /**
  12149. * Defines the picking info associated to the info (if any)\
  12150. */
  12151. pickInfo: Nullable<PickingInfo>);
  12152. }
  12153. /**
  12154. * Data relating to a touch event on the screen.
  12155. */
  12156. export interface PointerTouch {
  12157. /**
  12158. * X coordinate of touch.
  12159. */
  12160. x: number;
  12161. /**
  12162. * Y coordinate of touch.
  12163. */
  12164. y: number;
  12165. /**
  12166. * Id of touch. Unique for each finger.
  12167. */
  12168. pointerId: number;
  12169. /**
  12170. * Event type passed from DOM.
  12171. */
  12172. type: any;
  12173. }
  12174. }
  12175. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  12176. import { Observable } from "babylonjs/Misc/observable";
  12177. import { Nullable } from "babylonjs/types";
  12178. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12179. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12180. /**
  12181. * Manage the mouse inputs to control the movement of a free camera.
  12182. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12183. */
  12184. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  12185. /**
  12186. * Define if touch is enabled in the mouse input
  12187. */
  12188. touchEnabled: boolean;
  12189. /**
  12190. * Defines the camera the input is attached to.
  12191. */
  12192. camera: FreeCamera;
  12193. /**
  12194. * Defines the buttons associated with the input to handle camera move.
  12195. */
  12196. buttons: number[];
  12197. /**
  12198. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  12199. */
  12200. angularSensibility: number;
  12201. private _pointerInput;
  12202. private _onMouseMove;
  12203. private _observer;
  12204. private previousPosition;
  12205. /**
  12206. * Observable for when a pointer move event occurs containing the move offset
  12207. */
  12208. onPointerMovedObservable: Observable<{
  12209. offsetX: number;
  12210. offsetY: number;
  12211. }>;
  12212. /**
  12213. * @hidden
  12214. * If the camera should be rotated automatically based on pointer movement
  12215. */
  12216. _allowCameraRotation: boolean;
  12217. /**
  12218. * Manage the mouse inputs to control the movement of a free camera.
  12219. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12220. * @param touchEnabled Defines if touch is enabled or not
  12221. */
  12222. constructor(
  12223. /**
  12224. * Define if touch is enabled in the mouse input
  12225. */
  12226. touchEnabled?: boolean);
  12227. /**
  12228. * Attach the input controls to a specific dom element to get the input from.
  12229. * @param element Defines the element the controls should be listened from
  12230. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12231. */
  12232. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12233. /**
  12234. * Called on JS contextmenu event.
  12235. * Override this method to provide functionality.
  12236. */
  12237. protected onContextMenu(evt: PointerEvent): void;
  12238. /**
  12239. * Detach the current controls from the specified dom element.
  12240. * @param element Defines the element to stop listening the inputs from
  12241. */
  12242. detachControl(element: Nullable<HTMLElement>): void;
  12243. /**
  12244. * Gets the class name of the current intput.
  12245. * @returns the class name
  12246. */
  12247. getClassName(): string;
  12248. /**
  12249. * Get the friendly name associated with the input class.
  12250. * @returns the input friendly name
  12251. */
  12252. getSimpleName(): string;
  12253. }
  12254. }
  12255. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  12256. import { Nullable } from "babylonjs/types";
  12257. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12258. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12259. /**
  12260. * Manage the touch inputs to control the movement of a free camera.
  12261. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12262. */
  12263. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  12264. /**
  12265. * Defines the camera the input is attached to.
  12266. */
  12267. camera: FreeCamera;
  12268. /**
  12269. * Defines the touch sensibility for rotation.
  12270. * The higher the faster.
  12271. */
  12272. touchAngularSensibility: number;
  12273. /**
  12274. * Defines the touch sensibility for move.
  12275. * The higher the faster.
  12276. */
  12277. touchMoveSensibility: number;
  12278. private _offsetX;
  12279. private _offsetY;
  12280. private _pointerPressed;
  12281. private _pointerInput;
  12282. private _observer;
  12283. private _onLostFocus;
  12284. /**
  12285. * Attach the input controls to a specific dom element to get the input from.
  12286. * @param element Defines the element the controls should be listened from
  12287. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12288. */
  12289. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12290. /**
  12291. * Detach the current controls from the specified dom element.
  12292. * @param element Defines the element to stop listening the inputs from
  12293. */
  12294. detachControl(element: Nullable<HTMLElement>): void;
  12295. /**
  12296. * Update the current camera state depending on the inputs that have been used this frame.
  12297. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12298. */
  12299. checkInputs(): void;
  12300. /**
  12301. * Gets the class name of the current intput.
  12302. * @returns the class name
  12303. */
  12304. getClassName(): string;
  12305. /**
  12306. * Get the friendly name associated with the input class.
  12307. * @returns the input friendly name
  12308. */
  12309. getSimpleName(): string;
  12310. }
  12311. }
  12312. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12313. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12314. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12315. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12316. import { Nullable } from "babylonjs/types";
  12317. /**
  12318. * Default Inputs manager for the FreeCamera.
  12319. * It groups all the default supported inputs for ease of use.
  12320. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12321. */
  12322. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12323. /**
  12324. * @hidden
  12325. */
  12326. _mouseInput: Nullable<FreeCameraMouseInput>;
  12327. /**
  12328. * Instantiates a new FreeCameraInputsManager.
  12329. * @param camera Defines the camera the inputs belong to
  12330. */
  12331. constructor(camera: FreeCamera);
  12332. /**
  12333. * Add keyboard input support to the input manager.
  12334. * @returns the current input manager
  12335. */
  12336. addKeyboard(): FreeCameraInputsManager;
  12337. /**
  12338. * Add mouse input support to the input manager.
  12339. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12340. * @returns the current input manager
  12341. */
  12342. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12343. /**
  12344. * Removes the mouse input support from the manager
  12345. * @returns the current input manager
  12346. */
  12347. removeMouse(): FreeCameraInputsManager;
  12348. /**
  12349. * Add touch input support to the input manager.
  12350. * @returns the current input manager
  12351. */
  12352. addTouch(): FreeCameraInputsManager;
  12353. /**
  12354. * Remove all attached input methods from a camera
  12355. */
  12356. clear(): void;
  12357. }
  12358. }
  12359. declare module "babylonjs/Cameras/freeCamera" {
  12360. import { Vector3 } from "babylonjs/Maths/math.vector";
  12361. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12362. import { Scene } from "babylonjs/scene";
  12363. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12364. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12365. /**
  12366. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12367. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12368. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12369. */
  12370. export class FreeCamera extends TargetCamera {
  12371. /**
  12372. * Define the collision ellipsoid of the camera.
  12373. * This is helpful to simulate a camera body like the player body around the camera
  12374. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12375. */
  12376. ellipsoid: Vector3;
  12377. /**
  12378. * Define an offset for the position of the ellipsoid around the camera.
  12379. * This can be helpful to determine the center of the body near the gravity center of the body
  12380. * instead of its head.
  12381. */
  12382. ellipsoidOffset: Vector3;
  12383. /**
  12384. * Enable or disable collisions of the camera with the rest of the scene objects.
  12385. */
  12386. checkCollisions: boolean;
  12387. /**
  12388. * Enable or disable gravity on the camera.
  12389. */
  12390. applyGravity: boolean;
  12391. /**
  12392. * Define the input manager associated to the camera.
  12393. */
  12394. inputs: FreeCameraInputsManager;
  12395. /**
  12396. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12397. * Higher values reduce sensitivity.
  12398. */
  12399. /**
  12400. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12401. * Higher values reduce sensitivity.
  12402. */
  12403. angularSensibility: number;
  12404. /**
  12405. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12406. */
  12407. keysUp: number[];
  12408. /**
  12409. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12410. */
  12411. keysDown: number[];
  12412. /**
  12413. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12414. */
  12415. keysLeft: number[];
  12416. /**
  12417. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12418. */
  12419. keysRight: number[];
  12420. /**
  12421. * Event raised when the camera collide with a mesh in the scene.
  12422. */
  12423. onCollide: (collidedMesh: AbstractMesh) => void;
  12424. private _collider;
  12425. private _needMoveForGravity;
  12426. private _oldPosition;
  12427. private _diffPosition;
  12428. private _newPosition;
  12429. /** @hidden */
  12430. _localDirection: Vector3;
  12431. /** @hidden */
  12432. _transformedDirection: Vector3;
  12433. /**
  12434. * Instantiates a Free Camera.
  12435. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12436. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12437. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12438. * @param name Define the name of the camera in the scene
  12439. * @param position Define the start position of the camera in the scene
  12440. * @param scene Define the scene the camera belongs to
  12441. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12442. */
  12443. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12444. /**
  12445. * Attached controls to the current camera.
  12446. * @param element Defines the element the controls should be listened from
  12447. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12448. */
  12449. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12450. /**
  12451. * Detach the current controls from the camera.
  12452. * The camera will stop reacting to inputs.
  12453. * @param element Defines the element to stop listening the inputs from
  12454. */
  12455. detachControl(element: HTMLElement): void;
  12456. private _collisionMask;
  12457. /**
  12458. * Define a collision mask to limit the list of object the camera can collide with
  12459. */
  12460. collisionMask: number;
  12461. /** @hidden */
  12462. _collideWithWorld(displacement: Vector3): void;
  12463. private _onCollisionPositionChange;
  12464. /** @hidden */
  12465. _checkInputs(): void;
  12466. /** @hidden */
  12467. _decideIfNeedsToMove(): boolean;
  12468. /** @hidden */
  12469. _updatePosition(): void;
  12470. /**
  12471. * Destroy the camera and release the current resources hold by it.
  12472. */
  12473. dispose(): void;
  12474. /**
  12475. * Gets the current object class name.
  12476. * @return the class name
  12477. */
  12478. getClassName(): string;
  12479. }
  12480. }
  12481. declare module "babylonjs/Gamepads/gamepad" {
  12482. import { Observable } from "babylonjs/Misc/observable";
  12483. /**
  12484. * Represents a gamepad control stick position
  12485. */
  12486. export class StickValues {
  12487. /**
  12488. * The x component of the control stick
  12489. */
  12490. x: number;
  12491. /**
  12492. * The y component of the control stick
  12493. */
  12494. y: number;
  12495. /**
  12496. * Initializes the gamepad x and y control stick values
  12497. * @param x The x component of the gamepad control stick value
  12498. * @param y The y component of the gamepad control stick value
  12499. */
  12500. constructor(
  12501. /**
  12502. * The x component of the control stick
  12503. */
  12504. x: number,
  12505. /**
  12506. * The y component of the control stick
  12507. */
  12508. y: number);
  12509. }
  12510. /**
  12511. * An interface which manages callbacks for gamepad button changes
  12512. */
  12513. export interface GamepadButtonChanges {
  12514. /**
  12515. * Called when a gamepad has been changed
  12516. */
  12517. changed: boolean;
  12518. /**
  12519. * Called when a gamepad press event has been triggered
  12520. */
  12521. pressChanged: boolean;
  12522. /**
  12523. * Called when a touch event has been triggered
  12524. */
  12525. touchChanged: boolean;
  12526. /**
  12527. * Called when a value has changed
  12528. */
  12529. valueChanged: boolean;
  12530. }
  12531. /**
  12532. * Represents a gamepad
  12533. */
  12534. export class Gamepad {
  12535. /**
  12536. * The id of the gamepad
  12537. */
  12538. id: string;
  12539. /**
  12540. * The index of the gamepad
  12541. */
  12542. index: number;
  12543. /**
  12544. * The browser gamepad
  12545. */
  12546. browserGamepad: any;
  12547. /**
  12548. * Specifies what type of gamepad this represents
  12549. */
  12550. type: number;
  12551. private _leftStick;
  12552. private _rightStick;
  12553. /** @hidden */
  12554. _isConnected: boolean;
  12555. private _leftStickAxisX;
  12556. private _leftStickAxisY;
  12557. private _rightStickAxisX;
  12558. private _rightStickAxisY;
  12559. /**
  12560. * Triggered when the left control stick has been changed
  12561. */
  12562. private _onleftstickchanged;
  12563. /**
  12564. * Triggered when the right control stick has been changed
  12565. */
  12566. private _onrightstickchanged;
  12567. /**
  12568. * Represents a gamepad controller
  12569. */
  12570. static GAMEPAD: number;
  12571. /**
  12572. * Represents a generic controller
  12573. */
  12574. static GENERIC: number;
  12575. /**
  12576. * Represents an XBox controller
  12577. */
  12578. static XBOX: number;
  12579. /**
  12580. * Represents a pose-enabled controller
  12581. */
  12582. static POSE_ENABLED: number;
  12583. /**
  12584. * Represents an Dual Shock controller
  12585. */
  12586. static DUALSHOCK: number;
  12587. /**
  12588. * Specifies whether the left control stick should be Y-inverted
  12589. */
  12590. protected _invertLeftStickY: boolean;
  12591. /**
  12592. * Specifies if the gamepad has been connected
  12593. */
  12594. readonly isConnected: boolean;
  12595. /**
  12596. * Initializes the gamepad
  12597. * @param id The id of the gamepad
  12598. * @param index The index of the gamepad
  12599. * @param browserGamepad The browser gamepad
  12600. * @param leftStickX The x component of the left joystick
  12601. * @param leftStickY The y component of the left joystick
  12602. * @param rightStickX The x component of the right joystick
  12603. * @param rightStickY The y component of the right joystick
  12604. */
  12605. constructor(
  12606. /**
  12607. * The id of the gamepad
  12608. */
  12609. id: string,
  12610. /**
  12611. * The index of the gamepad
  12612. */
  12613. index: number,
  12614. /**
  12615. * The browser gamepad
  12616. */
  12617. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12618. /**
  12619. * Callback triggered when the left joystick has changed
  12620. * @param callback
  12621. */
  12622. onleftstickchanged(callback: (values: StickValues) => void): void;
  12623. /**
  12624. * Callback triggered when the right joystick has changed
  12625. * @param callback
  12626. */
  12627. onrightstickchanged(callback: (values: StickValues) => void): void;
  12628. /**
  12629. * Gets the left joystick
  12630. */
  12631. /**
  12632. * Sets the left joystick values
  12633. */
  12634. leftStick: StickValues;
  12635. /**
  12636. * Gets the right joystick
  12637. */
  12638. /**
  12639. * Sets the right joystick value
  12640. */
  12641. rightStick: StickValues;
  12642. /**
  12643. * Updates the gamepad joystick positions
  12644. */
  12645. update(): void;
  12646. /**
  12647. * Disposes the gamepad
  12648. */
  12649. dispose(): void;
  12650. }
  12651. /**
  12652. * Represents a generic gamepad
  12653. */
  12654. export class GenericPad extends Gamepad {
  12655. private _buttons;
  12656. private _onbuttondown;
  12657. private _onbuttonup;
  12658. /**
  12659. * Observable triggered when a button has been pressed
  12660. */
  12661. onButtonDownObservable: Observable<number>;
  12662. /**
  12663. * Observable triggered when a button has been released
  12664. */
  12665. onButtonUpObservable: Observable<number>;
  12666. /**
  12667. * Callback triggered when a button has been pressed
  12668. * @param callback Called when a button has been pressed
  12669. */
  12670. onbuttondown(callback: (buttonPressed: number) => void): void;
  12671. /**
  12672. * Callback triggered when a button has been released
  12673. * @param callback Called when a button has been released
  12674. */
  12675. onbuttonup(callback: (buttonReleased: number) => void): void;
  12676. /**
  12677. * Initializes the generic gamepad
  12678. * @param id The id of the generic gamepad
  12679. * @param index The index of the generic gamepad
  12680. * @param browserGamepad The browser gamepad
  12681. */
  12682. constructor(id: string, index: number, browserGamepad: any);
  12683. private _setButtonValue;
  12684. /**
  12685. * Updates the generic gamepad
  12686. */
  12687. update(): void;
  12688. /**
  12689. * Disposes the generic gamepad
  12690. */
  12691. dispose(): void;
  12692. }
  12693. }
  12694. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12695. import { Nullable } from "babylonjs/types";
  12696. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12697. import { Scene } from "babylonjs/scene";
  12698. module "babylonjs/Engines/engine" {
  12699. interface Engine {
  12700. /**
  12701. * Creates a raw texture
  12702. * @param data defines the data to store in the texture
  12703. * @param width defines the width of the texture
  12704. * @param height defines the height of the texture
  12705. * @param format defines the format of the data
  12706. * @param generateMipMaps defines if the engine should generate the mip levels
  12707. * @param invertY defines if data must be stored with Y axis inverted
  12708. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12709. * @param compression defines the compression used (null by default)
  12710. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12711. * @returns the raw texture inside an InternalTexture
  12712. */
  12713. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12714. /**
  12715. * Update a raw texture
  12716. * @param texture defines the texture to update
  12717. * @param data defines the data to store in the texture
  12718. * @param format defines the format of the data
  12719. * @param invertY defines if data must be stored with Y axis inverted
  12720. */
  12721. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12722. /**
  12723. * Update a raw texture
  12724. * @param texture defines the texture to update
  12725. * @param data defines the data to store in the texture
  12726. * @param format defines the format of the data
  12727. * @param invertY defines if data must be stored with Y axis inverted
  12728. * @param compression defines the compression used (null by default)
  12729. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12730. */
  12731. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12732. /**
  12733. * Creates a new raw cube texture
  12734. * @param data defines the array of data to use to create each face
  12735. * @param size defines the size of the textures
  12736. * @param format defines the format of the data
  12737. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12738. * @param generateMipMaps defines if the engine should generate the mip levels
  12739. * @param invertY defines if data must be stored with Y axis inverted
  12740. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12741. * @param compression defines the compression used (null by default)
  12742. * @returns the cube texture as an InternalTexture
  12743. */
  12744. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12745. /**
  12746. * Update a raw cube texture
  12747. * @param texture defines the texture to udpdate
  12748. * @param data defines the data to store
  12749. * @param format defines the data format
  12750. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12751. * @param invertY defines if data must be stored with Y axis inverted
  12752. */
  12753. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12754. /**
  12755. * Update a raw cube texture
  12756. * @param texture defines the texture to udpdate
  12757. * @param data defines the data to store
  12758. * @param format defines the data format
  12759. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12760. * @param invertY defines if data must be stored with Y axis inverted
  12761. * @param compression defines the compression used (null by default)
  12762. */
  12763. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12764. /**
  12765. * Update a raw cube texture
  12766. * @param texture defines the texture to udpdate
  12767. * @param data defines the data to store
  12768. * @param format defines the data format
  12769. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12770. * @param invertY defines if data must be stored with Y axis inverted
  12771. * @param compression defines the compression used (null by default)
  12772. * @param level defines which level of the texture to update
  12773. */
  12774. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12775. /**
  12776. * Creates a new raw cube texture from a specified url
  12777. * @param url defines the url where the data is located
  12778. * @param scene defines the current scene
  12779. * @param size defines the size of the textures
  12780. * @param format defines the format of the data
  12781. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12782. * @param noMipmap defines if the engine should avoid generating the mip levels
  12783. * @param callback defines a callback used to extract texture data from loaded data
  12784. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12785. * @param onLoad defines a callback called when texture is loaded
  12786. * @param onError defines a callback called if there is an error
  12787. * @returns the cube texture as an InternalTexture
  12788. */
  12789. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>): InternalTexture;
  12790. /**
  12791. * Creates a new raw cube texture from a specified url
  12792. * @param url defines the url where the data is located
  12793. * @param scene defines the current scene
  12794. * @param size defines the size of the textures
  12795. * @param format defines the format of the data
  12796. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12797. * @param noMipmap defines if the engine should avoid generating the mip levels
  12798. * @param callback defines a callback used to extract texture data from loaded data
  12799. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12800. * @param onLoad defines a callback called when texture is loaded
  12801. * @param onError defines a callback called if there is an error
  12802. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12803. * @param invertY defines if data must be stored with Y axis inverted
  12804. * @returns the cube texture as an InternalTexture
  12805. */
  12806. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>, samplingMode: number, invertY: boolean): InternalTexture;
  12807. /**
  12808. * Creates a new raw 3D texture
  12809. * @param data defines the data used to create the texture
  12810. * @param width defines the width of the texture
  12811. * @param height defines the height of the texture
  12812. * @param depth defines the depth of the texture
  12813. * @param format defines the format of the texture
  12814. * @param generateMipMaps defines if the engine must generate mip levels
  12815. * @param invertY defines if data must be stored with Y axis inverted
  12816. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12817. * @param compression defines the compressed used (can be null)
  12818. * @param textureType defines the compressed used (can be null)
  12819. * @returns a new raw 3D texture (stored in an InternalTexture)
  12820. */
  12821. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12822. /**
  12823. * Update a raw 3D texture
  12824. * @param texture defines the texture to update
  12825. * @param data defines the data to store
  12826. * @param format defines the data format
  12827. * @param invertY defines if data must be stored with Y axis inverted
  12828. */
  12829. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12830. /**
  12831. * Update a raw 3D texture
  12832. * @param texture defines the texture to update
  12833. * @param data defines the data to store
  12834. * @param format defines the data format
  12835. * @param invertY defines if data must be stored with Y axis inverted
  12836. * @param compression defines the used compression (can be null)
  12837. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12838. */
  12839. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12840. /**
  12841. * Creates a new raw 2D array texture
  12842. * @param data defines the data used to create the texture
  12843. * @param width defines the width of the texture
  12844. * @param height defines the height of the texture
  12845. * @param depth defines the number of layers of the texture
  12846. * @param format defines the format of the texture
  12847. * @param generateMipMaps defines if the engine must generate mip levels
  12848. * @param invertY defines if data must be stored with Y axis inverted
  12849. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12850. * @param compression defines the compressed used (can be null)
  12851. * @param textureType defines the compressed used (can be null)
  12852. * @returns a new raw 2D array texture (stored in an InternalTexture)
  12853. */
  12854. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12855. /**
  12856. * Update a raw 2D array texture
  12857. * @param texture defines the texture to update
  12858. * @param data defines the data to store
  12859. * @param format defines the data format
  12860. * @param invertY defines if data must be stored with Y axis inverted
  12861. */
  12862. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12863. /**
  12864. * Update a raw 2D array texture
  12865. * @param texture defines the texture to update
  12866. * @param data defines the data to store
  12867. * @param format defines the data format
  12868. * @param invertY defines if data must be stored with Y axis inverted
  12869. * @param compression defines the used compression (can be null)
  12870. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12871. */
  12872. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12873. }
  12874. }
  12875. }
  12876. declare module "babylonjs/Materials/Textures/rawTexture" {
  12877. import { Scene } from "babylonjs/scene";
  12878. import { Texture } from "babylonjs/Materials/Textures/texture";
  12879. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12880. /**
  12881. * Raw texture can help creating a texture directly from an array of data.
  12882. * This can be super useful if you either get the data from an uncompressed source or
  12883. * if you wish to create your texture pixel by pixel.
  12884. */
  12885. export class RawTexture extends Texture {
  12886. /**
  12887. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12888. */
  12889. format: number;
  12890. private _engine;
  12891. /**
  12892. * Instantiates a new RawTexture.
  12893. * Raw texture can help creating a texture directly from an array of data.
  12894. * This can be super useful if you either get the data from an uncompressed source or
  12895. * if you wish to create your texture pixel by pixel.
  12896. * @param data define the array of data to use to create the texture
  12897. * @param width define the width of the texture
  12898. * @param height define the height of the texture
  12899. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12900. * @param scene define the scene the texture belongs to
  12901. * @param generateMipMaps define whether mip maps should be generated or not
  12902. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12903. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12904. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12905. */
  12906. constructor(data: ArrayBufferView, width: number, height: number,
  12907. /**
  12908. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12909. */
  12910. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12911. /**
  12912. * Updates the texture underlying data.
  12913. * @param data Define the new data of the texture
  12914. */
  12915. update(data: ArrayBufferView): void;
  12916. /**
  12917. * Creates a luminance texture from some data.
  12918. * @param data Define the texture data
  12919. * @param width Define the width of the texture
  12920. * @param height Define the height of the texture
  12921. * @param scene Define the scene the texture belongs to
  12922. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12923. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12924. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12925. * @returns the luminance texture
  12926. */
  12927. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12928. /**
  12929. * Creates a luminance alpha texture from some data.
  12930. * @param data Define the texture data
  12931. * @param width Define the width of the texture
  12932. * @param height Define the height of the texture
  12933. * @param scene Define the scene the texture belongs to
  12934. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12935. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12936. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12937. * @returns the luminance alpha texture
  12938. */
  12939. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12940. /**
  12941. * Creates an alpha texture from some data.
  12942. * @param data Define the texture data
  12943. * @param width Define the width of the texture
  12944. * @param height Define the height of the texture
  12945. * @param scene Define the scene the texture belongs to
  12946. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12947. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12948. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12949. * @returns the alpha texture
  12950. */
  12951. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12952. /**
  12953. * Creates a RGB texture from some data.
  12954. * @param data Define the texture data
  12955. * @param width Define the width of the texture
  12956. * @param height Define the height of the texture
  12957. * @param scene Define the scene the texture belongs to
  12958. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12959. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12960. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12961. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12962. * @returns the RGB alpha texture
  12963. */
  12964. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12965. /**
  12966. * Creates a RGBA texture from some data.
  12967. * @param data Define the texture data
  12968. * @param width Define the width of the texture
  12969. * @param height Define the height of the texture
  12970. * @param scene Define the scene the texture belongs to
  12971. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12972. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12973. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12974. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12975. * @returns the RGBA texture
  12976. */
  12977. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12978. /**
  12979. * Creates a R texture from some data.
  12980. * @param data Define the texture data
  12981. * @param width Define the width of the texture
  12982. * @param height Define the height of the texture
  12983. * @param scene Define the scene the texture belongs to
  12984. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12985. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12986. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12987. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12988. * @returns the R texture
  12989. */
  12990. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12991. }
  12992. }
  12993. declare module "babylonjs/Maths/math.size" {
  12994. /**
  12995. * Interface for the size containing width and height
  12996. */
  12997. export interface ISize {
  12998. /**
  12999. * Width
  13000. */
  13001. width: number;
  13002. /**
  13003. * Heighht
  13004. */
  13005. height: number;
  13006. }
  13007. /**
  13008. * Size containing widht and height
  13009. */
  13010. export class Size implements ISize {
  13011. /**
  13012. * Width
  13013. */
  13014. width: number;
  13015. /**
  13016. * Height
  13017. */
  13018. height: number;
  13019. /**
  13020. * Creates a Size object from the given width and height (floats).
  13021. * @param width width of the new size
  13022. * @param height height of the new size
  13023. */
  13024. constructor(width: number, height: number);
  13025. /**
  13026. * Returns a string with the Size width and height
  13027. * @returns a string with the Size width and height
  13028. */
  13029. toString(): string;
  13030. /**
  13031. * "Size"
  13032. * @returns the string "Size"
  13033. */
  13034. getClassName(): string;
  13035. /**
  13036. * Returns the Size hash code.
  13037. * @returns a hash code for a unique width and height
  13038. */
  13039. getHashCode(): number;
  13040. /**
  13041. * Updates the current size from the given one.
  13042. * @param src the given size
  13043. */
  13044. copyFrom(src: Size): void;
  13045. /**
  13046. * Updates in place the current Size from the given floats.
  13047. * @param width width of the new size
  13048. * @param height height of the new size
  13049. * @returns the updated Size.
  13050. */
  13051. copyFromFloats(width: number, height: number): Size;
  13052. /**
  13053. * Updates in place the current Size from the given floats.
  13054. * @param width width to set
  13055. * @param height height to set
  13056. * @returns the updated Size.
  13057. */
  13058. set(width: number, height: number): Size;
  13059. /**
  13060. * Multiplies the width and height by numbers
  13061. * @param w factor to multiple the width by
  13062. * @param h factor to multiple the height by
  13063. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  13064. */
  13065. multiplyByFloats(w: number, h: number): Size;
  13066. /**
  13067. * Clones the size
  13068. * @returns a new Size copied from the given one.
  13069. */
  13070. clone(): Size;
  13071. /**
  13072. * True if the current Size and the given one width and height are strictly equal.
  13073. * @param other the other size to compare against
  13074. * @returns True if the current Size and the given one width and height are strictly equal.
  13075. */
  13076. equals(other: Size): boolean;
  13077. /**
  13078. * The surface of the Size : width * height (float).
  13079. */
  13080. readonly surface: number;
  13081. /**
  13082. * Create a new size of zero
  13083. * @returns a new Size set to (0.0, 0.0)
  13084. */
  13085. static Zero(): Size;
  13086. /**
  13087. * Sums the width and height of two sizes
  13088. * @param otherSize size to add to this size
  13089. * @returns a new Size set as the addition result of the current Size and the given one.
  13090. */
  13091. add(otherSize: Size): Size;
  13092. /**
  13093. * Subtracts the width and height of two
  13094. * @param otherSize size to subtract to this size
  13095. * @returns a new Size set as the subtraction result of the given one from the current Size.
  13096. */
  13097. subtract(otherSize: Size): Size;
  13098. /**
  13099. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  13100. * @param start starting size to lerp between
  13101. * @param end end size to lerp between
  13102. * @param amount amount to lerp between the start and end values
  13103. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  13104. */
  13105. static Lerp(start: Size, end: Size, amount: number): Size;
  13106. }
  13107. }
  13108. declare module "babylonjs/Animations/runtimeAnimation" {
  13109. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  13110. import { Animatable } from "babylonjs/Animations/animatable";
  13111. import { Scene } from "babylonjs/scene";
  13112. /**
  13113. * Defines a runtime animation
  13114. */
  13115. export class RuntimeAnimation {
  13116. private _events;
  13117. /**
  13118. * The current frame of the runtime animation
  13119. */
  13120. private _currentFrame;
  13121. /**
  13122. * The animation used by the runtime animation
  13123. */
  13124. private _animation;
  13125. /**
  13126. * The target of the runtime animation
  13127. */
  13128. private _target;
  13129. /**
  13130. * The initiating animatable
  13131. */
  13132. private _host;
  13133. /**
  13134. * The original value of the runtime animation
  13135. */
  13136. private _originalValue;
  13137. /**
  13138. * The original blend value of the runtime animation
  13139. */
  13140. private _originalBlendValue;
  13141. /**
  13142. * The offsets cache of the runtime animation
  13143. */
  13144. private _offsetsCache;
  13145. /**
  13146. * The high limits cache of the runtime animation
  13147. */
  13148. private _highLimitsCache;
  13149. /**
  13150. * Specifies if the runtime animation has been stopped
  13151. */
  13152. private _stopped;
  13153. /**
  13154. * The blending factor of the runtime animation
  13155. */
  13156. private _blendingFactor;
  13157. /**
  13158. * The BabylonJS scene
  13159. */
  13160. private _scene;
  13161. /**
  13162. * The current value of the runtime animation
  13163. */
  13164. private _currentValue;
  13165. /** @hidden */
  13166. _animationState: _IAnimationState;
  13167. /**
  13168. * The active target of the runtime animation
  13169. */
  13170. private _activeTargets;
  13171. private _currentActiveTarget;
  13172. private _directTarget;
  13173. /**
  13174. * The target path of the runtime animation
  13175. */
  13176. private _targetPath;
  13177. /**
  13178. * The weight of the runtime animation
  13179. */
  13180. private _weight;
  13181. /**
  13182. * The ratio offset of the runtime animation
  13183. */
  13184. private _ratioOffset;
  13185. /**
  13186. * The previous delay of the runtime animation
  13187. */
  13188. private _previousDelay;
  13189. /**
  13190. * The previous ratio of the runtime animation
  13191. */
  13192. private _previousRatio;
  13193. private _enableBlending;
  13194. private _keys;
  13195. private _minFrame;
  13196. private _maxFrame;
  13197. private _minValue;
  13198. private _maxValue;
  13199. private _targetIsArray;
  13200. /**
  13201. * Gets the current frame of the runtime animation
  13202. */
  13203. readonly currentFrame: number;
  13204. /**
  13205. * Gets the weight of the runtime animation
  13206. */
  13207. readonly weight: number;
  13208. /**
  13209. * Gets the current value of the runtime animation
  13210. */
  13211. readonly currentValue: any;
  13212. /**
  13213. * Gets the target path of the runtime animation
  13214. */
  13215. readonly targetPath: string;
  13216. /**
  13217. * Gets the actual target of the runtime animation
  13218. */
  13219. readonly target: any;
  13220. /** @hidden */
  13221. _onLoop: () => void;
  13222. /**
  13223. * Create a new RuntimeAnimation object
  13224. * @param target defines the target of the animation
  13225. * @param animation defines the source animation object
  13226. * @param scene defines the hosting scene
  13227. * @param host defines the initiating Animatable
  13228. */
  13229. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  13230. private _preparePath;
  13231. /**
  13232. * Gets the animation from the runtime animation
  13233. */
  13234. readonly animation: Animation;
  13235. /**
  13236. * Resets the runtime animation to the beginning
  13237. * @param restoreOriginal defines whether to restore the target property to the original value
  13238. */
  13239. reset(restoreOriginal?: boolean): void;
  13240. /**
  13241. * Specifies if the runtime animation is stopped
  13242. * @returns Boolean specifying if the runtime animation is stopped
  13243. */
  13244. isStopped(): boolean;
  13245. /**
  13246. * Disposes of the runtime animation
  13247. */
  13248. dispose(): void;
  13249. /**
  13250. * Apply the interpolated value to the target
  13251. * @param currentValue defines the value computed by the animation
  13252. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  13253. */
  13254. setValue(currentValue: any, weight: number): void;
  13255. private _getOriginalValues;
  13256. private _setValue;
  13257. /**
  13258. * Gets the loop pmode of the runtime animation
  13259. * @returns Loop Mode
  13260. */
  13261. private _getCorrectLoopMode;
  13262. /**
  13263. * Move the current animation to a given frame
  13264. * @param frame defines the frame to move to
  13265. */
  13266. goToFrame(frame: number): void;
  13267. /**
  13268. * @hidden Internal use only
  13269. */
  13270. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  13271. /**
  13272. * Execute the current animation
  13273. * @param delay defines the delay to add to the current frame
  13274. * @param from defines the lower bound of the animation range
  13275. * @param to defines the upper bound of the animation range
  13276. * @param loop defines if the current animation must loop
  13277. * @param speedRatio defines the current speed ratio
  13278. * @param weight defines the weight of the animation (default is -1 so no weight)
  13279. * @param onLoop optional callback called when animation loops
  13280. * @returns a boolean indicating if the animation is running
  13281. */
  13282. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  13283. }
  13284. }
  13285. declare module "babylonjs/Animations/animatable" {
  13286. import { Animation } from "babylonjs/Animations/animation";
  13287. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  13288. import { Nullable } from "babylonjs/types";
  13289. import { Observable } from "babylonjs/Misc/observable";
  13290. import { Scene } from "babylonjs/scene";
  13291. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  13292. import { Node } from "babylonjs/node";
  13293. /**
  13294. * Class used to store an actual running animation
  13295. */
  13296. export class Animatable {
  13297. /** defines the target object */
  13298. target: any;
  13299. /** defines the starting frame number (default is 0) */
  13300. fromFrame: number;
  13301. /** defines the ending frame number (default is 100) */
  13302. toFrame: number;
  13303. /** defines if the animation must loop (default is false) */
  13304. loopAnimation: boolean;
  13305. /** defines a callback to call when animation ends if it is not looping */
  13306. onAnimationEnd?: (() => void) | null | undefined;
  13307. /** defines a callback to call when animation loops */
  13308. onAnimationLoop?: (() => void) | null | undefined;
  13309. private _localDelayOffset;
  13310. private _pausedDelay;
  13311. private _runtimeAnimations;
  13312. private _paused;
  13313. private _scene;
  13314. private _speedRatio;
  13315. private _weight;
  13316. private _syncRoot;
  13317. /**
  13318. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13319. * This will only apply for non looping animation (default is true)
  13320. */
  13321. disposeOnEnd: boolean;
  13322. /**
  13323. * Gets a boolean indicating if the animation has started
  13324. */
  13325. animationStarted: boolean;
  13326. /**
  13327. * Observer raised when the animation ends
  13328. */
  13329. onAnimationEndObservable: Observable<Animatable>;
  13330. /**
  13331. * Observer raised when the animation loops
  13332. */
  13333. onAnimationLoopObservable: Observable<Animatable>;
  13334. /**
  13335. * Gets the root Animatable used to synchronize and normalize animations
  13336. */
  13337. readonly syncRoot: Nullable<Animatable>;
  13338. /**
  13339. * Gets the current frame of the first RuntimeAnimation
  13340. * Used to synchronize Animatables
  13341. */
  13342. readonly masterFrame: number;
  13343. /**
  13344. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13345. */
  13346. weight: number;
  13347. /**
  13348. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13349. */
  13350. speedRatio: number;
  13351. /**
  13352. * Creates a new Animatable
  13353. * @param scene defines the hosting scene
  13354. * @param target defines the target object
  13355. * @param fromFrame defines the starting frame number (default is 0)
  13356. * @param toFrame defines the ending frame number (default is 100)
  13357. * @param loopAnimation defines if the animation must loop (default is false)
  13358. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13359. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13360. * @param animations defines a group of animation to add to the new Animatable
  13361. * @param onAnimationLoop defines a callback to call when animation loops
  13362. */
  13363. constructor(scene: Scene,
  13364. /** defines the target object */
  13365. target: any,
  13366. /** defines the starting frame number (default is 0) */
  13367. fromFrame?: number,
  13368. /** defines the ending frame number (default is 100) */
  13369. toFrame?: number,
  13370. /** defines if the animation must loop (default is false) */
  13371. loopAnimation?: boolean, speedRatio?: number,
  13372. /** defines a callback to call when animation ends if it is not looping */
  13373. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13374. /** defines a callback to call when animation loops */
  13375. onAnimationLoop?: (() => void) | null | undefined);
  13376. /**
  13377. * Synchronize and normalize current Animatable with a source Animatable
  13378. * This is useful when using animation weights and when animations are not of the same length
  13379. * @param root defines the root Animatable to synchronize with
  13380. * @returns the current Animatable
  13381. */
  13382. syncWith(root: Animatable): Animatable;
  13383. /**
  13384. * Gets the list of runtime animations
  13385. * @returns an array of RuntimeAnimation
  13386. */
  13387. getAnimations(): RuntimeAnimation[];
  13388. /**
  13389. * Adds more animations to the current animatable
  13390. * @param target defines the target of the animations
  13391. * @param animations defines the new animations to add
  13392. */
  13393. appendAnimations(target: any, animations: Animation[]): void;
  13394. /**
  13395. * Gets the source animation for a specific property
  13396. * @param property defines the propertyu to look for
  13397. * @returns null or the source animation for the given property
  13398. */
  13399. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13400. /**
  13401. * Gets the runtime animation for a specific property
  13402. * @param property defines the propertyu to look for
  13403. * @returns null or the runtime animation for the given property
  13404. */
  13405. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13406. /**
  13407. * Resets the animatable to its original state
  13408. */
  13409. reset(): void;
  13410. /**
  13411. * Allows the animatable to blend with current running animations
  13412. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13413. * @param blendingSpeed defines the blending speed to use
  13414. */
  13415. enableBlending(blendingSpeed: number): void;
  13416. /**
  13417. * Disable animation blending
  13418. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13419. */
  13420. disableBlending(): void;
  13421. /**
  13422. * Jump directly to a given frame
  13423. * @param frame defines the frame to jump to
  13424. */
  13425. goToFrame(frame: number): void;
  13426. /**
  13427. * Pause the animation
  13428. */
  13429. pause(): void;
  13430. /**
  13431. * Restart the animation
  13432. */
  13433. restart(): void;
  13434. private _raiseOnAnimationEnd;
  13435. /**
  13436. * Stop and delete the current animation
  13437. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13438. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  13439. */
  13440. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13441. /**
  13442. * Wait asynchronously for the animation to end
  13443. * @returns a promise which will be fullfilled when the animation ends
  13444. */
  13445. waitAsync(): Promise<Animatable>;
  13446. /** @hidden */
  13447. _animate(delay: number): boolean;
  13448. }
  13449. module "babylonjs/scene" {
  13450. interface Scene {
  13451. /** @hidden */
  13452. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13453. /** @hidden */
  13454. _processLateAnimationBindingsForMatrices(holder: {
  13455. totalWeight: number;
  13456. animations: RuntimeAnimation[];
  13457. originalValue: Matrix;
  13458. }): any;
  13459. /** @hidden */
  13460. _processLateAnimationBindingsForQuaternions(holder: {
  13461. totalWeight: number;
  13462. animations: RuntimeAnimation[];
  13463. originalValue: Quaternion;
  13464. }, refQuaternion: Quaternion): Quaternion;
  13465. /** @hidden */
  13466. _processLateAnimationBindings(): void;
  13467. /**
  13468. * Will start the animation sequence of a given target
  13469. * @param target defines the target
  13470. * @param from defines from which frame should animation start
  13471. * @param to defines until which frame should animation run.
  13472. * @param weight defines the weight to apply to the animation (1.0 by default)
  13473. * @param loop defines if the animation loops
  13474. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13475. * @param onAnimationEnd defines the function to be executed when the animation ends
  13476. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13477. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13478. * @param onAnimationLoop defines the callback to call when an animation loops
  13479. * @returns the animatable object created for this animation
  13480. */
  13481. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13482. /**
  13483. * Will start the animation sequence of a given target
  13484. * @param target defines the target
  13485. * @param from defines from which frame should animation start
  13486. * @param to defines until which frame should animation run.
  13487. * @param loop defines if the animation loops
  13488. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13489. * @param onAnimationEnd defines the function to be executed when the animation ends
  13490. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13491. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13492. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13493. * @param onAnimationLoop defines the callback to call when an animation loops
  13494. * @returns the animatable object created for this animation
  13495. */
  13496. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13497. /**
  13498. * Will start the animation sequence of a given target and its hierarchy
  13499. * @param target defines the target
  13500. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  13501. * @param from defines from which frame should animation start
  13502. * @param to defines until which frame should animation run.
  13503. * @param loop defines if the animation loops
  13504. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13505. * @param onAnimationEnd defines the function to be executed when the animation ends
  13506. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13507. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13508. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13509. * @param onAnimationLoop defines the callback to call when an animation loops
  13510. * @returns the list of created animatables
  13511. */
  13512. beginHierarchyAnimation(target: any, directDescendantsOnly: boolean, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable[];
  13513. /**
  13514. * Begin a new animation on a given node
  13515. * @param target defines the target where the animation will take place
  13516. * @param animations defines the list of animations to start
  13517. * @param from defines the initial value
  13518. * @param to defines the final value
  13519. * @param loop defines if you want animation to loop (off by default)
  13520. * @param speedRatio defines the speed ratio to apply to all animations
  13521. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13522. * @param onAnimationLoop defines the callback to call when an animation loops
  13523. * @returns the list of created animatables
  13524. */
  13525. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13526. /**
  13527. * Begin a new animation on a given node and its hierarchy
  13528. * @param target defines the root node where the animation will take place
  13529. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  13530. * @param animations defines the list of animations to start
  13531. * @param from defines the initial value
  13532. * @param to defines the final value
  13533. * @param loop defines if you want animation to loop (off by default)
  13534. * @param speedRatio defines the speed ratio to apply to all animations
  13535. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13536. * @param onAnimationLoop defines the callback to call when an animation loops
  13537. * @returns the list of animatables created for all nodes
  13538. */
  13539. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13540. /**
  13541. * Gets the animatable associated with a specific target
  13542. * @param target defines the target of the animatable
  13543. * @returns the required animatable if found
  13544. */
  13545. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13546. /**
  13547. * Gets all animatables associated with a given target
  13548. * @param target defines the target to look animatables for
  13549. * @returns an array of Animatables
  13550. */
  13551. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13552. /**
  13553. * Stops and removes all animations that have been applied to the scene
  13554. */
  13555. stopAllAnimations(): void;
  13556. /**
  13557. * Gets the current delta time used by animation engine
  13558. */
  13559. deltaTime: number;
  13560. }
  13561. }
  13562. module "babylonjs/Bones/bone" {
  13563. interface Bone {
  13564. /**
  13565. * Copy an animation range from another bone
  13566. * @param source defines the source bone
  13567. * @param rangeName defines the range name to copy
  13568. * @param frameOffset defines the frame offset
  13569. * @param rescaleAsRequired defines if rescaling must be applied if required
  13570. * @param skelDimensionsRatio defines the scaling ratio
  13571. * @returns true if operation was successful
  13572. */
  13573. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13574. }
  13575. }
  13576. }
  13577. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13578. /**
  13579. * Class used to override all child animations of a given target
  13580. */
  13581. export class AnimationPropertiesOverride {
  13582. /**
  13583. * Gets or sets a value indicating if animation blending must be used
  13584. */
  13585. enableBlending: boolean;
  13586. /**
  13587. * Gets or sets the blending speed to use when enableBlending is true
  13588. */
  13589. blendingSpeed: number;
  13590. /**
  13591. * Gets or sets the default loop mode to use
  13592. */
  13593. loopMode: number;
  13594. }
  13595. }
  13596. declare module "babylonjs/Bones/skeleton" {
  13597. import { Bone } from "babylonjs/Bones/bone";
  13598. import { Observable } from "babylonjs/Misc/observable";
  13599. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13600. import { Scene } from "babylonjs/scene";
  13601. import { Nullable } from "babylonjs/types";
  13602. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13603. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13604. import { Animatable } from "babylonjs/Animations/animatable";
  13605. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13606. import { Animation } from "babylonjs/Animations/animation";
  13607. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13608. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13609. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13610. /**
  13611. * Class used to handle skinning animations
  13612. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13613. */
  13614. export class Skeleton implements IAnimatable {
  13615. /** defines the skeleton name */
  13616. name: string;
  13617. /** defines the skeleton Id */
  13618. id: string;
  13619. /**
  13620. * Defines the list of child bones
  13621. */
  13622. bones: Bone[];
  13623. /**
  13624. * Defines an estimate of the dimension of the skeleton at rest
  13625. */
  13626. dimensionsAtRest: Vector3;
  13627. /**
  13628. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13629. */
  13630. needInitialSkinMatrix: boolean;
  13631. /**
  13632. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13633. */
  13634. overrideMesh: Nullable<AbstractMesh>;
  13635. /**
  13636. * Gets the list of animations attached to this skeleton
  13637. */
  13638. animations: Array<Animation>;
  13639. private _scene;
  13640. private _isDirty;
  13641. private _transformMatrices;
  13642. private _transformMatrixTexture;
  13643. private _meshesWithPoseMatrix;
  13644. private _animatables;
  13645. private _identity;
  13646. private _synchronizedWithMesh;
  13647. private _ranges;
  13648. private _lastAbsoluteTransformsUpdateId;
  13649. private _canUseTextureForBones;
  13650. private _uniqueId;
  13651. /** @hidden */
  13652. _numBonesWithLinkedTransformNode: number;
  13653. /** @hidden */
  13654. _hasWaitingData: Nullable<boolean>;
  13655. /**
  13656. * Specifies if the skeleton should be serialized
  13657. */
  13658. doNotSerialize: boolean;
  13659. private _useTextureToStoreBoneMatrices;
  13660. /**
  13661. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13662. * Please note that this option is not available if the hardware does not support it
  13663. */
  13664. useTextureToStoreBoneMatrices: boolean;
  13665. private _animationPropertiesOverride;
  13666. /**
  13667. * Gets or sets the animation properties override
  13668. */
  13669. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13670. /**
  13671. * List of inspectable custom properties (used by the Inspector)
  13672. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13673. */
  13674. inspectableCustomProperties: IInspectable[];
  13675. /**
  13676. * An observable triggered before computing the skeleton's matrices
  13677. */
  13678. onBeforeComputeObservable: Observable<Skeleton>;
  13679. /**
  13680. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13681. */
  13682. readonly isUsingTextureForMatrices: boolean;
  13683. /**
  13684. * Gets the unique ID of this skeleton
  13685. */
  13686. readonly uniqueId: number;
  13687. /**
  13688. * Creates a new skeleton
  13689. * @param name defines the skeleton name
  13690. * @param id defines the skeleton Id
  13691. * @param scene defines the hosting scene
  13692. */
  13693. constructor(
  13694. /** defines the skeleton name */
  13695. name: string,
  13696. /** defines the skeleton Id */
  13697. id: string, scene: Scene);
  13698. /**
  13699. * Gets the current object class name.
  13700. * @return the class name
  13701. */
  13702. getClassName(): string;
  13703. /**
  13704. * Returns an array containing the root bones
  13705. * @returns an array containing the root bones
  13706. */
  13707. getChildren(): Array<Bone>;
  13708. /**
  13709. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13710. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13711. * @returns a Float32Array containing matrices data
  13712. */
  13713. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13714. /**
  13715. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13716. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13717. * @returns a raw texture containing the data
  13718. */
  13719. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13720. /**
  13721. * Gets the current hosting scene
  13722. * @returns a scene object
  13723. */
  13724. getScene(): Scene;
  13725. /**
  13726. * Gets a string representing the current skeleton data
  13727. * @param fullDetails defines a boolean indicating if we want a verbose version
  13728. * @returns a string representing the current skeleton data
  13729. */
  13730. toString(fullDetails?: boolean): string;
  13731. /**
  13732. * Get bone's index searching by name
  13733. * @param name defines bone's name to search for
  13734. * @return the indice of the bone. Returns -1 if not found
  13735. */
  13736. getBoneIndexByName(name: string): number;
  13737. /**
  13738. * Creater a new animation range
  13739. * @param name defines the name of the range
  13740. * @param from defines the start key
  13741. * @param to defines the end key
  13742. */
  13743. createAnimationRange(name: string, from: number, to: number): void;
  13744. /**
  13745. * Delete a specific animation range
  13746. * @param name defines the name of the range
  13747. * @param deleteFrames defines if frames must be removed as well
  13748. */
  13749. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13750. /**
  13751. * Gets a specific animation range
  13752. * @param name defines the name of the range to look for
  13753. * @returns the requested animation range or null if not found
  13754. */
  13755. getAnimationRange(name: string): Nullable<AnimationRange>;
  13756. /**
  13757. * Gets the list of all animation ranges defined on this skeleton
  13758. * @returns an array
  13759. */
  13760. getAnimationRanges(): Nullable<AnimationRange>[];
  13761. /**
  13762. * Copy animation range from a source skeleton.
  13763. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13764. * @param source defines the source skeleton
  13765. * @param name defines the name of the range to copy
  13766. * @param rescaleAsRequired defines if rescaling must be applied if required
  13767. * @returns true if operation was successful
  13768. */
  13769. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13770. /**
  13771. * Forces the skeleton to go to rest pose
  13772. */
  13773. returnToRest(): void;
  13774. private _getHighestAnimationFrame;
  13775. /**
  13776. * Begin a specific animation range
  13777. * @param name defines the name of the range to start
  13778. * @param loop defines if looping must be turned on (false by default)
  13779. * @param speedRatio defines the speed ratio to apply (1 by default)
  13780. * @param onAnimationEnd defines a callback which will be called when animation will end
  13781. * @returns a new animatable
  13782. */
  13783. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13784. /** @hidden */
  13785. _markAsDirty(): void;
  13786. /** @hidden */
  13787. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13788. /** @hidden */
  13789. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13790. private _computeTransformMatrices;
  13791. /**
  13792. * Build all resources required to render a skeleton
  13793. */
  13794. prepare(): void;
  13795. /**
  13796. * Gets the list of animatables currently running for this skeleton
  13797. * @returns an array of animatables
  13798. */
  13799. getAnimatables(): IAnimatable[];
  13800. /**
  13801. * Clone the current skeleton
  13802. * @param name defines the name of the new skeleton
  13803. * @param id defines the id of the new skeleton
  13804. * @returns the new skeleton
  13805. */
  13806. clone(name: string, id?: string): Skeleton;
  13807. /**
  13808. * Enable animation blending for this skeleton
  13809. * @param blendingSpeed defines the blending speed to apply
  13810. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13811. */
  13812. enableBlending(blendingSpeed?: number): void;
  13813. /**
  13814. * Releases all resources associated with the current skeleton
  13815. */
  13816. dispose(): void;
  13817. /**
  13818. * Serialize the skeleton in a JSON object
  13819. * @returns a JSON object
  13820. */
  13821. serialize(): any;
  13822. /**
  13823. * Creates a new skeleton from serialized data
  13824. * @param parsedSkeleton defines the serialized data
  13825. * @param scene defines the hosting scene
  13826. * @returns a new skeleton
  13827. */
  13828. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13829. /**
  13830. * Compute all node absolute transforms
  13831. * @param forceUpdate defines if computation must be done even if cache is up to date
  13832. */
  13833. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13834. /**
  13835. * Gets the root pose matrix
  13836. * @returns a matrix
  13837. */
  13838. getPoseMatrix(): Nullable<Matrix>;
  13839. /**
  13840. * Sorts bones per internal index
  13841. */
  13842. sortBones(): void;
  13843. private _sortBones;
  13844. }
  13845. }
  13846. declare module "babylonjs/Bones/bone" {
  13847. import { Skeleton } from "babylonjs/Bones/skeleton";
  13848. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13849. import { Nullable } from "babylonjs/types";
  13850. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13851. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13852. import { Node } from "babylonjs/node";
  13853. import { Space } from "babylonjs/Maths/math.axis";
  13854. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13855. /**
  13856. * Class used to store bone information
  13857. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13858. */
  13859. export class Bone extends Node {
  13860. /**
  13861. * defines the bone name
  13862. */
  13863. name: string;
  13864. private static _tmpVecs;
  13865. private static _tmpQuat;
  13866. private static _tmpMats;
  13867. /**
  13868. * Gets the list of child bones
  13869. */
  13870. children: Bone[];
  13871. /** Gets the animations associated with this bone */
  13872. animations: import("babylonjs/Animations/animation").Animation[];
  13873. /**
  13874. * Gets or sets bone length
  13875. */
  13876. length: number;
  13877. /**
  13878. * @hidden Internal only
  13879. * Set this value to map this bone to a different index in the transform matrices
  13880. * Set this value to -1 to exclude the bone from the transform matrices
  13881. */
  13882. _index: Nullable<number>;
  13883. private _skeleton;
  13884. private _localMatrix;
  13885. private _restPose;
  13886. private _baseMatrix;
  13887. private _absoluteTransform;
  13888. private _invertedAbsoluteTransform;
  13889. private _parent;
  13890. private _scalingDeterminant;
  13891. private _worldTransform;
  13892. private _localScaling;
  13893. private _localRotation;
  13894. private _localPosition;
  13895. private _needToDecompose;
  13896. private _needToCompose;
  13897. /** @hidden */
  13898. _linkedTransformNode: Nullable<TransformNode>;
  13899. /** @hidden */
  13900. _waitingTransformNodeId: Nullable<string>;
  13901. /** @hidden */
  13902. /** @hidden */
  13903. _matrix: Matrix;
  13904. /**
  13905. * Create a new bone
  13906. * @param name defines the bone name
  13907. * @param skeleton defines the parent skeleton
  13908. * @param parentBone defines the parent (can be null if the bone is the root)
  13909. * @param localMatrix defines the local matrix
  13910. * @param restPose defines the rest pose matrix
  13911. * @param baseMatrix defines the base matrix
  13912. * @param index defines index of the bone in the hiearchy
  13913. */
  13914. constructor(
  13915. /**
  13916. * defines the bone name
  13917. */
  13918. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13919. /**
  13920. * Gets the current object class name.
  13921. * @return the class name
  13922. */
  13923. getClassName(): string;
  13924. /**
  13925. * Gets the parent skeleton
  13926. * @returns a skeleton
  13927. */
  13928. getSkeleton(): Skeleton;
  13929. /**
  13930. * Gets parent bone
  13931. * @returns a bone or null if the bone is the root of the bone hierarchy
  13932. */
  13933. getParent(): Nullable<Bone>;
  13934. /**
  13935. * Returns an array containing the root bones
  13936. * @returns an array containing the root bones
  13937. */
  13938. getChildren(): Array<Bone>;
  13939. /**
  13940. * Gets the node index in matrix array generated for rendering
  13941. * @returns the node index
  13942. */
  13943. getIndex(): number;
  13944. /**
  13945. * Sets the parent bone
  13946. * @param parent defines the parent (can be null if the bone is the root)
  13947. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13948. */
  13949. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13950. /**
  13951. * Gets the local matrix
  13952. * @returns a matrix
  13953. */
  13954. getLocalMatrix(): Matrix;
  13955. /**
  13956. * Gets the base matrix (initial matrix which remains unchanged)
  13957. * @returns a matrix
  13958. */
  13959. getBaseMatrix(): Matrix;
  13960. /**
  13961. * Gets the rest pose matrix
  13962. * @returns a matrix
  13963. */
  13964. getRestPose(): Matrix;
  13965. /**
  13966. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13967. */
  13968. getWorldMatrix(): Matrix;
  13969. /**
  13970. * Sets the local matrix to rest pose matrix
  13971. */
  13972. returnToRest(): void;
  13973. /**
  13974. * Gets the inverse of the absolute transform matrix.
  13975. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13976. * @returns a matrix
  13977. */
  13978. getInvertedAbsoluteTransform(): Matrix;
  13979. /**
  13980. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13981. * @returns a matrix
  13982. */
  13983. getAbsoluteTransform(): Matrix;
  13984. /**
  13985. * Links with the given transform node.
  13986. * The local matrix of this bone is copied from the transform node every frame.
  13987. * @param transformNode defines the transform node to link to
  13988. */
  13989. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13990. /**
  13991. * Gets the node used to drive the bone's transformation
  13992. * @returns a transform node or null
  13993. */
  13994. getTransformNode(): Nullable<TransformNode>;
  13995. /** Gets or sets current position (in local space) */
  13996. position: Vector3;
  13997. /** Gets or sets current rotation (in local space) */
  13998. rotation: Vector3;
  13999. /** Gets or sets current rotation quaternion (in local space) */
  14000. rotationQuaternion: Quaternion;
  14001. /** Gets or sets current scaling (in local space) */
  14002. scaling: Vector3;
  14003. /**
  14004. * Gets the animation properties override
  14005. */
  14006. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  14007. private _decompose;
  14008. private _compose;
  14009. /**
  14010. * Update the base and local matrices
  14011. * @param matrix defines the new base or local matrix
  14012. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  14013. * @param updateLocalMatrix defines if the local matrix should be updated
  14014. */
  14015. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  14016. /** @hidden */
  14017. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  14018. /**
  14019. * Flag the bone as dirty (Forcing it to update everything)
  14020. */
  14021. markAsDirty(): void;
  14022. /** @hidden */
  14023. _markAsDirtyAndCompose(): void;
  14024. private _markAsDirtyAndDecompose;
  14025. /**
  14026. * Translate the bone in local or world space
  14027. * @param vec The amount to translate the bone
  14028. * @param space The space that the translation is in
  14029. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14030. */
  14031. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  14032. /**
  14033. * Set the postion of the bone in local or world space
  14034. * @param position The position to set the bone
  14035. * @param space The space that the position is in
  14036. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14037. */
  14038. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  14039. /**
  14040. * Set the absolute position of the bone (world space)
  14041. * @param position The position to set the bone
  14042. * @param mesh The mesh that this bone is attached to
  14043. */
  14044. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  14045. /**
  14046. * Scale the bone on the x, y and z axes (in local space)
  14047. * @param x The amount to scale the bone on the x axis
  14048. * @param y The amount to scale the bone on the y axis
  14049. * @param z The amount to scale the bone on the z axis
  14050. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  14051. */
  14052. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  14053. /**
  14054. * Set the bone scaling in local space
  14055. * @param scale defines the scaling vector
  14056. */
  14057. setScale(scale: Vector3): void;
  14058. /**
  14059. * Gets the current scaling in local space
  14060. * @returns the current scaling vector
  14061. */
  14062. getScale(): Vector3;
  14063. /**
  14064. * Gets the current scaling in local space and stores it in a target vector
  14065. * @param result defines the target vector
  14066. */
  14067. getScaleToRef(result: Vector3): void;
  14068. /**
  14069. * Set the yaw, pitch, and roll of the bone in local or world space
  14070. * @param yaw The rotation of the bone on the y axis
  14071. * @param pitch The rotation of the bone on the x axis
  14072. * @param roll The rotation of the bone on the z axis
  14073. * @param space The space that the axes of rotation are in
  14074. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14075. */
  14076. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  14077. /**
  14078. * Add a rotation to the bone on an axis in local or world space
  14079. * @param axis The axis to rotate the bone on
  14080. * @param amount The amount to rotate the bone
  14081. * @param space The space that the axis is in
  14082. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14083. */
  14084. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  14085. /**
  14086. * Set the rotation of the bone to a particular axis angle in local or world space
  14087. * @param axis The axis to rotate the bone on
  14088. * @param angle The angle that the bone should be rotated to
  14089. * @param space The space that the axis is in
  14090. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14091. */
  14092. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  14093. /**
  14094. * Set the euler rotation of the bone in local of world space
  14095. * @param rotation The euler rotation that the bone should be set to
  14096. * @param space The space that the rotation is in
  14097. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14098. */
  14099. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  14100. /**
  14101. * Set the quaternion rotation of the bone in local of world space
  14102. * @param quat The quaternion rotation that the bone should be set to
  14103. * @param space The space that the rotation is in
  14104. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14105. */
  14106. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  14107. /**
  14108. * Set the rotation matrix of the bone in local of world space
  14109. * @param rotMat The rotation matrix that the bone should be set to
  14110. * @param space The space that the rotation is in
  14111. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14112. */
  14113. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  14114. private _rotateWithMatrix;
  14115. private _getNegativeRotationToRef;
  14116. /**
  14117. * Get the position of the bone in local or world space
  14118. * @param space The space that the returned position is in
  14119. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14120. * @returns The position of the bone
  14121. */
  14122. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  14123. /**
  14124. * Copy the position of the bone to a vector3 in local or world space
  14125. * @param space The space that the returned position is in
  14126. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14127. * @param result The vector3 to copy the position to
  14128. */
  14129. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  14130. /**
  14131. * Get the absolute position of the bone (world space)
  14132. * @param mesh The mesh that this bone is attached to
  14133. * @returns The absolute position of the bone
  14134. */
  14135. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  14136. /**
  14137. * Copy the absolute position of the bone (world space) to the result param
  14138. * @param mesh The mesh that this bone is attached to
  14139. * @param result The vector3 to copy the absolute position to
  14140. */
  14141. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  14142. /**
  14143. * Compute the absolute transforms of this bone and its children
  14144. */
  14145. computeAbsoluteTransforms(): void;
  14146. /**
  14147. * Get the world direction from an axis that is in the local space of the bone
  14148. * @param localAxis The local direction that is used to compute the world direction
  14149. * @param mesh The mesh that this bone is attached to
  14150. * @returns The world direction
  14151. */
  14152. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14153. /**
  14154. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  14155. * @param localAxis The local direction that is used to compute the world direction
  14156. * @param mesh The mesh that this bone is attached to
  14157. * @param result The vector3 that the world direction will be copied to
  14158. */
  14159. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14160. /**
  14161. * Get the euler rotation of the bone in local or world space
  14162. * @param space The space that the rotation should be in
  14163. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14164. * @returns The euler rotation
  14165. */
  14166. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  14167. /**
  14168. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  14169. * @param space The space that the rotation should be in
  14170. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14171. * @param result The vector3 that the rotation should be copied to
  14172. */
  14173. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14174. /**
  14175. * Get the quaternion rotation of the bone in either local or world space
  14176. * @param space The space that the rotation should be in
  14177. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14178. * @returns The quaternion rotation
  14179. */
  14180. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  14181. /**
  14182. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  14183. * @param space The space that the rotation should be in
  14184. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14185. * @param result The quaternion that the rotation should be copied to
  14186. */
  14187. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  14188. /**
  14189. * Get the rotation matrix of the bone in local or world space
  14190. * @param space The space that the rotation should be in
  14191. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14192. * @returns The rotation matrix
  14193. */
  14194. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  14195. /**
  14196. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  14197. * @param space The space that the rotation should be in
  14198. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14199. * @param result The quaternion that the rotation should be copied to
  14200. */
  14201. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  14202. /**
  14203. * Get the world position of a point that is in the local space of the bone
  14204. * @param position The local position
  14205. * @param mesh The mesh that this bone is attached to
  14206. * @returns The world position
  14207. */
  14208. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14209. /**
  14210. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  14211. * @param position The local position
  14212. * @param mesh The mesh that this bone is attached to
  14213. * @param result The vector3 that the world position should be copied to
  14214. */
  14215. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14216. /**
  14217. * Get the local position of a point that is in world space
  14218. * @param position The world position
  14219. * @param mesh The mesh that this bone is attached to
  14220. * @returns The local position
  14221. */
  14222. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14223. /**
  14224. * Get the local position of a point that is in world space and copy it to the result param
  14225. * @param position The world position
  14226. * @param mesh The mesh that this bone is attached to
  14227. * @param result The vector3 that the local position should be copied to
  14228. */
  14229. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14230. }
  14231. }
  14232. declare module "babylonjs/Meshes/transformNode" {
  14233. import { DeepImmutable } from "babylonjs/types";
  14234. import { Observable } from "babylonjs/Misc/observable";
  14235. import { Nullable } from "babylonjs/types";
  14236. import { Camera } from "babylonjs/Cameras/camera";
  14237. import { Scene } from "babylonjs/scene";
  14238. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14239. import { Node } from "babylonjs/node";
  14240. import { Bone } from "babylonjs/Bones/bone";
  14241. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14242. import { Space } from "babylonjs/Maths/math.axis";
  14243. /**
  14244. * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
  14245. * @see https://doc.babylonjs.com/how_to/transformnode
  14246. */
  14247. export class TransformNode extends Node {
  14248. /**
  14249. * Object will not rotate to face the camera
  14250. */
  14251. static BILLBOARDMODE_NONE: number;
  14252. /**
  14253. * Object will rotate to face the camera but only on the x axis
  14254. */
  14255. static BILLBOARDMODE_X: number;
  14256. /**
  14257. * Object will rotate to face the camera but only on the y axis
  14258. */
  14259. static BILLBOARDMODE_Y: number;
  14260. /**
  14261. * Object will rotate to face the camera but only on the z axis
  14262. */
  14263. static BILLBOARDMODE_Z: number;
  14264. /**
  14265. * Object will rotate to face the camera
  14266. */
  14267. static BILLBOARDMODE_ALL: number;
  14268. /**
  14269. * Object will rotate to face the camera's position instead of orientation
  14270. */
  14271. static BILLBOARDMODE_USE_POSITION: number;
  14272. private _forward;
  14273. private _forwardInverted;
  14274. private _up;
  14275. private _right;
  14276. private _rightInverted;
  14277. private _position;
  14278. private _rotation;
  14279. private _rotationQuaternion;
  14280. protected _scaling: Vector3;
  14281. protected _isDirty: boolean;
  14282. private _transformToBoneReferal;
  14283. private _isAbsoluteSynced;
  14284. private _billboardMode;
  14285. /**
  14286. * Gets or sets the billboard mode. Default is 0.
  14287. *
  14288. * | Value | Type | Description |
  14289. * | --- | --- | --- |
  14290. * | 0 | BILLBOARDMODE_NONE | |
  14291. * | 1 | BILLBOARDMODE_X | |
  14292. * | 2 | BILLBOARDMODE_Y | |
  14293. * | 4 | BILLBOARDMODE_Z | |
  14294. * | 7 | BILLBOARDMODE_ALL | |
  14295. *
  14296. */
  14297. billboardMode: number;
  14298. private _preserveParentRotationForBillboard;
  14299. /**
  14300. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  14301. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  14302. */
  14303. preserveParentRotationForBillboard: boolean;
  14304. /**
  14305. * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
  14306. */
  14307. scalingDeterminant: number;
  14308. private _infiniteDistance;
  14309. /**
  14310. * Gets or sets the distance of the object to max, often used by skybox
  14311. */
  14312. infiniteDistance: boolean;
  14313. /**
  14314. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  14315. * By default the system will update normals to compensate
  14316. */
  14317. ignoreNonUniformScaling: boolean;
  14318. /**
  14319. * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both
  14320. */
  14321. reIntegrateRotationIntoRotationQuaternion: boolean;
  14322. /** @hidden */
  14323. _poseMatrix: Nullable<Matrix>;
  14324. /** @hidden */
  14325. _localMatrix: Matrix;
  14326. private _usePivotMatrix;
  14327. private _absolutePosition;
  14328. private _absoluteScaling;
  14329. private _absoluteRotationQuaternion;
  14330. private _pivotMatrix;
  14331. private _pivotMatrixInverse;
  14332. protected _postMultiplyPivotMatrix: boolean;
  14333. protected _isWorldMatrixFrozen: boolean;
  14334. /** @hidden */
  14335. _indexInSceneTransformNodesArray: number;
  14336. /**
  14337. * An event triggered after the world matrix is updated
  14338. */
  14339. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14340. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14341. /**
  14342. * Gets a string identifying the name of the class
  14343. * @returns "TransformNode" string
  14344. */
  14345. getClassName(): string;
  14346. /**
  14347. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14348. */
  14349. position: Vector3;
  14350. /**
  14351. * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  14352. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14353. */
  14354. rotation: Vector3;
  14355. /**
  14356. * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  14357. */
  14358. scaling: Vector3;
  14359. /**
  14360. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null).
  14361. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14362. */
  14363. rotationQuaternion: Nullable<Quaternion>;
  14364. /**
  14365. * The forward direction of that transform in world space.
  14366. */
  14367. readonly forward: Vector3;
  14368. /**
  14369. * The up direction of that transform in world space.
  14370. */
  14371. readonly up: Vector3;
  14372. /**
  14373. * The right direction of that transform in world space.
  14374. */
  14375. readonly right: Vector3;
  14376. /**
  14377. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14378. * @param matrix the matrix to copy the pose from
  14379. * @returns this TransformNode.
  14380. */
  14381. updatePoseMatrix(matrix: Matrix): TransformNode;
  14382. /**
  14383. * Returns the mesh Pose matrix.
  14384. * @returns the pose matrix
  14385. */
  14386. getPoseMatrix(): Matrix;
  14387. /** @hidden */
  14388. _isSynchronized(): boolean;
  14389. /** @hidden */
  14390. _initCache(): void;
  14391. /**
  14392. * Flag the transform node as dirty (Forcing it to update everything)
  14393. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14394. * @returns this transform node
  14395. */
  14396. markAsDirty(property: string): TransformNode;
  14397. /**
  14398. * Returns the current mesh absolute position.
  14399. * Returns a Vector3.
  14400. */
  14401. readonly absolutePosition: Vector3;
  14402. /**
  14403. * Returns the current mesh absolute scaling.
  14404. * Returns a Vector3.
  14405. */
  14406. readonly absoluteScaling: Vector3;
  14407. /**
  14408. * Returns the current mesh absolute rotation.
  14409. * Returns a Quaternion.
  14410. */
  14411. readonly absoluteRotationQuaternion: Quaternion;
  14412. /**
  14413. * Sets a new matrix to apply before all other transformation
  14414. * @param matrix defines the transform matrix
  14415. * @returns the current TransformNode
  14416. */
  14417. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14418. /**
  14419. * Sets a new pivot matrix to the current node
  14420. * @param matrix defines the new pivot matrix to use
  14421. * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect
  14422. * @returns the current TransformNode
  14423. */
  14424. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14425. /**
  14426. * Returns the mesh pivot matrix.
  14427. * Default : Identity.
  14428. * @returns the matrix
  14429. */
  14430. getPivotMatrix(): Matrix;
  14431. /**
  14432. * Instantiate (when possible) or clone that node with its hierarchy
  14433. * @param newParent defines the new parent to use for the instance (or clone)
  14434. * @param options defines options to configure how copy is done
  14435. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  14436. * @returns an instance (or a clone) of the current node with its hiearchy
  14437. */
  14438. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  14439. doNotInstantiate: boolean;
  14440. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  14441. /**
  14442. * Prevents the World matrix to be computed any longer
  14443. * @param newWorldMatrix defines an optional matrix to use as world matrix
  14444. * @returns the TransformNode.
  14445. */
  14446. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  14447. /**
  14448. * Allows back the World matrix computation.
  14449. * @returns the TransformNode.
  14450. */
  14451. unfreezeWorldMatrix(): this;
  14452. /**
  14453. * True if the World matrix has been frozen.
  14454. */
  14455. readonly isWorldMatrixFrozen: boolean;
  14456. /**
  14457. * Retuns the mesh absolute position in the World.
  14458. * @returns a Vector3.
  14459. */
  14460. getAbsolutePosition(): Vector3;
  14461. /**
  14462. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14463. * @param absolutePosition the absolute position to set
  14464. * @returns the TransformNode.
  14465. */
  14466. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14467. /**
  14468. * Sets the mesh position in its local space.
  14469. * @param vector3 the position to set in localspace
  14470. * @returns the TransformNode.
  14471. */
  14472. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14473. /**
  14474. * Returns the mesh position in the local space from the current World matrix values.
  14475. * @returns a new Vector3.
  14476. */
  14477. getPositionExpressedInLocalSpace(): Vector3;
  14478. /**
  14479. * Translates the mesh along the passed Vector3 in its local space.
  14480. * @param vector3 the distance to translate in localspace
  14481. * @returns the TransformNode.
  14482. */
  14483. locallyTranslate(vector3: Vector3): TransformNode;
  14484. private static _lookAtVectorCache;
  14485. /**
  14486. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14487. * @param targetPoint the position (must be in same space as current mesh) to look at
  14488. * @param yawCor optional yaw (y-axis) correction in radians
  14489. * @param pitchCor optional pitch (x-axis) correction in radians
  14490. * @param rollCor optional roll (z-axis) correction in radians
  14491. * @param space the choosen space of the target
  14492. * @returns the TransformNode.
  14493. */
  14494. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14495. /**
  14496. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14497. * This Vector3 is expressed in the World space.
  14498. * @param localAxis axis to rotate
  14499. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14500. */
  14501. getDirection(localAxis: Vector3): Vector3;
  14502. /**
  14503. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14504. * localAxis is expressed in the mesh local space.
  14505. * result is computed in the Wordl space from the mesh World matrix.
  14506. * @param localAxis axis to rotate
  14507. * @param result the resulting transformnode
  14508. * @returns this TransformNode.
  14509. */
  14510. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14511. /**
  14512. * Sets this transform node rotation to the given local axis.
  14513. * @param localAxis the axis in local space
  14514. * @param yawCor optional yaw (y-axis) correction in radians
  14515. * @param pitchCor optional pitch (x-axis) correction in radians
  14516. * @param rollCor optional roll (z-axis) correction in radians
  14517. * @returns this TransformNode
  14518. */
  14519. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14520. /**
  14521. * Sets a new pivot point to the current node
  14522. * @param point defines the new pivot point to use
  14523. * @param space defines if the point is in world or local space (local by default)
  14524. * @returns the current TransformNode
  14525. */
  14526. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14527. /**
  14528. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14529. * @returns the pivot point
  14530. */
  14531. getPivotPoint(): Vector3;
  14532. /**
  14533. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14534. * @param result the vector3 to store the result
  14535. * @returns this TransformNode.
  14536. */
  14537. getPivotPointToRef(result: Vector3): TransformNode;
  14538. /**
  14539. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14540. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14541. */
  14542. getAbsolutePivotPoint(): Vector3;
  14543. /**
  14544. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14545. * @param result vector3 to store the result
  14546. * @returns this TransformNode.
  14547. */
  14548. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14549. /**
  14550. * Defines the passed node as the parent of the current node.
  14551. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14552. * @see https://doc.babylonjs.com/how_to/parenting
  14553. * @param node the node ot set as the parent
  14554. * @returns this TransformNode.
  14555. */
  14556. setParent(node: Nullable<Node>): TransformNode;
  14557. private _nonUniformScaling;
  14558. /**
  14559. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14560. */
  14561. readonly nonUniformScaling: boolean;
  14562. /** @hidden */
  14563. _updateNonUniformScalingState(value: boolean): boolean;
  14564. /**
  14565. * Attach the current TransformNode to another TransformNode associated with a bone
  14566. * @param bone Bone affecting the TransformNode
  14567. * @param affectedTransformNode TransformNode associated with the bone
  14568. * @returns this object
  14569. */
  14570. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14571. /**
  14572. * Detach the transform node if its associated with a bone
  14573. * @returns this object
  14574. */
  14575. detachFromBone(): TransformNode;
  14576. private static _rotationAxisCache;
  14577. /**
  14578. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14579. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14580. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14581. * The passed axis is also normalized.
  14582. * @param axis the axis to rotate around
  14583. * @param amount the amount to rotate in radians
  14584. * @param space Space to rotate in (Default: local)
  14585. * @returns the TransformNode.
  14586. */
  14587. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14588. /**
  14589. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14590. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14591. * The passed axis is also normalized. .
  14592. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14593. * @param point the point to rotate around
  14594. * @param axis the axis to rotate around
  14595. * @param amount the amount to rotate in radians
  14596. * @returns the TransformNode
  14597. */
  14598. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14599. /**
  14600. * Translates the mesh along the axis vector for the passed distance in the given space.
  14601. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14602. * @param axis the axis to translate in
  14603. * @param distance the distance to translate
  14604. * @param space Space to rotate in (Default: local)
  14605. * @returns the TransformNode.
  14606. */
  14607. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14608. /**
  14609. * Adds a rotation step to the mesh current rotation.
  14610. * x, y, z are Euler angles expressed in radians.
  14611. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14612. * This means this rotation is made in the mesh local space only.
  14613. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14614. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14615. * ```javascript
  14616. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14617. * ```
  14618. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14619. * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.
  14620. * @param x Rotation to add
  14621. * @param y Rotation to add
  14622. * @param z Rotation to add
  14623. * @returns the TransformNode.
  14624. */
  14625. addRotation(x: number, y: number, z: number): TransformNode;
  14626. /**
  14627. * @hidden
  14628. */
  14629. protected _getEffectiveParent(): Nullable<Node>;
  14630. /**
  14631. * Computes the world matrix of the node
  14632. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14633. * @returns the world matrix
  14634. */
  14635. computeWorldMatrix(force?: boolean): Matrix;
  14636. protected _afterComputeWorldMatrix(): void;
  14637. /**
  14638. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14639. * @param func callback function to add
  14640. *
  14641. * @returns the TransformNode.
  14642. */
  14643. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14644. /**
  14645. * Removes a registered callback function.
  14646. * @param func callback function to remove
  14647. * @returns the TransformNode.
  14648. */
  14649. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14650. /**
  14651. * Gets the position of the current mesh in camera space
  14652. * @param camera defines the camera to use
  14653. * @returns a position
  14654. */
  14655. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14656. /**
  14657. * Returns the distance from the mesh to the active camera
  14658. * @param camera defines the camera to use
  14659. * @returns the distance
  14660. */
  14661. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14662. /**
  14663. * Clone the current transform node
  14664. * @param name Name of the new clone
  14665. * @param newParent New parent for the clone
  14666. * @param doNotCloneChildren Do not clone children hierarchy
  14667. * @returns the new transform node
  14668. */
  14669. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14670. /**
  14671. * Serializes the objects information.
  14672. * @param currentSerializationObject defines the object to serialize in
  14673. * @returns the serialized object
  14674. */
  14675. serialize(currentSerializationObject?: any): any;
  14676. /**
  14677. * Returns a new TransformNode object parsed from the source provided.
  14678. * @param parsedTransformNode is the source.
  14679. * @param scene the scne the object belongs to
  14680. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14681. * @returns a new TransformNode object parsed from the source provided.
  14682. */
  14683. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14684. /**
  14685. * Get all child-transformNodes of this node
  14686. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  14687. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  14688. * @returns an array of TransformNode
  14689. */
  14690. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14691. /**
  14692. * Releases resources associated with this transform node.
  14693. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14694. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14695. */
  14696. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14697. /**
  14698. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14699. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14700. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14701. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14702. * @returns the current mesh
  14703. */
  14704. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14705. private _syncAbsoluteScalingAndRotation;
  14706. }
  14707. }
  14708. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14709. import { Observable } from "babylonjs/Misc/observable";
  14710. import { Nullable } from "babylonjs/types";
  14711. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14712. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14713. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14714. import { Ray } from "babylonjs/Culling/ray";
  14715. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14716. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14717. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14718. /**
  14719. * Defines the types of pose enabled controllers that are supported
  14720. */
  14721. export enum PoseEnabledControllerType {
  14722. /**
  14723. * HTC Vive
  14724. */
  14725. VIVE = 0,
  14726. /**
  14727. * Oculus Rift
  14728. */
  14729. OCULUS = 1,
  14730. /**
  14731. * Windows mixed reality
  14732. */
  14733. WINDOWS = 2,
  14734. /**
  14735. * Samsung gear VR
  14736. */
  14737. GEAR_VR = 3,
  14738. /**
  14739. * Google Daydream
  14740. */
  14741. DAYDREAM = 4,
  14742. /**
  14743. * Generic
  14744. */
  14745. GENERIC = 5
  14746. }
  14747. /**
  14748. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14749. */
  14750. export interface MutableGamepadButton {
  14751. /**
  14752. * Value of the button/trigger
  14753. */
  14754. value: number;
  14755. /**
  14756. * If the button/trigger is currently touched
  14757. */
  14758. touched: boolean;
  14759. /**
  14760. * If the button/trigger is currently pressed
  14761. */
  14762. pressed: boolean;
  14763. }
  14764. /**
  14765. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14766. * @hidden
  14767. */
  14768. export interface ExtendedGamepadButton extends GamepadButton {
  14769. /**
  14770. * If the button/trigger is currently pressed
  14771. */
  14772. readonly pressed: boolean;
  14773. /**
  14774. * If the button/trigger is currently touched
  14775. */
  14776. readonly touched: boolean;
  14777. /**
  14778. * Value of the button/trigger
  14779. */
  14780. readonly value: number;
  14781. }
  14782. /** @hidden */
  14783. export interface _GamePadFactory {
  14784. /**
  14785. * Returns wether or not the current gamepad can be created for this type of controller.
  14786. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14787. * @returns true if it can be created, otherwise false
  14788. */
  14789. canCreate(gamepadInfo: any): boolean;
  14790. /**
  14791. * Creates a new instance of the Gamepad.
  14792. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14793. * @returns the new gamepad instance
  14794. */
  14795. create(gamepadInfo: any): Gamepad;
  14796. }
  14797. /**
  14798. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14799. */
  14800. export class PoseEnabledControllerHelper {
  14801. /** @hidden */
  14802. static _ControllerFactories: _GamePadFactory[];
  14803. /** @hidden */
  14804. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14805. /**
  14806. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14807. * @param vrGamepad the gamepad to initialized
  14808. * @returns a vr controller of the type the gamepad identified as
  14809. */
  14810. static InitiateController(vrGamepad: any): Gamepad;
  14811. }
  14812. /**
  14813. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14814. */
  14815. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14816. /**
  14817. * If the controller is used in a webXR session
  14818. */
  14819. isXR: boolean;
  14820. private _deviceRoomPosition;
  14821. private _deviceRoomRotationQuaternion;
  14822. /**
  14823. * The device position in babylon space
  14824. */
  14825. devicePosition: Vector3;
  14826. /**
  14827. * The device rotation in babylon space
  14828. */
  14829. deviceRotationQuaternion: Quaternion;
  14830. /**
  14831. * The scale factor of the device in babylon space
  14832. */
  14833. deviceScaleFactor: number;
  14834. /**
  14835. * (Likely devicePosition should be used instead) The device position in its room space
  14836. */
  14837. position: Vector3;
  14838. /**
  14839. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14840. */
  14841. rotationQuaternion: Quaternion;
  14842. /**
  14843. * The type of controller (Eg. Windows mixed reality)
  14844. */
  14845. controllerType: PoseEnabledControllerType;
  14846. protected _calculatedPosition: Vector3;
  14847. private _calculatedRotation;
  14848. /**
  14849. * The raw pose from the device
  14850. */
  14851. rawPose: DevicePose;
  14852. private _trackPosition;
  14853. private _maxRotationDistFromHeadset;
  14854. private _draggedRoomRotation;
  14855. /**
  14856. * @hidden
  14857. */
  14858. _disableTrackPosition(fixedPosition: Vector3): void;
  14859. /**
  14860. * Internal, the mesh attached to the controller
  14861. * @hidden
  14862. */
  14863. _mesh: Nullable<AbstractMesh>;
  14864. private _poseControlledCamera;
  14865. private _leftHandSystemQuaternion;
  14866. /**
  14867. * Internal, matrix used to convert room space to babylon space
  14868. * @hidden
  14869. */
  14870. _deviceToWorld: Matrix;
  14871. /**
  14872. * Node to be used when casting a ray from the controller
  14873. * @hidden
  14874. */
  14875. _pointingPoseNode: Nullable<TransformNode>;
  14876. /**
  14877. * Name of the child mesh that can be used to cast a ray from the controller
  14878. */
  14879. static readonly POINTING_POSE: string;
  14880. /**
  14881. * Creates a new PoseEnabledController from a gamepad
  14882. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14883. */
  14884. constructor(browserGamepad: any);
  14885. private _workingMatrix;
  14886. /**
  14887. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14888. */
  14889. update(): void;
  14890. /**
  14891. * Updates only the pose device and mesh without doing any button event checking
  14892. */
  14893. protected _updatePoseAndMesh(): void;
  14894. /**
  14895. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14896. * @param poseData raw pose fromthe device
  14897. */
  14898. updateFromDevice(poseData: DevicePose): void;
  14899. /**
  14900. * @hidden
  14901. */
  14902. _meshAttachedObservable: Observable<AbstractMesh>;
  14903. /**
  14904. * Attaches a mesh to the controller
  14905. * @param mesh the mesh to be attached
  14906. */
  14907. attachToMesh(mesh: AbstractMesh): void;
  14908. /**
  14909. * Attaches the controllers mesh to a camera
  14910. * @param camera the camera the mesh should be attached to
  14911. */
  14912. attachToPoseControlledCamera(camera: TargetCamera): void;
  14913. /**
  14914. * Disposes of the controller
  14915. */
  14916. dispose(): void;
  14917. /**
  14918. * The mesh that is attached to the controller
  14919. */
  14920. readonly mesh: Nullable<AbstractMesh>;
  14921. /**
  14922. * Gets the ray of the controller in the direction the controller is pointing
  14923. * @param length the length the resulting ray should be
  14924. * @returns a ray in the direction the controller is pointing
  14925. */
  14926. getForwardRay(length?: number): Ray;
  14927. }
  14928. }
  14929. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14930. import { Observable } from "babylonjs/Misc/observable";
  14931. import { Scene } from "babylonjs/scene";
  14932. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14933. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14934. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14935. import { Nullable } from "babylonjs/types";
  14936. /**
  14937. * Defines the WebVRController object that represents controllers tracked in 3D space
  14938. */
  14939. export abstract class WebVRController extends PoseEnabledController {
  14940. /**
  14941. * Internal, the default controller model for the controller
  14942. */
  14943. protected _defaultModel: Nullable<AbstractMesh>;
  14944. /**
  14945. * Fired when the trigger state has changed
  14946. */
  14947. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14948. /**
  14949. * Fired when the main button state has changed
  14950. */
  14951. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14952. /**
  14953. * Fired when the secondary button state has changed
  14954. */
  14955. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14956. /**
  14957. * Fired when the pad state has changed
  14958. */
  14959. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14960. /**
  14961. * Fired when controllers stick values have changed
  14962. */
  14963. onPadValuesChangedObservable: Observable<StickValues>;
  14964. /**
  14965. * Array of button availible on the controller
  14966. */
  14967. protected _buttons: Array<MutableGamepadButton>;
  14968. private _onButtonStateChange;
  14969. /**
  14970. * Fired when a controller button's state has changed
  14971. * @param callback the callback containing the button that was modified
  14972. */
  14973. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14974. /**
  14975. * X and Y axis corresponding to the controllers joystick
  14976. */
  14977. pad: StickValues;
  14978. /**
  14979. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14980. */
  14981. hand: string;
  14982. /**
  14983. * The default controller model for the controller
  14984. */
  14985. readonly defaultModel: Nullable<AbstractMesh>;
  14986. /**
  14987. * Creates a new WebVRController from a gamepad
  14988. * @param vrGamepad the gamepad that the WebVRController should be created from
  14989. */
  14990. constructor(vrGamepad: any);
  14991. /**
  14992. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14993. */
  14994. update(): void;
  14995. /**
  14996. * Function to be called when a button is modified
  14997. */
  14998. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14999. /**
  15000. * Loads a mesh and attaches it to the controller
  15001. * @param scene the scene the mesh should be added to
  15002. * @param meshLoaded callback for when the mesh has been loaded
  15003. */
  15004. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  15005. private _setButtonValue;
  15006. private _changes;
  15007. private _checkChanges;
  15008. /**
  15009. * Disposes of th webVRCOntroller
  15010. */
  15011. dispose(): void;
  15012. }
  15013. }
  15014. declare module "babylonjs/Lights/hemisphericLight" {
  15015. import { Nullable } from "babylonjs/types";
  15016. import { Scene } from "babylonjs/scene";
  15017. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15018. import { Color3 } from "babylonjs/Maths/math.color";
  15019. import { Effect } from "babylonjs/Materials/effect";
  15020. import { Light } from "babylonjs/Lights/light";
  15021. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  15022. /**
  15023. * The HemisphericLight simulates the ambient environment light,
  15024. * so the passed direction is the light reflection direction, not the incoming direction.
  15025. */
  15026. export class HemisphericLight extends Light {
  15027. /**
  15028. * The groundColor is the light in the opposite direction to the one specified during creation.
  15029. * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
  15030. */
  15031. groundColor: Color3;
  15032. /**
  15033. * The light reflection direction, not the incoming direction.
  15034. */
  15035. direction: Vector3;
  15036. /**
  15037. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  15038. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  15039. * The HemisphericLight can't cast shadows.
  15040. * Documentation : https://doc.babylonjs.com/babylon101/lights
  15041. * @param name The friendly name of the light
  15042. * @param direction The direction of the light reflection
  15043. * @param scene The scene the light belongs to
  15044. */
  15045. constructor(name: string, direction: Vector3, scene: Scene);
  15046. protected _buildUniformLayout(): void;
  15047. /**
  15048. * Returns the string "HemisphericLight".
  15049. * @return The class name
  15050. */
  15051. getClassName(): string;
  15052. /**
  15053. * Sets the HemisphericLight direction towards the passed target (Vector3).
  15054. * Returns the updated direction.
  15055. * @param target The target the direction should point to
  15056. * @return The computed direction
  15057. */
  15058. setDirectionToTarget(target: Vector3): Vector3;
  15059. /**
  15060. * Returns the shadow generator associated to the light.
  15061. * @returns Always null for hemispheric lights because it does not support shadows.
  15062. */
  15063. getShadowGenerator(): Nullable<IShadowGenerator>;
  15064. /**
  15065. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  15066. * @param effect The effect to update
  15067. * @param lightIndex The index of the light in the effect to update
  15068. * @returns The hemispheric light
  15069. */
  15070. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  15071. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  15072. /**
  15073. * Computes the world matrix of the node
  15074. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  15075. * @param useWasUpdatedFlag defines a reserved property
  15076. * @returns the world matrix
  15077. */
  15078. computeWorldMatrix(): Matrix;
  15079. /**
  15080. * Returns the integer 3.
  15081. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  15082. */
  15083. getTypeID(): number;
  15084. /**
  15085. * Prepares the list of defines specific to the light type.
  15086. * @param defines the list of defines
  15087. * @param lightIndex defines the index of the light for the effect
  15088. */
  15089. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  15090. }
  15091. }
  15092. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  15093. /** @hidden */
  15094. export var vrMultiviewToSingleviewPixelShader: {
  15095. name: string;
  15096. shader: string;
  15097. };
  15098. }
  15099. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  15100. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15101. import { Scene } from "babylonjs/scene";
  15102. /**
  15103. * Renders to multiple views with a single draw call
  15104. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  15105. */
  15106. export class MultiviewRenderTarget extends RenderTargetTexture {
  15107. /**
  15108. * Creates a multiview render target
  15109. * @param scene scene used with the render target
  15110. * @param size the size of the render target (used for each view)
  15111. */
  15112. constructor(scene: Scene, size?: number | {
  15113. width: number;
  15114. height: number;
  15115. } | {
  15116. ratio: number;
  15117. });
  15118. /**
  15119. * @hidden
  15120. * @param faceIndex the face index, if its a cube texture
  15121. */
  15122. _bindFrameBuffer(faceIndex?: number): void;
  15123. /**
  15124. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  15125. * @returns the view count
  15126. */
  15127. getViewCount(): number;
  15128. }
  15129. }
  15130. declare module "babylonjs/Maths/math.frustum" {
  15131. import { Matrix } from "babylonjs/Maths/math.vector";
  15132. import { DeepImmutable } from "babylonjs/types";
  15133. import { Plane } from "babylonjs/Maths/math.plane";
  15134. /**
  15135. * Represents a camera frustum
  15136. */
  15137. export class Frustum {
  15138. /**
  15139. * Gets the planes representing the frustum
  15140. * @param transform matrix to be applied to the returned planes
  15141. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  15142. */
  15143. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  15144. /**
  15145. * Gets the near frustum plane transformed by the transform matrix
  15146. * @param transform transformation matrix to be applied to the resulting frustum plane
  15147. * @param frustumPlane the resuling frustum plane
  15148. */
  15149. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15150. /**
  15151. * Gets the far frustum plane transformed by the transform matrix
  15152. * @param transform transformation matrix to be applied to the resulting frustum plane
  15153. * @param frustumPlane the resuling frustum plane
  15154. */
  15155. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15156. /**
  15157. * Gets the left frustum plane transformed by the transform matrix
  15158. * @param transform transformation matrix to be applied to the resulting frustum plane
  15159. * @param frustumPlane the resuling frustum plane
  15160. */
  15161. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15162. /**
  15163. * Gets the right frustum plane transformed by the transform matrix
  15164. * @param transform transformation matrix to be applied to the resulting frustum plane
  15165. * @param frustumPlane the resuling frustum plane
  15166. */
  15167. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15168. /**
  15169. * Gets the top frustum plane transformed by the transform matrix
  15170. * @param transform transformation matrix to be applied to the resulting frustum plane
  15171. * @param frustumPlane the resuling frustum plane
  15172. */
  15173. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15174. /**
  15175. * Gets the bottom frustum plane transformed by the transform matrix
  15176. * @param transform transformation matrix to be applied to the resulting frustum plane
  15177. * @param frustumPlane the resuling frustum plane
  15178. */
  15179. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15180. /**
  15181. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  15182. * @param transform transformation matrix to be applied to the resulting frustum planes
  15183. * @param frustumPlanes the resuling frustum planes
  15184. */
  15185. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  15186. }
  15187. }
  15188. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  15189. import { Camera } from "babylonjs/Cameras/camera";
  15190. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15191. import { Nullable } from "babylonjs/types";
  15192. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15193. import { Matrix } from "babylonjs/Maths/math.vector";
  15194. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  15195. module "babylonjs/Engines/engine" {
  15196. interface Engine {
  15197. /**
  15198. * Creates a new multiview render target
  15199. * @param width defines the width of the texture
  15200. * @param height defines the height of the texture
  15201. * @returns the created multiview texture
  15202. */
  15203. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  15204. /**
  15205. * Binds a multiview framebuffer to be drawn to
  15206. * @param multiviewTexture texture to bind
  15207. */
  15208. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  15209. }
  15210. }
  15211. module "babylonjs/Cameras/camera" {
  15212. interface Camera {
  15213. /**
  15214. * @hidden
  15215. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  15216. */
  15217. _useMultiviewToSingleView: boolean;
  15218. /**
  15219. * @hidden
  15220. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  15221. */
  15222. _multiviewTexture: Nullable<RenderTargetTexture>;
  15223. /**
  15224. * @hidden
  15225. * ensures the multiview texture of the camera exists and has the specified width/height
  15226. * @param width height to set on the multiview texture
  15227. * @param height width to set on the multiview texture
  15228. */
  15229. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  15230. }
  15231. }
  15232. module "babylonjs/scene" {
  15233. interface Scene {
  15234. /** @hidden */
  15235. _transformMatrixR: Matrix;
  15236. /** @hidden */
  15237. _multiviewSceneUbo: Nullable<UniformBuffer>;
  15238. /** @hidden */
  15239. _createMultiviewUbo(): void;
  15240. /** @hidden */
  15241. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  15242. /** @hidden */
  15243. _renderMultiviewToSingleView(camera: Camera): void;
  15244. }
  15245. }
  15246. }
  15247. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  15248. import { Camera } from "babylonjs/Cameras/camera";
  15249. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  15250. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  15251. import "babylonjs/Engines/Extensions/engine.multiview";
  15252. /**
  15253. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  15254. * This will not be used for webXR as it supports displaying texture arrays directly
  15255. */
  15256. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  15257. /**
  15258. * Initializes a VRMultiviewToSingleview
  15259. * @param name name of the post process
  15260. * @param camera camera to be applied to
  15261. * @param scaleFactor scaling factor to the size of the output texture
  15262. */
  15263. constructor(name: string, camera: Camera, scaleFactor: number);
  15264. }
  15265. }
  15266. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  15267. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  15268. import { Nullable } from "babylonjs/types";
  15269. import { Size } from "babylonjs/Maths/math.size";
  15270. import { Observable } from "babylonjs/Misc/observable";
  15271. import { WebVROptions } from "babylonjs/Cameras/VR/webVRCamera";
  15272. /**
  15273. * Interface used to define additional presentation attributes
  15274. */
  15275. export interface IVRPresentationAttributes {
  15276. /**
  15277. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  15278. */
  15279. highRefreshRate: boolean;
  15280. /**
  15281. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  15282. */
  15283. foveationLevel: number;
  15284. }
  15285. module "babylonjs/Engines/engine" {
  15286. interface Engine {
  15287. /** @hidden */
  15288. _vrDisplay: any;
  15289. /** @hidden */
  15290. _vrSupported: boolean;
  15291. /** @hidden */
  15292. _oldSize: Size;
  15293. /** @hidden */
  15294. _oldHardwareScaleFactor: number;
  15295. /** @hidden */
  15296. _vrExclusivePointerMode: boolean;
  15297. /** @hidden */
  15298. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  15299. /** @hidden */
  15300. _onVRDisplayPointerRestricted: () => void;
  15301. /** @hidden */
  15302. _onVRDisplayPointerUnrestricted: () => void;
  15303. /** @hidden */
  15304. _onVrDisplayConnect: Nullable<(display: any) => void>;
  15305. /** @hidden */
  15306. _onVrDisplayDisconnect: Nullable<() => void>;
  15307. /** @hidden */
  15308. _onVrDisplayPresentChange: Nullable<() => void>;
  15309. /**
  15310. * Observable signaled when VR display mode changes
  15311. */
  15312. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  15313. /**
  15314. * Observable signaled when VR request present is complete
  15315. */
  15316. onVRRequestPresentComplete: Observable<boolean>;
  15317. /**
  15318. * Observable signaled when VR request present starts
  15319. */
  15320. onVRRequestPresentStart: Observable<Engine>;
  15321. /**
  15322. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  15323. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  15324. */
  15325. isInVRExclusivePointerMode: boolean;
  15326. /**
  15327. * Gets a boolean indicating if a webVR device was detected
  15328. * @returns true if a webVR device was detected
  15329. */
  15330. isVRDevicePresent(): boolean;
  15331. /**
  15332. * Gets the current webVR device
  15333. * @returns the current webVR device (or null)
  15334. */
  15335. getVRDevice(): any;
  15336. /**
  15337. * Initializes a webVR display and starts listening to display change events
  15338. * The onVRDisplayChangedObservable will be notified upon these changes
  15339. * @returns A promise containing a VRDisplay and if vr is supported
  15340. */
  15341. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  15342. /** @hidden */
  15343. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  15344. /**
  15345. * Gets or sets the presentation attributes used to configure VR rendering
  15346. */
  15347. vrPresentationAttributes?: IVRPresentationAttributes;
  15348. /**
  15349. * Call this function to switch to webVR mode
  15350. * Will do nothing if webVR is not supported or if there is no webVR device
  15351. * @param options the webvr options provided to the camera. mainly used for multiview
  15352. * @see http://doc.babylonjs.com/how_to/webvr_camera
  15353. */
  15354. enableVR(options: WebVROptions): void;
  15355. /** @hidden */
  15356. _onVRFullScreenTriggered(): void;
  15357. }
  15358. }
  15359. }
  15360. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15361. import { Nullable } from "babylonjs/types";
  15362. import { Observable } from "babylonjs/Misc/observable";
  15363. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15364. import { Scene } from "babylonjs/scene";
  15365. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15366. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15367. import { Node } from "babylonjs/node";
  15368. import { Ray } from "babylonjs/Culling/ray";
  15369. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15370. import "babylonjs/Engines/Extensions/engine.webVR";
  15371. /**
  15372. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15373. * IMPORTANT!! The data is right-hand data.
  15374. * @export
  15375. * @interface DevicePose
  15376. */
  15377. export interface DevicePose {
  15378. /**
  15379. * The position of the device, values in array are [x,y,z].
  15380. */
  15381. readonly position: Nullable<Float32Array>;
  15382. /**
  15383. * The linearVelocity of the device, values in array are [x,y,z].
  15384. */
  15385. readonly linearVelocity: Nullable<Float32Array>;
  15386. /**
  15387. * The linearAcceleration of the device, values in array are [x,y,z].
  15388. */
  15389. readonly linearAcceleration: Nullable<Float32Array>;
  15390. /**
  15391. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15392. */
  15393. readonly orientation: Nullable<Float32Array>;
  15394. /**
  15395. * The angularVelocity of the device, values in array are [x,y,z].
  15396. */
  15397. readonly angularVelocity: Nullable<Float32Array>;
  15398. /**
  15399. * The angularAcceleration of the device, values in array are [x,y,z].
  15400. */
  15401. readonly angularAcceleration: Nullable<Float32Array>;
  15402. }
  15403. /**
  15404. * Interface representing a pose controlled object in Babylon.
  15405. * A pose controlled object has both regular pose values as well as pose values
  15406. * from an external device such as a VR head mounted display
  15407. */
  15408. export interface PoseControlled {
  15409. /**
  15410. * The position of the object in babylon space.
  15411. */
  15412. position: Vector3;
  15413. /**
  15414. * The rotation quaternion of the object in babylon space.
  15415. */
  15416. rotationQuaternion: Quaternion;
  15417. /**
  15418. * The position of the device in babylon space.
  15419. */
  15420. devicePosition?: Vector3;
  15421. /**
  15422. * The rotation quaternion of the device in babylon space.
  15423. */
  15424. deviceRotationQuaternion: Quaternion;
  15425. /**
  15426. * The raw pose coming from the device.
  15427. */
  15428. rawPose: Nullable<DevicePose>;
  15429. /**
  15430. * The scale of the device to be used when translating from device space to babylon space.
  15431. */
  15432. deviceScaleFactor: number;
  15433. /**
  15434. * Updates the poseControlled values based on the input device pose.
  15435. * @param poseData the pose data to update the object with
  15436. */
  15437. updateFromDevice(poseData: DevicePose): void;
  15438. }
  15439. /**
  15440. * Set of options to customize the webVRCamera
  15441. */
  15442. export interface WebVROptions {
  15443. /**
  15444. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15445. */
  15446. trackPosition?: boolean;
  15447. /**
  15448. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15449. */
  15450. positionScale?: number;
  15451. /**
  15452. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15453. */
  15454. displayName?: string;
  15455. /**
  15456. * Should the native controller meshes be initialized. (default: true)
  15457. */
  15458. controllerMeshes?: boolean;
  15459. /**
  15460. * Creating a default HemiLight only on controllers. (default: true)
  15461. */
  15462. defaultLightingOnControllers?: boolean;
  15463. /**
  15464. * If you don't want to use the default VR button of the helper. (default: false)
  15465. */
  15466. useCustomVRButton?: boolean;
  15467. /**
  15468. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15469. */
  15470. customVRButton?: HTMLButtonElement;
  15471. /**
  15472. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15473. */
  15474. rayLength?: number;
  15475. /**
  15476. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15477. */
  15478. defaultHeight?: number;
  15479. /**
  15480. * If multiview should be used if availible (default: false)
  15481. */
  15482. useMultiview?: boolean;
  15483. }
  15484. /**
  15485. * This represents a WebVR camera.
  15486. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15487. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15488. */
  15489. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15490. private webVROptions;
  15491. /**
  15492. * @hidden
  15493. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15494. */
  15495. _vrDevice: any;
  15496. /**
  15497. * The rawPose of the vrDevice.
  15498. */
  15499. rawPose: Nullable<DevicePose>;
  15500. private _onVREnabled;
  15501. private _specsVersion;
  15502. private _attached;
  15503. private _frameData;
  15504. protected _descendants: Array<Node>;
  15505. private _deviceRoomPosition;
  15506. /** @hidden */
  15507. _deviceRoomRotationQuaternion: Quaternion;
  15508. private _standingMatrix;
  15509. /**
  15510. * Represents device position in babylon space.
  15511. */
  15512. devicePosition: Vector3;
  15513. /**
  15514. * Represents device rotation in babylon space.
  15515. */
  15516. deviceRotationQuaternion: Quaternion;
  15517. /**
  15518. * The scale of the device to be used when translating from device space to babylon space.
  15519. */
  15520. deviceScaleFactor: number;
  15521. private _deviceToWorld;
  15522. private _worldToDevice;
  15523. /**
  15524. * References to the webVR controllers for the vrDevice.
  15525. */
  15526. controllers: Array<WebVRController>;
  15527. /**
  15528. * Emits an event when a controller is attached.
  15529. */
  15530. onControllersAttachedObservable: Observable<WebVRController[]>;
  15531. /**
  15532. * Emits an event when a controller's mesh has been loaded;
  15533. */
  15534. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15535. /**
  15536. * Emits an event when the HMD's pose has been updated.
  15537. */
  15538. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15539. private _poseSet;
  15540. /**
  15541. * If the rig cameras be used as parent instead of this camera.
  15542. */
  15543. rigParenting: boolean;
  15544. private _lightOnControllers;
  15545. private _defaultHeight?;
  15546. /**
  15547. * Instantiates a WebVRFreeCamera.
  15548. * @param name The name of the WebVRFreeCamera
  15549. * @param position The starting anchor position for the camera
  15550. * @param scene The scene the camera belongs to
  15551. * @param webVROptions a set of customizable options for the webVRCamera
  15552. */
  15553. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15554. /**
  15555. * Gets the device distance from the ground in meters.
  15556. * @returns the distance in meters from the vrDevice to ground in device space. If standing matrix is not supported for the vrDevice 0 is returned.
  15557. */
  15558. deviceDistanceToRoomGround(): number;
  15559. /**
  15560. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15561. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15562. */
  15563. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15564. /**
  15565. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15566. * @returns A promise with a boolean set to if the standing matrix is supported.
  15567. */
  15568. useStandingMatrixAsync(): Promise<boolean>;
  15569. /**
  15570. * Disposes the camera
  15571. */
  15572. dispose(): void;
  15573. /**
  15574. * Gets a vrController by name.
  15575. * @param name The name of the controller to retreive
  15576. * @returns the controller matching the name specified or null if not found
  15577. */
  15578. getControllerByName(name: string): Nullable<WebVRController>;
  15579. private _leftController;
  15580. /**
  15581. * The controller corresponding to the users left hand.
  15582. */
  15583. readonly leftController: Nullable<WebVRController>;
  15584. private _rightController;
  15585. /**
  15586. * The controller corresponding to the users right hand.
  15587. */
  15588. readonly rightController: Nullable<WebVRController>;
  15589. /**
  15590. * Casts a ray forward from the vrCamera's gaze.
  15591. * @param length Length of the ray (default: 100)
  15592. * @returns the ray corresponding to the gaze
  15593. */
  15594. getForwardRay(length?: number): Ray;
  15595. /**
  15596. * @hidden
  15597. * Updates the camera based on device's frame data
  15598. */
  15599. _checkInputs(): void;
  15600. /**
  15601. * Updates the poseControlled values based on the input device pose.
  15602. * @param poseData Pose coming from the device
  15603. */
  15604. updateFromDevice(poseData: DevicePose): void;
  15605. private _htmlElementAttached;
  15606. private _detachIfAttached;
  15607. /**
  15608. * WebVR's attach control will start broadcasting frames to the device.
  15609. * Note that in certain browsers (chrome for example) this function must be called
  15610. * within a user-interaction callback. Example:
  15611. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15612. *
  15613. * @param element html element to attach the vrDevice to
  15614. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15615. */
  15616. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15617. /**
  15618. * Detaches the camera from the html element and disables VR
  15619. *
  15620. * @param element html element to detach from
  15621. */
  15622. detachControl(element: HTMLElement): void;
  15623. /**
  15624. * @returns the name of this class
  15625. */
  15626. getClassName(): string;
  15627. /**
  15628. * Calls resetPose on the vrDisplay
  15629. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15630. */
  15631. resetToCurrentRotation(): void;
  15632. /**
  15633. * @hidden
  15634. * Updates the rig cameras (left and right eye)
  15635. */
  15636. _updateRigCameras(): void;
  15637. private _workingVector;
  15638. private _oneVector;
  15639. private _workingMatrix;
  15640. private updateCacheCalled;
  15641. private _correctPositionIfNotTrackPosition;
  15642. /**
  15643. * @hidden
  15644. * Updates the cached values of the camera
  15645. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15646. */
  15647. _updateCache(ignoreParentClass?: boolean): void;
  15648. /**
  15649. * @hidden
  15650. * Get current device position in babylon world
  15651. */
  15652. _computeDevicePosition(): void;
  15653. /**
  15654. * Updates the current device position and rotation in the babylon world
  15655. */
  15656. update(): void;
  15657. /**
  15658. * @hidden
  15659. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15660. * @returns an identity matrix
  15661. */
  15662. _getViewMatrix(): Matrix;
  15663. private _tmpMatrix;
  15664. /**
  15665. * This function is called by the two RIG cameras.
  15666. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15667. * @hidden
  15668. */
  15669. _getWebVRViewMatrix(): Matrix;
  15670. /** @hidden */
  15671. _getWebVRProjectionMatrix(): Matrix;
  15672. private _onGamepadConnectedObserver;
  15673. private _onGamepadDisconnectedObserver;
  15674. private _updateCacheWhenTrackingDisabledObserver;
  15675. /**
  15676. * Initializes the controllers and their meshes
  15677. */
  15678. initControllers(): void;
  15679. }
  15680. }
  15681. declare module "babylonjs/PostProcesses/postProcess" {
  15682. import { Nullable } from "babylonjs/types";
  15683. import { SmartArray } from "babylonjs/Misc/smartArray";
  15684. import { Observable } from "babylonjs/Misc/observable";
  15685. import { Vector2 } from "babylonjs/Maths/math.vector";
  15686. import { Camera } from "babylonjs/Cameras/camera";
  15687. import { Effect } from "babylonjs/Materials/effect";
  15688. import "babylonjs/Shaders/postprocess.vertex";
  15689. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15690. import { Engine } from "babylonjs/Engines/engine";
  15691. import { Color4 } from "babylonjs/Maths/math.color";
  15692. import "babylonjs/Engines/Extensions/engine.renderTarget";
  15693. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15694. /**
  15695. * Size options for a post process
  15696. */
  15697. export type PostProcessOptions = {
  15698. width: number;
  15699. height: number;
  15700. };
  15701. /**
  15702. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15703. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15704. */
  15705. export class PostProcess {
  15706. /** Name of the PostProcess. */
  15707. name: string;
  15708. /**
  15709. * Gets or sets the unique id of the post process
  15710. */
  15711. uniqueId: number;
  15712. /**
  15713. * Width of the texture to apply the post process on
  15714. */
  15715. width: number;
  15716. /**
  15717. * Height of the texture to apply the post process on
  15718. */
  15719. height: number;
  15720. /**
  15721. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15722. * @hidden
  15723. */
  15724. _outputTexture: Nullable<InternalTexture>;
  15725. /**
  15726. * Sampling mode used by the shader
  15727. * See https://doc.babylonjs.com/classes/3.1/texture
  15728. */
  15729. renderTargetSamplingMode: number;
  15730. /**
  15731. * Clear color to use when screen clearing
  15732. */
  15733. clearColor: Color4;
  15734. /**
  15735. * If the buffer needs to be cleared before applying the post process. (default: true)
  15736. * Should be set to false if shader will overwrite all previous pixels.
  15737. */
  15738. autoClear: boolean;
  15739. /**
  15740. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15741. */
  15742. alphaMode: number;
  15743. /**
  15744. * Sets the setAlphaBlendConstants of the babylon engine
  15745. */
  15746. alphaConstants: Color4;
  15747. /**
  15748. * Animations to be used for the post processing
  15749. */
  15750. animations: import("babylonjs/Animations/animation").Animation[];
  15751. /**
  15752. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15753. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15754. */
  15755. enablePixelPerfectMode: boolean;
  15756. /**
  15757. * Force the postprocess to be applied without taking in account viewport
  15758. */
  15759. forceFullscreenViewport: boolean;
  15760. /**
  15761. * List of inspectable custom properties (used by the Inspector)
  15762. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15763. */
  15764. inspectableCustomProperties: IInspectable[];
  15765. /**
  15766. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15767. *
  15768. * | Value | Type | Description |
  15769. * | ----- | ----------------------------------- | ----------- |
  15770. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15771. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15772. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15773. *
  15774. */
  15775. scaleMode: number;
  15776. /**
  15777. * Force textures to be a power of two (default: false)
  15778. */
  15779. alwaysForcePOT: boolean;
  15780. private _samples;
  15781. /**
  15782. * Number of sample textures (default: 1)
  15783. */
  15784. samples: number;
  15785. /**
  15786. * Modify the scale of the post process to be the same as the viewport (default: false)
  15787. */
  15788. adaptScaleToCurrentViewport: boolean;
  15789. private _camera;
  15790. private _scene;
  15791. private _engine;
  15792. private _options;
  15793. private _reusable;
  15794. private _textureType;
  15795. /**
  15796. * Smart array of input and output textures for the post process.
  15797. * @hidden
  15798. */
  15799. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15800. /**
  15801. * The index in _textures that corresponds to the output texture.
  15802. * @hidden
  15803. */
  15804. _currentRenderTextureInd: number;
  15805. private _effect;
  15806. private _samplers;
  15807. private _fragmentUrl;
  15808. private _vertexUrl;
  15809. private _parameters;
  15810. private _scaleRatio;
  15811. protected _indexParameters: any;
  15812. private _shareOutputWithPostProcess;
  15813. private _texelSize;
  15814. private _forcedOutputTexture;
  15815. /**
  15816. * Returns the fragment url or shader name used in the post process.
  15817. * @returns the fragment url or name in the shader store.
  15818. */
  15819. getEffectName(): string;
  15820. /**
  15821. * An event triggered when the postprocess is activated.
  15822. */
  15823. onActivateObservable: Observable<Camera>;
  15824. private _onActivateObserver;
  15825. /**
  15826. * A function that is added to the onActivateObservable
  15827. */
  15828. onActivate: Nullable<(camera: Camera) => void>;
  15829. /**
  15830. * An event triggered when the postprocess changes its size.
  15831. */
  15832. onSizeChangedObservable: Observable<PostProcess>;
  15833. private _onSizeChangedObserver;
  15834. /**
  15835. * A function that is added to the onSizeChangedObservable
  15836. */
  15837. onSizeChanged: (postProcess: PostProcess) => void;
  15838. /**
  15839. * An event triggered when the postprocess applies its effect.
  15840. */
  15841. onApplyObservable: Observable<Effect>;
  15842. private _onApplyObserver;
  15843. /**
  15844. * A function that is added to the onApplyObservable
  15845. */
  15846. onApply: (effect: Effect) => void;
  15847. /**
  15848. * An event triggered before rendering the postprocess
  15849. */
  15850. onBeforeRenderObservable: Observable<Effect>;
  15851. private _onBeforeRenderObserver;
  15852. /**
  15853. * A function that is added to the onBeforeRenderObservable
  15854. */
  15855. onBeforeRender: (effect: Effect) => void;
  15856. /**
  15857. * An event triggered after rendering the postprocess
  15858. */
  15859. onAfterRenderObservable: Observable<Effect>;
  15860. private _onAfterRenderObserver;
  15861. /**
  15862. * A function that is added to the onAfterRenderObservable
  15863. */
  15864. onAfterRender: (efect: Effect) => void;
  15865. /**
  15866. * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will
  15867. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15868. */
  15869. inputTexture: InternalTexture;
  15870. /**
  15871. * Gets the camera which post process is applied to.
  15872. * @returns The camera the post process is applied to.
  15873. */
  15874. getCamera(): Camera;
  15875. /**
  15876. * Gets the texel size of the postprocess.
  15877. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15878. */
  15879. readonly texelSize: Vector2;
  15880. /**
  15881. * Creates a new instance PostProcess
  15882. * @param name The name of the PostProcess.
  15883. * @param fragmentUrl The url of the fragment shader to be used.
  15884. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15885. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15886. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15887. * @param camera The camera to apply the render pass to.
  15888. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15889. * @param engine The engine which the post process will be applied. (default: current engine)
  15890. * @param reusable If the post process can be reused on the same frame. (default: false)
  15891. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15892. * @param textureType Type of textures used when performing the post process. (default: 0)
  15893. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15894. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15895. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15896. */
  15897. constructor(
  15898. /** Name of the PostProcess. */
  15899. name: string, fragmentUrl: string, parameters: Nullable<string[]>, samplers: Nullable<string[]>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, defines?: Nullable<string>, textureType?: number, vertexUrl?: string, indexParameters?: any, blockCompilation?: boolean);
  15900. /**
  15901. * Gets a string idenfifying the name of the class
  15902. * @returns "PostProcess" string
  15903. */
  15904. getClassName(): string;
  15905. /**
  15906. * Gets the engine which this post process belongs to.
  15907. * @returns The engine the post process was enabled with.
  15908. */
  15909. getEngine(): Engine;
  15910. /**
  15911. * The effect that is created when initializing the post process.
  15912. * @returns The created effect corresponding the the postprocess.
  15913. */
  15914. getEffect(): Effect;
  15915. /**
  15916. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15917. * @param postProcess The post process to share the output with.
  15918. * @returns This post process.
  15919. */
  15920. shareOutputWith(postProcess: PostProcess): PostProcess;
  15921. /**
  15922. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15923. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15924. */
  15925. useOwnOutput(): void;
  15926. /**
  15927. * Updates the effect with the current post process compile time values and recompiles the shader.
  15928. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15929. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15930. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15931. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15932. * @param onCompiled Called when the shader has been compiled.
  15933. * @param onError Called if there is an error when compiling a shader.
  15934. */
  15935. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15936. /**
  15937. * The post process is reusable if it can be used multiple times within one frame.
  15938. * @returns If the post process is reusable
  15939. */
  15940. isReusable(): boolean;
  15941. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15942. markTextureDirty(): void;
  15943. /**
  15944. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15945. * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
  15946. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15947. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15948. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15949. * @returns The target texture that was bound to be written to.
  15950. */
  15951. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15952. /**
  15953. * If the post process is supported.
  15954. */
  15955. readonly isSupported: boolean;
  15956. /**
  15957. * The aspect ratio of the output texture.
  15958. */
  15959. readonly aspectRatio: number;
  15960. /**
  15961. * Get a value indicating if the post-process is ready to be used
  15962. * @returns true if the post-process is ready (shader is compiled)
  15963. */
  15964. isReady(): boolean;
  15965. /**
  15966. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15967. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15968. */
  15969. apply(): Nullable<Effect>;
  15970. private _disposeTextures;
  15971. /**
  15972. * Disposes the post process.
  15973. * @param camera The camera to dispose the post process on.
  15974. */
  15975. dispose(camera?: Camera): void;
  15976. }
  15977. }
  15978. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15979. /** @hidden */
  15980. export var kernelBlurVaryingDeclaration: {
  15981. name: string;
  15982. shader: string;
  15983. };
  15984. }
  15985. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15986. /** @hidden */
  15987. export var kernelBlurFragment: {
  15988. name: string;
  15989. shader: string;
  15990. };
  15991. }
  15992. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15993. /** @hidden */
  15994. export var kernelBlurFragment2: {
  15995. name: string;
  15996. shader: string;
  15997. };
  15998. }
  15999. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  16000. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  16001. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  16002. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  16003. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  16004. /** @hidden */
  16005. export var kernelBlurPixelShader: {
  16006. name: string;
  16007. shader: string;
  16008. };
  16009. }
  16010. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  16011. /** @hidden */
  16012. export var kernelBlurVertex: {
  16013. name: string;
  16014. shader: string;
  16015. };
  16016. }
  16017. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  16018. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  16019. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  16020. /** @hidden */
  16021. export var kernelBlurVertexShader: {
  16022. name: string;
  16023. shader: string;
  16024. };
  16025. }
  16026. declare module "babylonjs/PostProcesses/blurPostProcess" {
  16027. import { Vector2 } from "babylonjs/Maths/math.vector";
  16028. import { Nullable } from "babylonjs/types";
  16029. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  16030. import { Camera } from "babylonjs/Cameras/camera";
  16031. import { Effect } from "babylonjs/Materials/effect";
  16032. import { Engine } from "babylonjs/Engines/engine";
  16033. import "babylonjs/Shaders/kernelBlur.fragment";
  16034. import "babylonjs/Shaders/kernelBlur.vertex";
  16035. /**
  16036. * The Blur Post Process which blurs an image based on a kernel and direction.
  16037. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  16038. */
  16039. export class BlurPostProcess extends PostProcess {
  16040. /** The direction in which to blur the image. */
  16041. direction: Vector2;
  16042. private blockCompilation;
  16043. protected _kernel: number;
  16044. protected _idealKernel: number;
  16045. protected _packedFloat: boolean;
  16046. private _staticDefines;
  16047. /**
  16048. * Sets the length in pixels of the blur sample region
  16049. */
  16050. /**
  16051. * Gets the length in pixels of the blur sample region
  16052. */
  16053. kernel: number;
  16054. /**
  16055. * Sets wether or not the blur needs to unpack/repack floats
  16056. */
  16057. /**
  16058. * Gets wether or not the blur is unpacking/repacking floats
  16059. */
  16060. packedFloat: boolean;
  16061. /**
  16062. * Creates a new instance BlurPostProcess
  16063. * @param name The name of the effect.
  16064. * @param direction The direction in which to blur the image.
  16065. * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
  16066. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  16067. * @param camera The camera to apply the render pass to.
  16068. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  16069. * @param engine The engine which the post process will be applied. (default: current engine)
  16070. * @param reusable If the post process can be reused on the same frame. (default: false)
  16071. * @param textureType Type of textures used when performing the post process. (default: 0)
  16072. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  16073. */
  16074. constructor(name: string,
  16075. /** The direction in which to blur the image. */
  16076. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  16077. /**
  16078. * Updates the effect with the current post process compile time values and recompiles the shader.
  16079. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  16080. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  16081. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  16082. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  16083. * @param onCompiled Called when the shader has been compiled.
  16084. * @param onError Called if there is an error when compiling a shader.
  16085. */
  16086. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  16087. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  16088. /**
  16089. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  16090. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  16091. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  16092. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  16093. * The gaps between physical kernels are compensated for in the weighting of the samples
  16094. * @param idealKernel Ideal blur kernel.
  16095. * @return Nearest best kernel.
  16096. */
  16097. protected _nearestBestKernel(idealKernel: number): number;
  16098. /**
  16099. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  16100. * @param x The point on the Gaussian distribution to sample.
  16101. * @return the value of the Gaussian function at x.
  16102. */
  16103. protected _gaussianWeight(x: number): number;
  16104. /**
  16105. * Generates a string that can be used as a floating point number in GLSL.
  16106. * @param x Value to print.
  16107. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  16108. * @return GLSL float string.
  16109. */
  16110. protected _glslFloat(x: number, decimalFigures?: number): string;
  16111. }
  16112. }
  16113. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  16114. import { Scene } from "babylonjs/scene";
  16115. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  16116. import { Plane } from "babylonjs/Maths/math.plane";
  16117. /**
  16118. * Mirror texture can be used to simulate the view from a mirror in a scene.
  16119. * It will dynamically be rendered every frame to adapt to the camera point of view.
  16120. * You can then easily use it as a reflectionTexture on a flat surface.
  16121. * In case the surface is not a plane, please consider relying on reflection probes.
  16122. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16123. */
  16124. export class MirrorTexture extends RenderTargetTexture {
  16125. private scene;
  16126. /**
  16127. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  16128. * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  16129. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16130. */
  16131. mirrorPlane: Plane;
  16132. /**
  16133. * Define the blur ratio used to blur the reflection if needed.
  16134. */
  16135. blurRatio: number;
  16136. /**
  16137. * Define the adaptive blur kernel used to blur the reflection if needed.
  16138. * This will autocompute the closest best match for the `blurKernel`
  16139. */
  16140. adaptiveBlurKernel: number;
  16141. /**
  16142. * Define the blur kernel used to blur the reflection if needed.
  16143. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16144. */
  16145. blurKernel: number;
  16146. /**
  16147. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  16148. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16149. */
  16150. blurKernelX: number;
  16151. /**
  16152. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  16153. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16154. */
  16155. blurKernelY: number;
  16156. private _autoComputeBlurKernel;
  16157. protected _onRatioRescale(): void;
  16158. private _updateGammaSpace;
  16159. private _imageProcessingConfigChangeObserver;
  16160. private _transformMatrix;
  16161. private _mirrorMatrix;
  16162. private _savedViewMatrix;
  16163. private _blurX;
  16164. private _blurY;
  16165. private _adaptiveBlurKernel;
  16166. private _blurKernelX;
  16167. private _blurKernelY;
  16168. private _blurRatio;
  16169. /**
  16170. * Instantiates a Mirror Texture.
  16171. * Mirror texture can be used to simulate the view from a mirror in a scene.
  16172. * It will dynamically be rendered every frame to adapt to the camera point of view.
  16173. * You can then easily use it as a reflectionTexture on a flat surface.
  16174. * In case the surface is not a plane, please consider relying on reflection probes.
  16175. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16176. * @param name
  16177. * @param size
  16178. * @param scene
  16179. * @param generateMipMaps
  16180. * @param type
  16181. * @param samplingMode
  16182. * @param generateDepthBuffer
  16183. */
  16184. constructor(name: string, size: number | {
  16185. width: number;
  16186. height: number;
  16187. } | {
  16188. ratio: number;
  16189. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  16190. private _preparePostProcesses;
  16191. /**
  16192. * Clone the mirror texture.
  16193. * @returns the cloned texture
  16194. */
  16195. clone(): MirrorTexture;
  16196. /**
  16197. * Serialize the texture to a JSON representation you could use in Parse later on
  16198. * @returns the serialized JSON representation
  16199. */
  16200. serialize(): any;
  16201. /**
  16202. * Dispose the texture and release its associated resources.
  16203. */
  16204. dispose(): void;
  16205. }
  16206. }
  16207. declare module "babylonjs/Materials/Textures/texture" {
  16208. import { Observable } from "babylonjs/Misc/observable";
  16209. import { Nullable } from "babylonjs/types";
  16210. import { Matrix } from "babylonjs/Maths/math.vector";
  16211. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  16212. import { IInspectable } from "babylonjs/Misc/iInspectable";
  16213. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  16214. import { Scene } from "babylonjs/scene";
  16215. /**
  16216. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16217. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16218. */
  16219. export class Texture extends BaseTexture {
  16220. /**
  16221. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  16222. */
  16223. static SerializeBuffers: boolean;
  16224. /** @hidden */
  16225. static _CubeTextureParser: (jsonTexture: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  16226. /** @hidden */
  16227. static _CreateMirror: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  16228. /** @hidden */
  16229. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  16230. /** nearest is mag = nearest and min = nearest and mip = linear */
  16231. static readonly NEAREST_SAMPLINGMODE: number;
  16232. /** nearest is mag = nearest and min = nearest and mip = linear */
  16233. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  16234. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16235. static readonly BILINEAR_SAMPLINGMODE: number;
  16236. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16237. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  16238. /** Trilinear is mag = linear and min = linear and mip = linear */
  16239. static readonly TRILINEAR_SAMPLINGMODE: number;
  16240. /** Trilinear is mag = linear and min = linear and mip = linear */
  16241. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  16242. /** mag = nearest and min = nearest and mip = nearest */
  16243. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  16244. /** mag = nearest and min = linear and mip = nearest */
  16245. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  16246. /** mag = nearest and min = linear and mip = linear */
  16247. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  16248. /** mag = nearest and min = linear and mip = none */
  16249. static readonly NEAREST_LINEAR: number;
  16250. /** mag = nearest and min = nearest and mip = none */
  16251. static readonly NEAREST_NEAREST: number;
  16252. /** mag = linear and min = nearest and mip = nearest */
  16253. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  16254. /** mag = linear and min = nearest and mip = linear */
  16255. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  16256. /** mag = linear and min = linear and mip = none */
  16257. static readonly LINEAR_LINEAR: number;
  16258. /** mag = linear and min = nearest and mip = none */
  16259. static readonly LINEAR_NEAREST: number;
  16260. /** Explicit coordinates mode */
  16261. static readonly EXPLICIT_MODE: number;
  16262. /** Spherical coordinates mode */
  16263. static readonly SPHERICAL_MODE: number;
  16264. /** Planar coordinates mode */
  16265. static readonly PLANAR_MODE: number;
  16266. /** Cubic coordinates mode */
  16267. static readonly CUBIC_MODE: number;
  16268. /** Projection coordinates mode */
  16269. static readonly PROJECTION_MODE: number;
  16270. /** Inverse Cubic coordinates mode */
  16271. static readonly SKYBOX_MODE: number;
  16272. /** Inverse Cubic coordinates mode */
  16273. static readonly INVCUBIC_MODE: number;
  16274. /** Equirectangular coordinates mode */
  16275. static readonly EQUIRECTANGULAR_MODE: number;
  16276. /** Equirectangular Fixed coordinates mode */
  16277. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  16278. /** Equirectangular Fixed Mirrored coordinates mode */
  16279. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  16280. /** Texture is not repeating outside of 0..1 UVs */
  16281. static readonly CLAMP_ADDRESSMODE: number;
  16282. /** Texture is repeating outside of 0..1 UVs */
  16283. static readonly WRAP_ADDRESSMODE: number;
  16284. /** Texture is repeating and mirrored */
  16285. static readonly MIRROR_ADDRESSMODE: number;
  16286. /**
  16287. * Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file
  16288. */
  16289. static UseSerializedUrlIfAny: boolean;
  16290. /**
  16291. * Define the url of the texture.
  16292. */
  16293. url: Nullable<string>;
  16294. /**
  16295. * Define an offset on the texture to offset the u coordinates of the UVs
  16296. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16297. */
  16298. uOffset: number;
  16299. /**
  16300. * Define an offset on the texture to offset the v coordinates of the UVs
  16301. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16302. */
  16303. vOffset: number;
  16304. /**
  16305. * Define an offset on the texture to scale the u coordinates of the UVs
  16306. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16307. */
  16308. uScale: number;
  16309. /**
  16310. * Define an offset on the texture to scale the v coordinates of the UVs
  16311. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16312. */
  16313. vScale: number;
  16314. /**
  16315. * Define an offset on the texture to rotate around the u coordinates of the UVs
  16316. * @see http://doc.babylonjs.com/how_to/more_materials
  16317. */
  16318. uAng: number;
  16319. /**
  16320. * Define an offset on the texture to rotate around the v coordinates of the UVs
  16321. * @see http://doc.babylonjs.com/how_to/more_materials
  16322. */
  16323. vAng: number;
  16324. /**
  16325. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  16326. * @see http://doc.babylonjs.com/how_to/more_materials
  16327. */
  16328. wAng: number;
  16329. /**
  16330. * Defines the center of rotation (U)
  16331. */
  16332. uRotationCenter: number;
  16333. /**
  16334. * Defines the center of rotation (V)
  16335. */
  16336. vRotationCenter: number;
  16337. /**
  16338. * Defines the center of rotation (W)
  16339. */
  16340. wRotationCenter: number;
  16341. /**
  16342. * Are mip maps generated for this texture or not.
  16343. */
  16344. readonly noMipmap: boolean;
  16345. /**
  16346. * List of inspectable custom properties (used by the Inspector)
  16347. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  16348. */
  16349. inspectableCustomProperties: Nullable<IInspectable[]>;
  16350. private _noMipmap;
  16351. /** @hidden */
  16352. _invertY: boolean;
  16353. private _rowGenerationMatrix;
  16354. private _cachedTextureMatrix;
  16355. private _projectionModeMatrix;
  16356. private _t0;
  16357. private _t1;
  16358. private _t2;
  16359. private _cachedUOffset;
  16360. private _cachedVOffset;
  16361. private _cachedUScale;
  16362. private _cachedVScale;
  16363. private _cachedUAng;
  16364. private _cachedVAng;
  16365. private _cachedWAng;
  16366. private _cachedProjectionMatrixId;
  16367. private _cachedCoordinatesMode;
  16368. /** @hidden */
  16369. protected _initialSamplingMode: number;
  16370. /** @hidden */
  16371. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  16372. private _deleteBuffer;
  16373. protected _format: Nullable<number>;
  16374. private _delayedOnLoad;
  16375. private _delayedOnError;
  16376. private _mimeType?;
  16377. /**
  16378. * Observable triggered once the texture has been loaded.
  16379. */
  16380. onLoadObservable: Observable<Texture>;
  16381. protected _isBlocking: boolean;
  16382. /**
  16383. * Is the texture preventing material to render while loading.
  16384. * If false, a default texture will be used instead of the loading one during the preparation step.
  16385. */
  16386. isBlocking: boolean;
  16387. /**
  16388. * Get the current sampling mode associated with the texture.
  16389. */
  16390. readonly samplingMode: number;
  16391. /**
  16392. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16393. */
  16394. readonly invertY: boolean;
  16395. /**
  16396. * Instantiates a new texture.
  16397. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16398. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16399. * @param url defines the url of the picture to load as a texture
  16400. * @param scene defines the scene or engine the texture will belong to
  16401. * @param noMipmap defines if the texture will require mip maps or not
  16402. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  16403. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16404. * @param onLoad defines a callback triggered when the texture has been loaded
  16405. * @param onError defines a callback triggered when an error occurred during the loading session
  16406. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  16407. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  16408. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16409. * @param mimeType defines an optional mime type information
  16410. */
  16411. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | ThinEngine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, deleteBuffer?: boolean, format?: number, mimeType?: string);
  16412. /**
  16413. * Update the url (and optional buffer) of this texture if url was null during construction.
  16414. * @param url the url of the texture
  16415. * @param buffer the buffer of the texture (defaults to null)
  16416. * @param onLoad callback called when the texture is loaded (defaults to null)
  16417. */
  16418. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16419. /**
  16420. * Finish the loading sequence of a texture flagged as delayed load.
  16421. * @hidden
  16422. */
  16423. delayLoad(): void;
  16424. private _prepareRowForTextureGeneration;
  16425. /**
  16426. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16427. * @returns the transform matrix of the texture.
  16428. */
  16429. getTextureMatrix(): Matrix;
  16430. /**
  16431. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16432. * @returns The reflection texture transform
  16433. */
  16434. getReflectionTextureMatrix(): Matrix;
  16435. /**
  16436. * Clones the texture.
  16437. * @returns the cloned texture
  16438. */
  16439. clone(): Texture;
  16440. /**
  16441. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16442. * @returns The JSON representation of the texture
  16443. */
  16444. serialize(): any;
  16445. /**
  16446. * Get the current class name of the texture useful for serialization or dynamic coding.
  16447. * @returns "Texture"
  16448. */
  16449. getClassName(): string;
  16450. /**
  16451. * Dispose the texture and release its associated resources.
  16452. */
  16453. dispose(): void;
  16454. /**
  16455. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16456. * @param parsedTexture Define the JSON representation of the texture
  16457. * @param scene Define the scene the parsed texture should be instantiated in
  16458. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16459. * @returns The parsed texture if successful
  16460. */
  16461. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16462. /**
  16463. * Creates a texture from its base 64 representation.
  16464. * @param data Define the base64 payload without the data: prefix
  16465. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16466. * @param scene Define the scene the texture should belong to
  16467. * @param noMipmap Forces the texture to not create mip map information if true
  16468. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16469. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16470. * @param onLoad define a callback triggered when the texture has been loaded
  16471. * @param onError define a callback triggered when an error occurred during the loading session
  16472. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16473. * @returns the created texture
  16474. */
  16475. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16476. /**
  16477. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16478. * @param data Define the base64 payload without the data: prefix
  16479. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16480. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16481. * @param scene Define the scene the texture should belong to
  16482. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16483. * @param noMipmap Forces the texture to not create mip map information if true
  16484. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16485. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16486. * @param onLoad define a callback triggered when the texture has been loaded
  16487. * @param onError define a callback triggered when an error occurred during the loading session
  16488. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16489. * @returns the created texture
  16490. */
  16491. static LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer?: boolean, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number): Texture;
  16492. }
  16493. }
  16494. declare module "babylonjs/PostProcesses/postProcessManager" {
  16495. import { Nullable } from "babylonjs/types";
  16496. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16497. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16498. import { Scene } from "babylonjs/scene";
  16499. /**
  16500. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16501. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16502. */
  16503. export class PostProcessManager {
  16504. private _scene;
  16505. private _indexBuffer;
  16506. private _vertexBuffers;
  16507. /**
  16508. * Creates a new instance PostProcess
  16509. * @param scene The scene that the post process is associated with.
  16510. */
  16511. constructor(scene: Scene);
  16512. private _prepareBuffers;
  16513. private _buildIndexBuffer;
  16514. /**
  16515. * Rebuilds the vertex buffers of the manager.
  16516. * @hidden
  16517. */
  16518. _rebuild(): void;
  16519. /**
  16520. * Prepares a frame to be run through a post process.
  16521. * @param sourceTexture The input texture to the post procesess. (default: null)
  16522. * @param postProcesses An array of post processes to be run. (default: null)
  16523. * @returns True if the post processes were able to be run.
  16524. * @hidden
  16525. */
  16526. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16527. /**
  16528. * Manually render a set of post processes to a texture.
  16529. * @param postProcesses An array of post processes to be run.
  16530. * @param targetTexture The target texture to render to.
  16531. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16532. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16533. * @param lodLevel defines which lod of the texture to render to
  16534. */
  16535. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16536. /**
  16537. * Finalize the result of the output of the postprocesses.
  16538. * @param doNotPresent If true the result will not be displayed to the screen.
  16539. * @param targetTexture The target texture to render to.
  16540. * @param faceIndex The index of the face to bind the target texture to.
  16541. * @param postProcesses The array of post processes to render.
  16542. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16543. * @hidden
  16544. */
  16545. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16546. /**
  16547. * Disposes of the post process manager.
  16548. */
  16549. dispose(): void;
  16550. }
  16551. }
  16552. declare module "babylonjs/Misc/gradients" {
  16553. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16554. /** Interface used by value gradients (color, factor, ...) */
  16555. export interface IValueGradient {
  16556. /**
  16557. * Gets or sets the gradient value (between 0 and 1)
  16558. */
  16559. gradient: number;
  16560. }
  16561. /** Class used to store color4 gradient */
  16562. export class ColorGradient implements IValueGradient {
  16563. /**
  16564. * Gets or sets the gradient value (between 0 and 1)
  16565. */
  16566. gradient: number;
  16567. /**
  16568. * Gets or sets first associated color
  16569. */
  16570. color1: Color4;
  16571. /**
  16572. * Gets or sets second associated color
  16573. */
  16574. color2?: Color4;
  16575. /**
  16576. * Will get a color picked randomly between color1 and color2.
  16577. * If color2 is undefined then color1 will be used
  16578. * @param result defines the target Color4 to store the result in
  16579. */
  16580. getColorToRef(result: Color4): void;
  16581. }
  16582. /** Class used to store color 3 gradient */
  16583. export class Color3Gradient implements IValueGradient {
  16584. /**
  16585. * Gets or sets the gradient value (between 0 and 1)
  16586. */
  16587. gradient: number;
  16588. /**
  16589. * Gets or sets the associated color
  16590. */
  16591. color: Color3;
  16592. }
  16593. /** Class used to store factor gradient */
  16594. export class FactorGradient implements IValueGradient {
  16595. /**
  16596. * Gets or sets the gradient value (between 0 and 1)
  16597. */
  16598. gradient: number;
  16599. /**
  16600. * Gets or sets first associated factor
  16601. */
  16602. factor1: number;
  16603. /**
  16604. * Gets or sets second associated factor
  16605. */
  16606. factor2?: number;
  16607. /**
  16608. * Will get a number picked randomly between factor1 and factor2.
  16609. * If factor2 is undefined then factor1 will be used
  16610. * @returns the picked number
  16611. */
  16612. getFactor(): number;
  16613. }
  16614. /**
  16615. * Helper used to simplify some generic gradient tasks
  16616. */
  16617. export class GradientHelper {
  16618. /**
  16619. * Gets the current gradient from an array of IValueGradient
  16620. * @param ratio defines the current ratio to get
  16621. * @param gradients defines the array of IValueGradient
  16622. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16623. */
  16624. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16625. }
  16626. }
  16627. declare module "babylonjs/Engines/Extensions/engine.dynamicTexture" {
  16628. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16629. import { Nullable } from "babylonjs/types";
  16630. module "babylonjs/Engines/thinEngine" {
  16631. interface ThinEngine {
  16632. /**
  16633. * Creates a dynamic texture
  16634. * @param width defines the width of the texture
  16635. * @param height defines the height of the texture
  16636. * @param generateMipMaps defines if the engine should generate the mip levels
  16637. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  16638. * @returns the dynamic texture inside an InternalTexture
  16639. */
  16640. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  16641. /**
  16642. * Update the content of a dynamic texture
  16643. * @param texture defines the texture to update
  16644. * @param canvas defines the canvas containing the source
  16645. * @param invertY defines if data must be stored with Y axis inverted
  16646. * @param premulAlpha defines if alpha is stored as premultiplied
  16647. * @param format defines the format of the data
  16648. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16649. */
  16650. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  16651. }
  16652. }
  16653. }
  16654. declare module "babylonjs/Misc/canvasGenerator" {
  16655. /**
  16656. * Helper class used to generate a canvas to manipulate images
  16657. */
  16658. export class CanvasGenerator {
  16659. /**
  16660. * Create a new canvas (or offscreen canvas depending on the context)
  16661. * @param width defines the expected width
  16662. * @param height defines the expected height
  16663. * @return a new canvas or offscreen canvas
  16664. */
  16665. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  16666. }
  16667. }
  16668. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  16669. import { Scene } from "babylonjs/scene";
  16670. import { Texture } from "babylonjs/Materials/Textures/texture";
  16671. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  16672. /**
  16673. * A class extending Texture allowing drawing on a texture
  16674. * @see http://doc.babylonjs.com/how_to/dynamictexture
  16675. */
  16676. export class DynamicTexture extends Texture {
  16677. private _generateMipMaps;
  16678. private _canvas;
  16679. private _context;
  16680. private _engine;
  16681. /**
  16682. * Creates a DynamicTexture
  16683. * @param name defines the name of the texture
  16684. * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height
  16685. * @param scene defines the scene where you want the texture
  16686. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  16687. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  16688. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  16689. */
  16690. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  16691. /**
  16692. * Get the current class name of the texture useful for serialization or dynamic coding.
  16693. * @returns "DynamicTexture"
  16694. */
  16695. getClassName(): string;
  16696. /**
  16697. * Gets the current state of canRescale
  16698. */
  16699. readonly canRescale: boolean;
  16700. private _recreate;
  16701. /**
  16702. * Scales the texture
  16703. * @param ratio the scale factor to apply to both width and height
  16704. */
  16705. scale(ratio: number): void;
  16706. /**
  16707. * Resizes the texture
  16708. * @param width the new width
  16709. * @param height the new height
  16710. */
  16711. scaleTo(width: number, height: number): void;
  16712. /**
  16713. * Gets the context of the canvas used by the texture
  16714. * @returns the canvas context of the dynamic texture
  16715. */
  16716. getContext(): CanvasRenderingContext2D;
  16717. /**
  16718. * Clears the texture
  16719. */
  16720. clear(): void;
  16721. /**
  16722. * Updates the texture
  16723. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16724. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  16725. */
  16726. update(invertY?: boolean, premulAlpha?: boolean): void;
  16727. /**
  16728. * Draws text onto the texture
  16729. * @param text defines the text to be drawn
  16730. * @param x defines the placement of the text from the left
  16731. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  16732. * @param font defines the font to be used with font-style, font-size, font-name
  16733. * @param color defines the color used for the text
  16734. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  16735. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16736. * @param update defines whether texture is immediately update (default is true)
  16737. */
  16738. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  16739. /**
  16740. * Clones the texture
  16741. * @returns the clone of the texture.
  16742. */
  16743. clone(): DynamicTexture;
  16744. /**
  16745. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  16746. * @returns a serialized dynamic texture object
  16747. */
  16748. serialize(): any;
  16749. /** @hidden */
  16750. _rebuild(): void;
  16751. }
  16752. }
  16753. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16754. import { Scene } from "babylonjs/scene";
  16755. import { ISceneComponent } from "babylonjs/sceneComponent";
  16756. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16757. module "babylonjs/abstractScene" {
  16758. interface AbstractScene {
  16759. /**
  16760. * The list of procedural textures added to the scene
  16761. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16762. */
  16763. proceduralTextures: Array<ProceduralTexture>;
  16764. }
  16765. }
  16766. /**
  16767. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16768. * in a given scene.
  16769. */
  16770. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16771. /**
  16772. * The component name helpfull to identify the component in the list of scene components.
  16773. */
  16774. readonly name: string;
  16775. /**
  16776. * The scene the component belongs to.
  16777. */
  16778. scene: Scene;
  16779. /**
  16780. * Creates a new instance of the component for the given scene
  16781. * @param scene Defines the scene to register the component in
  16782. */
  16783. constructor(scene: Scene);
  16784. /**
  16785. * Registers the component in a given scene
  16786. */
  16787. register(): void;
  16788. /**
  16789. * Rebuilds the elements related to this component in case of
  16790. * context lost for instance.
  16791. */
  16792. rebuild(): void;
  16793. /**
  16794. * Disposes the component and the associated ressources.
  16795. */
  16796. dispose(): void;
  16797. private _beforeClear;
  16798. }
  16799. }
  16800. declare module "babylonjs/Engines/Extensions/engine.renderTargetCube" {
  16801. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16802. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16803. module "babylonjs/Engines/thinEngine" {
  16804. interface ThinEngine {
  16805. /**
  16806. * Creates a new render target cube texture
  16807. * @param size defines the size of the texture
  16808. * @param options defines the options used to create the texture
  16809. * @returns a new render target cube texture stored in an InternalTexture
  16810. */
  16811. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16812. }
  16813. }
  16814. }
  16815. declare module "babylonjs/Shaders/procedural.vertex" {
  16816. /** @hidden */
  16817. export var proceduralVertexShader: {
  16818. name: string;
  16819. shader: string;
  16820. };
  16821. }
  16822. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16823. import { Observable } from "babylonjs/Misc/observable";
  16824. import { Nullable } from "babylonjs/types";
  16825. import { Scene } from "babylonjs/scene";
  16826. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16827. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16828. import { Effect } from "babylonjs/Materials/effect";
  16829. import { Texture } from "babylonjs/Materials/Textures/texture";
  16830. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16831. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  16832. import "babylonjs/Shaders/procedural.vertex";
  16833. /**
  16834. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.
  16835. * This is the base class of any Procedural texture and contains most of the shareable code.
  16836. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16837. */
  16838. export class ProceduralTexture extends Texture {
  16839. isCube: boolean;
  16840. /**
  16841. * Define if the texture is enabled or not (disabled texture will not render)
  16842. */
  16843. isEnabled: boolean;
  16844. /**
  16845. * Define if the texture must be cleared before rendering (default is true)
  16846. */
  16847. autoClear: boolean;
  16848. /**
  16849. * Callback called when the texture is generated
  16850. */
  16851. onGenerated: () => void;
  16852. /**
  16853. * Event raised when the texture is generated
  16854. */
  16855. onGeneratedObservable: Observable<ProceduralTexture>;
  16856. /** @hidden */
  16857. _generateMipMaps: boolean;
  16858. /** @hidden **/
  16859. _effect: Effect;
  16860. /** @hidden */
  16861. _textures: {
  16862. [key: string]: Texture;
  16863. };
  16864. private _size;
  16865. private _currentRefreshId;
  16866. private _refreshRate;
  16867. private _vertexBuffers;
  16868. private _indexBuffer;
  16869. private _uniforms;
  16870. private _samplers;
  16871. private _fragment;
  16872. private _floats;
  16873. private _ints;
  16874. private _floatsArrays;
  16875. private _colors3;
  16876. private _colors4;
  16877. private _vectors2;
  16878. private _vectors3;
  16879. private _matrices;
  16880. private _fallbackTexture;
  16881. private _fallbackTextureUsed;
  16882. private _engine;
  16883. private _cachedDefines;
  16884. private _contentUpdateId;
  16885. private _contentData;
  16886. /**
  16887. * Instantiates a new procedural texture.
  16888. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  16889. * This is the base class of any Procedural texture and contains most of the shareable code.
  16890. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16891. * @param name Define the name of the texture
  16892. * @param size Define the size of the texture to create
  16893. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16894. * @param scene Define the scene the texture belongs to
  16895. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16896. * @param generateMipMaps Define if the texture should creates mip maps or not
  16897. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16898. */
  16899. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16900. /**
  16901. * The effect that is created when initializing the post process.
  16902. * @returns The created effect corresponding the the postprocess.
  16903. */
  16904. getEffect(): Effect;
  16905. /**
  16906. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16907. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16908. */
  16909. getContent(): Nullable<ArrayBufferView>;
  16910. private _createIndexBuffer;
  16911. /** @hidden */
  16912. _rebuild(): void;
  16913. /**
  16914. * Resets the texture in order to recreate its associated resources.
  16915. * This can be called in case of context loss
  16916. */
  16917. reset(): void;
  16918. protected _getDefines(): string;
  16919. /**
  16920. * Is the texture ready to be used ? (rendered at least once)
  16921. * @returns true if ready, otherwise, false.
  16922. */
  16923. isReady(): boolean;
  16924. /**
  16925. * Resets the refresh counter of the texture and start bak from scratch.
  16926. * Could be useful to regenerate the texture if it is setup to render only once.
  16927. */
  16928. resetRefreshCounter(): void;
  16929. /**
  16930. * Set the fragment shader to use in order to render the texture.
  16931. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16932. */
  16933. setFragment(fragment: any): void;
  16934. /**
  16935. * Define the refresh rate of the texture or the rendering frequency.
  16936. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16937. */
  16938. refreshRate: number;
  16939. /** @hidden */
  16940. _shouldRender(): boolean;
  16941. /**
  16942. * Get the size the texture is rendering at.
  16943. * @returns the size (texture is always squared)
  16944. */
  16945. getRenderSize(): number;
  16946. /**
  16947. * Resize the texture to new value.
  16948. * @param size Define the new size the texture should have
  16949. * @param generateMipMaps Define whether the new texture should create mip maps
  16950. */
  16951. resize(size: number, generateMipMaps: boolean): void;
  16952. private _checkUniform;
  16953. /**
  16954. * Set a texture in the shader program used to render.
  16955. * @param name Define the name of the uniform samplers as defined in the shader
  16956. * @param texture Define the texture to bind to this sampler
  16957. * @return the texture itself allowing "fluent" like uniform updates
  16958. */
  16959. setTexture(name: string, texture: Texture): ProceduralTexture;
  16960. /**
  16961. * Set a float in the shader.
  16962. * @param name Define the name of the uniform as defined in the shader
  16963. * @param value Define the value to give to the uniform
  16964. * @return the texture itself allowing "fluent" like uniform updates
  16965. */
  16966. setFloat(name: string, value: number): ProceduralTexture;
  16967. /**
  16968. * Set a int in the shader.
  16969. * @param name Define the name of the uniform as defined in the shader
  16970. * @param value Define the value to give to the uniform
  16971. * @return the texture itself allowing "fluent" like uniform updates
  16972. */
  16973. setInt(name: string, value: number): ProceduralTexture;
  16974. /**
  16975. * Set an array of floats in the shader.
  16976. * @param name Define the name of the uniform as defined in the shader
  16977. * @param value Define the value to give to the uniform
  16978. * @return the texture itself allowing "fluent" like uniform updates
  16979. */
  16980. setFloats(name: string, value: number[]): ProceduralTexture;
  16981. /**
  16982. * Set a vec3 in the shader from a Color3.
  16983. * @param name Define the name of the uniform as defined in the shader
  16984. * @param value Define the value to give to the uniform
  16985. * @return the texture itself allowing "fluent" like uniform updates
  16986. */
  16987. setColor3(name: string, value: Color3): ProceduralTexture;
  16988. /**
  16989. * Set a vec4 in the shader from a Color4.
  16990. * @param name Define the name of the uniform as defined in the shader
  16991. * @param value Define the value to give to the uniform
  16992. * @return the texture itself allowing "fluent" like uniform updates
  16993. */
  16994. setColor4(name: string, value: Color4): ProceduralTexture;
  16995. /**
  16996. * Set a vec2 in the shader from a Vector2.
  16997. * @param name Define the name of the uniform as defined in the shader
  16998. * @param value Define the value to give to the uniform
  16999. * @return the texture itself allowing "fluent" like uniform updates
  17000. */
  17001. setVector2(name: string, value: Vector2): ProceduralTexture;
  17002. /**
  17003. * Set a vec3 in the shader from a Vector3.
  17004. * @param name Define the name of the uniform as defined in the shader
  17005. * @param value Define the value to give to the uniform
  17006. * @return the texture itself allowing "fluent" like uniform updates
  17007. */
  17008. setVector3(name: string, value: Vector3): ProceduralTexture;
  17009. /**
  17010. * Set a mat4 in the shader from a MAtrix.
  17011. * @param name Define the name of the uniform as defined in the shader
  17012. * @param value Define the value to give to the uniform
  17013. * @return the texture itself allowing "fluent" like uniform updates
  17014. */
  17015. setMatrix(name: string, value: Matrix): ProceduralTexture;
  17016. /**
  17017. * Render the texture to its associated render target.
  17018. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  17019. */
  17020. render(useCameraPostProcess?: boolean): void;
  17021. /**
  17022. * Clone the texture.
  17023. * @returns the cloned texture
  17024. */
  17025. clone(): ProceduralTexture;
  17026. /**
  17027. * Dispose the texture and release its asoociated resources.
  17028. */
  17029. dispose(): void;
  17030. }
  17031. }
  17032. declare module "babylonjs/Particles/baseParticleSystem" {
  17033. import { Nullable } from "babylonjs/types";
  17034. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  17035. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  17036. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  17037. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  17038. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  17039. import { Scene } from "babylonjs/scene";
  17040. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  17041. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  17042. import { Texture } from "babylonjs/Materials/Textures/texture";
  17043. import { Color4 } from "babylonjs/Maths/math.color";
  17044. import { Animation } from "babylonjs/Animations/animation";
  17045. /**
  17046. * This represents the base class for particle system in Babylon.
  17047. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17048. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17049. * @example https://doc.babylonjs.com/babylon101/particles
  17050. */
  17051. export class BaseParticleSystem {
  17052. /**
  17053. * Source color is added to the destination color without alpha affecting the result
  17054. */
  17055. static BLENDMODE_ONEONE: number;
  17056. /**
  17057. * Blend current color and particle color using particle’s alpha
  17058. */
  17059. static BLENDMODE_STANDARD: number;
  17060. /**
  17061. * Add current color and particle color multiplied by particle’s alpha
  17062. */
  17063. static BLENDMODE_ADD: number;
  17064. /**
  17065. * Multiply current color with particle color
  17066. */
  17067. static BLENDMODE_MULTIPLY: number;
  17068. /**
  17069. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  17070. */
  17071. static BLENDMODE_MULTIPLYADD: number;
  17072. /**
  17073. * List of animations used by the particle system.
  17074. */
  17075. animations: Animation[];
  17076. /**
  17077. * The id of the Particle system.
  17078. */
  17079. id: string;
  17080. /**
  17081. * The friendly name of the Particle system.
  17082. */
  17083. name: string;
  17084. /**
  17085. * The rendering group used by the Particle system to chose when to render.
  17086. */
  17087. renderingGroupId: number;
  17088. /**
  17089. * The emitter represents the Mesh or position we are attaching the particle system to.
  17090. */
  17091. emitter: Nullable<AbstractMesh | Vector3>;
  17092. /**
  17093. * The maximum number of particles to emit per frame
  17094. */
  17095. emitRate: number;
  17096. /**
  17097. * If you want to launch only a few particles at once, that can be done, as well.
  17098. */
  17099. manualEmitCount: number;
  17100. /**
  17101. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  17102. */
  17103. updateSpeed: number;
  17104. /**
  17105. * The amount of time the particle system is running (depends of the overall update speed).
  17106. */
  17107. targetStopDuration: number;
  17108. /**
  17109. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  17110. */
  17111. disposeOnStop: boolean;
  17112. /**
  17113. * Minimum power of emitting particles.
  17114. */
  17115. minEmitPower: number;
  17116. /**
  17117. * Maximum power of emitting particles.
  17118. */
  17119. maxEmitPower: number;
  17120. /**
  17121. * Minimum life time of emitting particles.
  17122. */
  17123. minLifeTime: number;
  17124. /**
  17125. * Maximum life time of emitting particles.
  17126. */
  17127. maxLifeTime: number;
  17128. /**
  17129. * Minimum Size of emitting particles.
  17130. */
  17131. minSize: number;
  17132. /**
  17133. * Maximum Size of emitting particles.
  17134. */
  17135. maxSize: number;
  17136. /**
  17137. * Minimum scale of emitting particles on X axis.
  17138. */
  17139. minScaleX: number;
  17140. /**
  17141. * Maximum scale of emitting particles on X axis.
  17142. */
  17143. maxScaleX: number;
  17144. /**
  17145. * Minimum scale of emitting particles on Y axis.
  17146. */
  17147. minScaleY: number;
  17148. /**
  17149. * Maximum scale of emitting particles on Y axis.
  17150. */
  17151. maxScaleY: number;
  17152. /**
  17153. * Gets or sets the minimal initial rotation in radians.
  17154. */
  17155. minInitialRotation: number;
  17156. /**
  17157. * Gets or sets the maximal initial rotation in radians.
  17158. */
  17159. maxInitialRotation: number;
  17160. /**
  17161. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  17162. */
  17163. minAngularSpeed: number;
  17164. /**
  17165. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  17166. */
  17167. maxAngularSpeed: number;
  17168. /**
  17169. * The texture used to render each particle. (this can be a spritesheet)
  17170. */
  17171. particleTexture: Nullable<Texture>;
  17172. /**
  17173. * The layer mask we are rendering the particles through.
  17174. */
  17175. layerMask: number;
  17176. /**
  17177. * This can help using your own shader to render the particle system.
  17178. * The according effect will be created
  17179. */
  17180. customShader: any;
  17181. /**
  17182. * By default particle system starts as soon as they are created. This prevents the
  17183. * automatic start to happen and let you decide when to start emitting particles.
  17184. */
  17185. preventAutoStart: boolean;
  17186. private _noiseTexture;
  17187. /**
  17188. * Gets or sets a texture used to add random noise to particle positions
  17189. */
  17190. noiseTexture: Nullable<ProceduralTexture>;
  17191. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  17192. noiseStrength: Vector3;
  17193. /**
  17194. * Callback triggered when the particle animation is ending.
  17195. */
  17196. onAnimationEnd: Nullable<() => void>;
  17197. /**
  17198. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  17199. */
  17200. blendMode: number;
  17201. /**
  17202. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  17203. * to override the particles.
  17204. */
  17205. forceDepthWrite: boolean;
  17206. /** Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0 */
  17207. preWarmCycles: number;
  17208. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  17209. preWarmStepOffset: number;
  17210. /**
  17211. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  17212. */
  17213. spriteCellChangeSpeed: number;
  17214. /**
  17215. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  17216. */
  17217. startSpriteCellID: number;
  17218. /**
  17219. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  17220. */
  17221. endSpriteCellID: number;
  17222. /**
  17223. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  17224. */
  17225. spriteCellWidth: number;
  17226. /**
  17227. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  17228. */
  17229. spriteCellHeight: number;
  17230. /**
  17231. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  17232. */
  17233. spriteRandomStartCell: boolean;
  17234. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  17235. translationPivot: Vector2;
  17236. /** @hidden */
  17237. protected _isAnimationSheetEnabled: boolean;
  17238. /**
  17239. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  17240. */
  17241. beginAnimationOnStart: boolean;
  17242. /**
  17243. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  17244. */
  17245. beginAnimationFrom: number;
  17246. /**
  17247. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  17248. */
  17249. beginAnimationTo: number;
  17250. /**
  17251. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  17252. */
  17253. beginAnimationLoop: boolean;
  17254. /**
  17255. * Gets or sets a world offset applied to all particles
  17256. */
  17257. worldOffset: Vector3;
  17258. /**
  17259. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  17260. */
  17261. isAnimationSheetEnabled: boolean;
  17262. /**
  17263. * Get hosting scene
  17264. * @returns the scene
  17265. */
  17266. getScene(): Scene;
  17267. /**
  17268. * You can use gravity if you want to give an orientation to your particles.
  17269. */
  17270. gravity: Vector3;
  17271. protected _colorGradients: Nullable<Array<ColorGradient>>;
  17272. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  17273. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  17274. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  17275. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  17276. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  17277. protected _dragGradients: Nullable<Array<FactorGradient>>;
  17278. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  17279. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  17280. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  17281. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  17282. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  17283. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  17284. /**
  17285. * Defines the delay in milliseconds before starting the system (0 by default)
  17286. */
  17287. startDelay: number;
  17288. /**
  17289. * Gets the current list of drag gradients.
  17290. * You must use addDragGradient and removeDragGradient to udpate this list
  17291. * @returns the list of drag gradients
  17292. */
  17293. getDragGradients(): Nullable<Array<FactorGradient>>;
  17294. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  17295. limitVelocityDamping: number;
  17296. /**
  17297. * Gets the current list of limit velocity gradients.
  17298. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  17299. * @returns the list of limit velocity gradients
  17300. */
  17301. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  17302. /**
  17303. * Gets the current list of color gradients.
  17304. * You must use addColorGradient and removeColorGradient to udpate this list
  17305. * @returns the list of color gradients
  17306. */
  17307. getColorGradients(): Nullable<Array<ColorGradient>>;
  17308. /**
  17309. * Gets the current list of size gradients.
  17310. * You must use addSizeGradient and removeSizeGradient to udpate this list
  17311. * @returns the list of size gradients
  17312. */
  17313. getSizeGradients(): Nullable<Array<FactorGradient>>;
  17314. /**
  17315. * Gets the current list of color remap gradients.
  17316. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  17317. * @returns the list of color remap gradients
  17318. */
  17319. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  17320. /**
  17321. * Gets the current list of alpha remap gradients.
  17322. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  17323. * @returns the list of alpha remap gradients
  17324. */
  17325. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  17326. /**
  17327. * Gets the current list of life time gradients.
  17328. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  17329. * @returns the list of life time gradients
  17330. */
  17331. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  17332. /**
  17333. * Gets the current list of angular speed gradients.
  17334. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  17335. * @returns the list of angular speed gradients
  17336. */
  17337. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  17338. /**
  17339. * Gets the current list of velocity gradients.
  17340. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  17341. * @returns the list of velocity gradients
  17342. */
  17343. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  17344. /**
  17345. * Gets the current list of start size gradients.
  17346. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  17347. * @returns the list of start size gradients
  17348. */
  17349. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  17350. /**
  17351. * Gets the current list of emit rate gradients.
  17352. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  17353. * @returns the list of emit rate gradients
  17354. */
  17355. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  17356. /**
  17357. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17358. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17359. */
  17360. direction1: Vector3;
  17361. /**
  17362. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17363. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17364. */
  17365. direction2: Vector3;
  17366. /**
  17367. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  17368. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17369. */
  17370. minEmitBox: Vector3;
  17371. /**
  17372. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  17373. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17374. */
  17375. maxEmitBox: Vector3;
  17376. /**
  17377. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17378. */
  17379. color1: Color4;
  17380. /**
  17381. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17382. */
  17383. color2: Color4;
  17384. /**
  17385. * Color the particle will have at the end of its lifetime
  17386. */
  17387. colorDead: Color4;
  17388. /**
  17389. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  17390. */
  17391. textureMask: Color4;
  17392. /**
  17393. * The particle emitter type defines the emitter used by the particle system.
  17394. * It can be for example box, sphere, or cone...
  17395. */
  17396. particleEmitterType: IParticleEmitterType;
  17397. /** @hidden */
  17398. _isSubEmitter: boolean;
  17399. /**
  17400. * Gets or sets the billboard mode to use when isBillboardBased = true.
  17401. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  17402. */
  17403. billboardMode: number;
  17404. protected _isBillboardBased: boolean;
  17405. /**
  17406. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  17407. */
  17408. isBillboardBased: boolean;
  17409. /**
  17410. * The scene the particle system belongs to.
  17411. */
  17412. protected _scene: Scene;
  17413. /**
  17414. * Local cache of defines for image processing.
  17415. */
  17416. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  17417. /**
  17418. * Default configuration related to image processing available in the standard Material.
  17419. */
  17420. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  17421. /**
  17422. * Gets the image processing configuration used either in this material.
  17423. */
  17424. /**
  17425. * Sets the Default image processing configuration used either in the this material.
  17426. *
  17427. * If sets to null, the scene one is in use.
  17428. */
  17429. imageProcessingConfiguration: ImageProcessingConfiguration;
  17430. /**
  17431. * Attaches a new image processing configuration to the Standard Material.
  17432. * @param configuration
  17433. */
  17434. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  17435. /** @hidden */
  17436. protected _reset(): void;
  17437. /** @hidden */
  17438. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  17439. /**
  17440. * Instantiates a particle system.
  17441. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17442. * @param name The name of the particle system
  17443. */
  17444. constructor(name: string);
  17445. /**
  17446. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  17447. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17448. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17449. * @returns the emitter
  17450. */
  17451. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  17452. /**
  17453. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  17454. * @param radius The radius of the hemisphere to emit from
  17455. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17456. * @returns the emitter
  17457. */
  17458. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  17459. /**
  17460. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  17461. * @param radius The radius of the sphere to emit from
  17462. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17463. * @returns the emitter
  17464. */
  17465. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  17466. /**
  17467. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  17468. * @param radius The radius of the sphere to emit from
  17469. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  17470. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  17471. * @returns the emitter
  17472. */
  17473. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  17474. /**
  17475. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  17476. * @param radius The radius of the emission cylinder
  17477. * @param height The height of the emission cylinder
  17478. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  17479. * @param directionRandomizer How much to randomize the particle direction [0-1]
  17480. * @returns the emitter
  17481. */
  17482. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17483. /**
  17484. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17485. * @param radius The radius of the cylinder to emit from
  17486. * @param height The height of the emission cylinder
  17487. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17488. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17489. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17490. * @returns the emitter
  17491. */
  17492. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17493. /**
  17494. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17495. * @param radius The radius of the cone to emit from
  17496. * @param angle The base angle of the cone
  17497. * @returns the emitter
  17498. */
  17499. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17500. /**
  17501. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17502. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17503. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17504. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17505. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17506. * @returns the emitter
  17507. */
  17508. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17509. }
  17510. }
  17511. declare module "babylonjs/Particles/subEmitter" {
  17512. import { Scene } from "babylonjs/scene";
  17513. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17514. /**
  17515. * Type of sub emitter
  17516. */
  17517. export enum SubEmitterType {
  17518. /**
  17519. * Attached to the particle over it's lifetime
  17520. */
  17521. ATTACHED = 0,
  17522. /**
  17523. * Created when the particle dies
  17524. */
  17525. END = 1
  17526. }
  17527. /**
  17528. * Sub emitter class used to emit particles from an existing particle
  17529. */
  17530. export class SubEmitter {
  17531. /**
  17532. * the particle system to be used by the sub emitter
  17533. */
  17534. particleSystem: ParticleSystem;
  17535. /**
  17536. * Type of the submitter (Default: END)
  17537. */
  17538. type: SubEmitterType;
  17539. /**
  17540. * If the particle should inherit the direction from the particle it's attached to. (+Y will face the direction the particle is moving) (Default: false)
  17541. * Note: This only is supported when using an emitter of type Mesh
  17542. */
  17543. inheritDirection: boolean;
  17544. /**
  17545. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17546. */
  17547. inheritedVelocityAmount: number;
  17548. /**
  17549. * Creates a sub emitter
  17550. * @param particleSystem the particle system to be used by the sub emitter
  17551. */
  17552. constructor(
  17553. /**
  17554. * the particle system to be used by the sub emitter
  17555. */
  17556. particleSystem: ParticleSystem);
  17557. /**
  17558. * Clones the sub emitter
  17559. * @returns the cloned sub emitter
  17560. */
  17561. clone(): SubEmitter;
  17562. /**
  17563. * Serialize current object to a JSON object
  17564. * @returns the serialized object
  17565. */
  17566. serialize(): any;
  17567. /** @hidden */
  17568. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17569. /**
  17570. * Creates a new SubEmitter from a serialized JSON version
  17571. * @param serializationObject defines the JSON object to read from
  17572. * @param scene defines the hosting scene
  17573. * @param rootUrl defines the rootUrl for data loading
  17574. * @returns a new SubEmitter
  17575. */
  17576. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17577. /** Release associated resources */
  17578. dispose(): void;
  17579. }
  17580. }
  17581. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17582. /** @hidden */
  17583. export var clipPlaneFragmentDeclaration: {
  17584. name: string;
  17585. shader: string;
  17586. };
  17587. }
  17588. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17589. /** @hidden */
  17590. export var imageProcessingDeclaration: {
  17591. name: string;
  17592. shader: string;
  17593. };
  17594. }
  17595. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17596. /** @hidden */
  17597. export var imageProcessingFunctions: {
  17598. name: string;
  17599. shader: string;
  17600. };
  17601. }
  17602. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17603. /** @hidden */
  17604. export var clipPlaneFragment: {
  17605. name: string;
  17606. shader: string;
  17607. };
  17608. }
  17609. declare module "babylonjs/Shaders/particles.fragment" {
  17610. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17611. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17612. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17613. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17614. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17615. /** @hidden */
  17616. export var particlesPixelShader: {
  17617. name: string;
  17618. shader: string;
  17619. };
  17620. }
  17621. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17622. /** @hidden */
  17623. export var clipPlaneVertexDeclaration: {
  17624. name: string;
  17625. shader: string;
  17626. };
  17627. }
  17628. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17629. /** @hidden */
  17630. export var clipPlaneVertex: {
  17631. name: string;
  17632. shader: string;
  17633. };
  17634. }
  17635. declare module "babylonjs/Shaders/particles.vertex" {
  17636. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17637. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17638. /** @hidden */
  17639. export var particlesVertexShader: {
  17640. name: string;
  17641. shader: string;
  17642. };
  17643. }
  17644. declare module "babylonjs/Particles/particleSystem" {
  17645. import { Nullable } from "babylonjs/types";
  17646. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17647. import { Observable } from "babylonjs/Misc/observable";
  17648. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17649. import { Effect } from "babylonjs/Materials/effect";
  17650. import { Scene, IDisposable } from "babylonjs/scene";
  17651. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17652. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17653. import { Particle } from "babylonjs/Particles/particle";
  17654. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17655. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17656. import "babylonjs/Shaders/particles.fragment";
  17657. import "babylonjs/Shaders/particles.vertex";
  17658. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17659. /**
  17660. * This represents a particle system in Babylon.
  17661. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17662. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17663. * @example https://doc.babylonjs.com/babylon101/particles
  17664. */
  17665. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17666. /**
  17667. * Billboard mode will only apply to Y axis
  17668. */
  17669. static readonly BILLBOARDMODE_Y: number;
  17670. /**
  17671. * Billboard mode will apply to all axes
  17672. */
  17673. static readonly BILLBOARDMODE_ALL: number;
  17674. /**
  17675. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17676. */
  17677. static readonly BILLBOARDMODE_STRETCHED: number;
  17678. /**
  17679. * This function can be defined to provide custom update for active particles.
  17680. * This function will be called instead of regular update (age, position, color, etc.).
  17681. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17682. */
  17683. updateFunction: (particles: Particle[]) => void;
  17684. private _emitterWorldMatrix;
  17685. /**
  17686. * This function can be defined to specify initial direction for every new particle.
  17687. * It by default use the emitterType defined function
  17688. */
  17689. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17690. /**
  17691. * This function can be defined to specify initial position for every new particle.
  17692. * It by default use the emitterType defined function
  17693. */
  17694. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17695. /**
  17696. * @hidden
  17697. */
  17698. _inheritedVelocityOffset: Vector3;
  17699. /**
  17700. * An event triggered when the system is disposed
  17701. */
  17702. onDisposeObservable: Observable<ParticleSystem>;
  17703. private _onDisposeObserver;
  17704. /**
  17705. * Sets a callback that will be triggered when the system is disposed
  17706. */
  17707. onDispose: () => void;
  17708. private _particles;
  17709. private _epsilon;
  17710. private _capacity;
  17711. private _stockParticles;
  17712. private _newPartsExcess;
  17713. private _vertexData;
  17714. private _vertexBuffer;
  17715. private _vertexBuffers;
  17716. private _spriteBuffer;
  17717. private _indexBuffer;
  17718. private _effect;
  17719. private _customEffect;
  17720. private _cachedDefines;
  17721. private _scaledColorStep;
  17722. private _colorDiff;
  17723. private _scaledDirection;
  17724. private _scaledGravity;
  17725. private _currentRenderId;
  17726. private _alive;
  17727. private _useInstancing;
  17728. private _started;
  17729. private _stopped;
  17730. private _actualFrame;
  17731. private _scaledUpdateSpeed;
  17732. private _vertexBufferSize;
  17733. /** @hidden */
  17734. _currentEmitRateGradient: Nullable<FactorGradient>;
  17735. /** @hidden */
  17736. _currentEmitRate1: number;
  17737. /** @hidden */
  17738. _currentEmitRate2: number;
  17739. /** @hidden */
  17740. _currentStartSizeGradient: Nullable<FactorGradient>;
  17741. /** @hidden */
  17742. _currentStartSize1: number;
  17743. /** @hidden */
  17744. _currentStartSize2: number;
  17745. private readonly _rawTextureWidth;
  17746. private _rampGradientsTexture;
  17747. private _useRampGradients;
  17748. /** Gets or sets a boolean indicating that ramp gradients must be used
  17749. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17750. */
  17751. useRampGradients: boolean;
  17752. /**
  17753. * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.
  17754. * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])
  17755. */
  17756. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17757. private _subEmitters;
  17758. /**
  17759. * @hidden
  17760. * If the particle systems emitter should be disposed when the particle system is disposed
  17761. */
  17762. _disposeEmitterOnDispose: boolean;
  17763. /**
  17764. * The current active Sub-systems, this property is used by the root particle system only.
  17765. */
  17766. activeSubSystems: Array<ParticleSystem>;
  17767. private _rootParticleSystem;
  17768. /**
  17769. * Gets the current list of active particles
  17770. */
  17771. readonly particles: Particle[];
  17772. /**
  17773. * Returns the string "ParticleSystem"
  17774. * @returns a string containing the class name
  17775. */
  17776. getClassName(): string;
  17777. /**
  17778. * Instantiates a particle system.
  17779. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17780. * @param name The name of the particle system
  17781. * @param capacity The max number of particles alive at the same time
  17782. * @param scene The scene the particle system belongs to
  17783. * @param customEffect a custom effect used to change the way particles are rendered by default
  17784. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17785. * @param epsilon Offset used to render the particles
  17786. */
  17787. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17788. private _addFactorGradient;
  17789. private _removeFactorGradient;
  17790. /**
  17791. * Adds a new life time gradient
  17792. * @param gradient defines the gradient to use (between 0 and 1)
  17793. * @param factor defines the life time factor to affect to the specified gradient
  17794. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17795. * @returns the current particle system
  17796. */
  17797. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17798. /**
  17799. * Remove a specific life time gradient
  17800. * @param gradient defines the gradient to remove
  17801. * @returns the current particle system
  17802. */
  17803. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17804. /**
  17805. * Adds a new size gradient
  17806. * @param gradient defines the gradient to use (between 0 and 1)
  17807. * @param factor defines the size factor to affect to the specified gradient
  17808. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17809. * @returns the current particle system
  17810. */
  17811. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17812. /**
  17813. * Remove a specific size gradient
  17814. * @param gradient defines the gradient to remove
  17815. * @returns the current particle system
  17816. */
  17817. removeSizeGradient(gradient: number): IParticleSystem;
  17818. /**
  17819. * Adds a new color remap gradient
  17820. * @param gradient defines the gradient to use (between 0 and 1)
  17821. * @param min defines the color remap minimal range
  17822. * @param max defines the color remap maximal range
  17823. * @returns the current particle system
  17824. */
  17825. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17826. /**
  17827. * Remove a specific color remap gradient
  17828. * @param gradient defines the gradient to remove
  17829. * @returns the current particle system
  17830. */
  17831. removeColorRemapGradient(gradient: number): IParticleSystem;
  17832. /**
  17833. * Adds a new alpha remap gradient
  17834. * @param gradient defines the gradient to use (between 0 and 1)
  17835. * @param min defines the alpha remap minimal range
  17836. * @param max defines the alpha remap maximal range
  17837. * @returns the current particle system
  17838. */
  17839. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17840. /**
  17841. * Remove a specific alpha remap gradient
  17842. * @param gradient defines the gradient to remove
  17843. * @returns the current particle system
  17844. */
  17845. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17846. /**
  17847. * Adds a new angular speed gradient
  17848. * @param gradient defines the gradient to use (between 0 and 1)
  17849. * @param factor defines the angular speed to affect to the specified gradient
  17850. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17851. * @returns the current particle system
  17852. */
  17853. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17854. /**
  17855. * Remove a specific angular speed gradient
  17856. * @param gradient defines the gradient to remove
  17857. * @returns the current particle system
  17858. */
  17859. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17860. /**
  17861. * Adds a new velocity gradient
  17862. * @param gradient defines the gradient to use (between 0 and 1)
  17863. * @param factor defines the velocity to affect to the specified gradient
  17864. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17865. * @returns the current particle system
  17866. */
  17867. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17868. /**
  17869. * Remove a specific velocity gradient
  17870. * @param gradient defines the gradient to remove
  17871. * @returns the current particle system
  17872. */
  17873. removeVelocityGradient(gradient: number): IParticleSystem;
  17874. /**
  17875. * Adds a new limit velocity gradient
  17876. * @param gradient defines the gradient to use (between 0 and 1)
  17877. * @param factor defines the limit velocity value to affect to the specified gradient
  17878. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17879. * @returns the current particle system
  17880. */
  17881. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17882. /**
  17883. * Remove a specific limit velocity gradient
  17884. * @param gradient defines the gradient to remove
  17885. * @returns the current particle system
  17886. */
  17887. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17888. /**
  17889. * Adds a new drag gradient
  17890. * @param gradient defines the gradient to use (between 0 and 1)
  17891. * @param factor defines the drag value to affect to the specified gradient
  17892. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17893. * @returns the current particle system
  17894. */
  17895. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17896. /**
  17897. * Remove a specific drag gradient
  17898. * @param gradient defines the gradient to remove
  17899. * @returns the current particle system
  17900. */
  17901. removeDragGradient(gradient: number): IParticleSystem;
  17902. /**
  17903. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17904. * @param gradient defines the gradient to use (between 0 and 1)
  17905. * @param factor defines the emit rate value to affect to the specified gradient
  17906. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17907. * @returns the current particle system
  17908. */
  17909. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17910. /**
  17911. * Remove a specific emit rate gradient
  17912. * @param gradient defines the gradient to remove
  17913. * @returns the current particle system
  17914. */
  17915. removeEmitRateGradient(gradient: number): IParticleSystem;
  17916. /**
  17917. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17918. * @param gradient defines the gradient to use (between 0 and 1)
  17919. * @param factor defines the start size value to affect to the specified gradient
  17920. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17921. * @returns the current particle system
  17922. */
  17923. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17924. /**
  17925. * Remove a specific start size gradient
  17926. * @param gradient defines the gradient to remove
  17927. * @returns the current particle system
  17928. */
  17929. removeStartSizeGradient(gradient: number): IParticleSystem;
  17930. private _createRampGradientTexture;
  17931. /**
  17932. * Gets the current list of ramp gradients.
  17933. * You must use addRampGradient and removeRampGradient to udpate this list
  17934. * @returns the list of ramp gradients
  17935. */
  17936. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17937. /**
  17938. * Adds a new ramp gradient used to remap particle colors
  17939. * @param gradient defines the gradient to use (between 0 and 1)
  17940. * @param color defines the color to affect to the specified gradient
  17941. * @returns the current particle system
  17942. */
  17943. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17944. /**
  17945. * Remove a specific ramp gradient
  17946. * @param gradient defines the gradient to remove
  17947. * @returns the current particle system
  17948. */
  17949. removeRampGradient(gradient: number): ParticleSystem;
  17950. /**
  17951. * Adds a new color gradient
  17952. * @param gradient defines the gradient to use (between 0 and 1)
  17953. * @param color1 defines the color to affect to the specified gradient
  17954. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17955. * @returns this particle system
  17956. */
  17957. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17958. /**
  17959. * Remove a specific color gradient
  17960. * @param gradient defines the gradient to remove
  17961. * @returns this particle system
  17962. */
  17963. removeColorGradient(gradient: number): IParticleSystem;
  17964. private _fetchR;
  17965. protected _reset(): void;
  17966. private _resetEffect;
  17967. private _createVertexBuffers;
  17968. private _createIndexBuffer;
  17969. /**
  17970. * Gets the maximum number of particles active at the same time.
  17971. * @returns The max number of active particles.
  17972. */
  17973. getCapacity(): number;
  17974. /**
  17975. * Gets whether there are still active particles in the system.
  17976. * @returns True if it is alive, otherwise false.
  17977. */
  17978. isAlive(): boolean;
  17979. /**
  17980. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17981. * @returns True if it has been started, otherwise false.
  17982. */
  17983. isStarted(): boolean;
  17984. private _prepareSubEmitterInternalArray;
  17985. /**
  17986. * Starts the particle system and begins to emit
  17987. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17988. */
  17989. start(delay?: number): void;
  17990. /**
  17991. * Stops the particle system.
  17992. * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. the default value is true.
  17993. */
  17994. stop(stopSubEmitters?: boolean): void;
  17995. /**
  17996. * Remove all active particles
  17997. */
  17998. reset(): void;
  17999. /**
  18000. * @hidden (for internal use only)
  18001. */
  18002. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  18003. /**
  18004. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  18005. * Its lifetime will start back at 0.
  18006. */
  18007. recycleParticle: (particle: Particle) => void;
  18008. private _stopSubEmitters;
  18009. private _createParticle;
  18010. private _removeFromRoot;
  18011. private _emitFromParticle;
  18012. private _update;
  18013. /** @hidden */
  18014. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  18015. /** @hidden */
  18016. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  18017. /** @hidden */
  18018. private _getEffect;
  18019. /**
  18020. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  18021. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  18022. */
  18023. animate(preWarmOnly?: boolean): void;
  18024. private _appendParticleVertices;
  18025. /**
  18026. * Rebuilds the particle system.
  18027. */
  18028. rebuild(): void;
  18029. /**
  18030. * Is this system ready to be used/rendered
  18031. * @return true if the system is ready
  18032. */
  18033. isReady(): boolean;
  18034. private _render;
  18035. /**
  18036. * Renders the particle system in its current state.
  18037. * @returns the current number of particles
  18038. */
  18039. render(): number;
  18040. /**
  18041. * Disposes the particle system and free the associated resources
  18042. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18043. */
  18044. dispose(disposeTexture?: boolean): void;
  18045. /**
  18046. * Clones the particle system.
  18047. * @param name The name of the cloned object
  18048. * @param newEmitter The new emitter to use
  18049. * @returns the cloned particle system
  18050. */
  18051. clone(name: string, newEmitter: any): ParticleSystem;
  18052. /**
  18053. * Serializes the particle system to a JSON object.
  18054. * @returns the JSON object
  18055. */
  18056. serialize(): any;
  18057. /** @hidden */
  18058. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  18059. /** @hidden */
  18060. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  18061. /**
  18062. * Parses a JSON object to create a particle system.
  18063. * @param parsedParticleSystem The JSON object to parse
  18064. * @param scene The scene to create the particle system in
  18065. * @param rootUrl The root url to use to load external dependencies like texture
  18066. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  18067. * @returns the Parsed particle system
  18068. */
  18069. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  18070. }
  18071. }
  18072. declare module "babylonjs/Particles/particle" {
  18073. import { Nullable } from "babylonjs/types";
  18074. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  18075. import { Color4 } from "babylonjs/Maths/math.color";
  18076. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  18077. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  18078. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  18079. /**
  18080. * A particle represents one of the element emitted by a particle system.
  18081. * This is mainly define by its coordinates, direction, velocity and age.
  18082. */
  18083. export class Particle {
  18084. /**
  18085. * The particle system the particle belongs to.
  18086. */
  18087. particleSystem: ParticleSystem;
  18088. private static _Count;
  18089. /**
  18090. * Unique ID of the particle
  18091. */
  18092. id: number;
  18093. /**
  18094. * The world position of the particle in the scene.
  18095. */
  18096. position: Vector3;
  18097. /**
  18098. * The world direction of the particle in the scene.
  18099. */
  18100. direction: Vector3;
  18101. /**
  18102. * The color of the particle.
  18103. */
  18104. color: Color4;
  18105. /**
  18106. * The color change of the particle per step.
  18107. */
  18108. colorStep: Color4;
  18109. /**
  18110. * Defines how long will the life of the particle be.
  18111. */
  18112. lifeTime: number;
  18113. /**
  18114. * The current age of the particle.
  18115. */
  18116. age: number;
  18117. /**
  18118. * The current size of the particle.
  18119. */
  18120. size: number;
  18121. /**
  18122. * The current scale of the particle.
  18123. */
  18124. scale: Vector2;
  18125. /**
  18126. * The current angle of the particle.
  18127. */
  18128. angle: number;
  18129. /**
  18130. * Defines how fast is the angle changing.
  18131. */
  18132. angularSpeed: number;
  18133. /**
  18134. * Defines the cell index used by the particle to be rendered from a sprite.
  18135. */
  18136. cellIndex: number;
  18137. /**
  18138. * The information required to support color remapping
  18139. */
  18140. remapData: Vector4;
  18141. /** @hidden */
  18142. _randomCellOffset?: number;
  18143. /** @hidden */
  18144. _initialDirection: Nullable<Vector3>;
  18145. /** @hidden */
  18146. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  18147. /** @hidden */
  18148. _initialStartSpriteCellID: number;
  18149. /** @hidden */
  18150. _initialEndSpriteCellID: number;
  18151. /** @hidden */
  18152. _currentColorGradient: Nullable<ColorGradient>;
  18153. /** @hidden */
  18154. _currentColor1: Color4;
  18155. /** @hidden */
  18156. _currentColor2: Color4;
  18157. /** @hidden */
  18158. _currentSizeGradient: Nullable<FactorGradient>;
  18159. /** @hidden */
  18160. _currentSize1: number;
  18161. /** @hidden */
  18162. _currentSize2: number;
  18163. /** @hidden */
  18164. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  18165. /** @hidden */
  18166. _currentAngularSpeed1: number;
  18167. /** @hidden */
  18168. _currentAngularSpeed2: number;
  18169. /** @hidden */
  18170. _currentVelocityGradient: Nullable<FactorGradient>;
  18171. /** @hidden */
  18172. _currentVelocity1: number;
  18173. /** @hidden */
  18174. _currentVelocity2: number;
  18175. /** @hidden */
  18176. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  18177. /** @hidden */
  18178. _currentLimitVelocity1: number;
  18179. /** @hidden */
  18180. _currentLimitVelocity2: number;
  18181. /** @hidden */
  18182. _currentDragGradient: Nullable<FactorGradient>;
  18183. /** @hidden */
  18184. _currentDrag1: number;
  18185. /** @hidden */
  18186. _currentDrag2: number;
  18187. /** @hidden */
  18188. _randomNoiseCoordinates1: Vector3;
  18189. /** @hidden */
  18190. _randomNoiseCoordinates2: Vector3;
  18191. /**
  18192. * Creates a new instance Particle
  18193. * @param particleSystem the particle system the particle belongs to
  18194. */
  18195. constructor(
  18196. /**
  18197. * The particle system the particle belongs to.
  18198. */
  18199. particleSystem: ParticleSystem);
  18200. private updateCellInfoFromSystem;
  18201. /**
  18202. * Defines how the sprite cell index is updated for the particle
  18203. */
  18204. updateCellIndex(): void;
  18205. /** @hidden */
  18206. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  18207. /** @hidden */
  18208. _inheritParticleInfoToSubEmitters(): void;
  18209. /** @hidden */
  18210. _reset(): void;
  18211. /**
  18212. * Copy the properties of particle to another one.
  18213. * @param other the particle to copy the information to.
  18214. */
  18215. copyTo(other: Particle): void;
  18216. }
  18217. }
  18218. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  18219. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18220. import { Effect } from "babylonjs/Materials/effect";
  18221. import { Particle } from "babylonjs/Particles/particle";
  18222. /**
  18223. * Particle emitter represents a volume emitting particles.
  18224. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  18225. */
  18226. export interface IParticleEmitterType {
  18227. /**
  18228. * Called by the particle System when the direction is computed for the created particle.
  18229. * @param worldMatrix is the world matrix of the particle system
  18230. * @param directionToUpdate is the direction vector to update with the result
  18231. * @param particle is the particle we are computed the direction for
  18232. */
  18233. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18234. /**
  18235. * Called by the particle System when the position is computed for the created particle.
  18236. * @param worldMatrix is the world matrix of the particle system
  18237. * @param positionToUpdate is the position vector to update with the result
  18238. * @param particle is the particle we are computed the position for
  18239. */
  18240. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18241. /**
  18242. * Clones the current emitter and returns a copy of it
  18243. * @returns the new emitter
  18244. */
  18245. clone(): IParticleEmitterType;
  18246. /**
  18247. * Called by the GPUParticleSystem to setup the update shader
  18248. * @param effect defines the update shader
  18249. */
  18250. applyToShader(effect: Effect): void;
  18251. /**
  18252. * Returns a string to use to update the GPU particles update shader
  18253. * @returns the effect defines string
  18254. */
  18255. getEffectDefines(): string;
  18256. /**
  18257. * Returns a string representing the class name
  18258. * @returns a string containing the class name
  18259. */
  18260. getClassName(): string;
  18261. /**
  18262. * Serializes the particle system to a JSON object.
  18263. * @returns the JSON object
  18264. */
  18265. serialize(): any;
  18266. /**
  18267. * Parse properties from a JSON object
  18268. * @param serializationObject defines the JSON object
  18269. */
  18270. parse(serializationObject: any): void;
  18271. }
  18272. }
  18273. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  18274. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18275. import { Effect } from "babylonjs/Materials/effect";
  18276. import { Particle } from "babylonjs/Particles/particle";
  18277. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18278. /**
  18279. * Particle emitter emitting particles from the inside of a box.
  18280. * It emits the particles randomly between 2 given directions.
  18281. */
  18282. export class BoxParticleEmitter implements IParticleEmitterType {
  18283. /**
  18284. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18285. */
  18286. direction1: Vector3;
  18287. /**
  18288. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18289. */
  18290. direction2: Vector3;
  18291. /**
  18292. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  18293. */
  18294. minEmitBox: Vector3;
  18295. /**
  18296. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  18297. */
  18298. maxEmitBox: Vector3;
  18299. /**
  18300. * Creates a new instance BoxParticleEmitter
  18301. */
  18302. constructor();
  18303. /**
  18304. * Called by the particle System when the direction is computed for the created particle.
  18305. * @param worldMatrix is the world matrix of the particle system
  18306. * @param directionToUpdate is the direction vector to update with the result
  18307. * @param particle is the particle we are computed the direction for
  18308. */
  18309. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18310. /**
  18311. * Called by the particle System when the position is computed for the created particle.
  18312. * @param worldMatrix is the world matrix of the particle system
  18313. * @param positionToUpdate is the position vector to update with the result
  18314. * @param particle is the particle we are computed the position for
  18315. */
  18316. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18317. /**
  18318. * Clones the current emitter and returns a copy of it
  18319. * @returns the new emitter
  18320. */
  18321. clone(): BoxParticleEmitter;
  18322. /**
  18323. * Called by the GPUParticleSystem to setup the update shader
  18324. * @param effect defines the update shader
  18325. */
  18326. applyToShader(effect: Effect): void;
  18327. /**
  18328. * Returns a string to use to update the GPU particles update shader
  18329. * @returns a string containng the defines string
  18330. */
  18331. getEffectDefines(): string;
  18332. /**
  18333. * Returns the string "BoxParticleEmitter"
  18334. * @returns a string containing the class name
  18335. */
  18336. getClassName(): string;
  18337. /**
  18338. * Serializes the particle system to a JSON object.
  18339. * @returns the JSON object
  18340. */
  18341. serialize(): any;
  18342. /**
  18343. * Parse properties from a JSON object
  18344. * @param serializationObject defines the JSON object
  18345. */
  18346. parse(serializationObject: any): void;
  18347. }
  18348. }
  18349. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  18350. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18351. import { Effect } from "babylonjs/Materials/effect";
  18352. import { Particle } from "babylonjs/Particles/particle";
  18353. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18354. /**
  18355. * Particle emitter emitting particles from the inside of a cone.
  18356. * It emits the particles alongside the cone volume from the base to the particle.
  18357. * The emission direction might be randomized.
  18358. */
  18359. export class ConeParticleEmitter implements IParticleEmitterType {
  18360. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18361. directionRandomizer: number;
  18362. private _radius;
  18363. private _angle;
  18364. private _height;
  18365. /**
  18366. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  18367. */
  18368. radiusRange: number;
  18369. /**
  18370. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  18371. */
  18372. heightRange: number;
  18373. /**
  18374. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  18375. */
  18376. emitFromSpawnPointOnly: boolean;
  18377. /**
  18378. * Gets or sets the radius of the emission cone
  18379. */
  18380. radius: number;
  18381. /**
  18382. * Gets or sets the angle of the emission cone
  18383. */
  18384. angle: number;
  18385. private _buildHeight;
  18386. /**
  18387. * Creates a new instance ConeParticleEmitter
  18388. * @param radius the radius of the emission cone (1 by default)
  18389. * @param angle the cone base angle (PI by default)
  18390. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  18391. */
  18392. constructor(radius?: number, angle?: number,
  18393. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18394. directionRandomizer?: number);
  18395. /**
  18396. * Called by the particle System when the direction is computed for the created particle.
  18397. * @param worldMatrix is the world matrix of the particle system
  18398. * @param directionToUpdate is the direction vector to update with the result
  18399. * @param particle is the particle we are computed the direction for
  18400. */
  18401. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18402. /**
  18403. * Called by the particle System when the position is computed for the created particle.
  18404. * @param worldMatrix is the world matrix of the particle system
  18405. * @param positionToUpdate is the position vector to update with the result
  18406. * @param particle is the particle we are computed the position for
  18407. */
  18408. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18409. /**
  18410. * Clones the current emitter and returns a copy of it
  18411. * @returns the new emitter
  18412. */
  18413. clone(): ConeParticleEmitter;
  18414. /**
  18415. * Called by the GPUParticleSystem to setup the update shader
  18416. * @param effect defines the update shader
  18417. */
  18418. applyToShader(effect: Effect): void;
  18419. /**
  18420. * Returns a string to use to update the GPU particles update shader
  18421. * @returns a string containng the defines string
  18422. */
  18423. getEffectDefines(): string;
  18424. /**
  18425. * Returns the string "ConeParticleEmitter"
  18426. * @returns a string containing the class name
  18427. */
  18428. getClassName(): string;
  18429. /**
  18430. * Serializes the particle system to a JSON object.
  18431. * @returns the JSON object
  18432. */
  18433. serialize(): any;
  18434. /**
  18435. * Parse properties from a JSON object
  18436. * @param serializationObject defines the JSON object
  18437. */
  18438. parse(serializationObject: any): void;
  18439. }
  18440. }
  18441. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  18442. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18443. import { Effect } from "babylonjs/Materials/effect";
  18444. import { Particle } from "babylonjs/Particles/particle";
  18445. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18446. /**
  18447. * Particle emitter emitting particles from the inside of a cylinder.
  18448. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  18449. */
  18450. export class CylinderParticleEmitter implements IParticleEmitterType {
  18451. /**
  18452. * The radius of the emission cylinder.
  18453. */
  18454. radius: number;
  18455. /**
  18456. * The height of the emission cylinder.
  18457. */
  18458. height: number;
  18459. /**
  18460. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18461. */
  18462. radiusRange: number;
  18463. /**
  18464. * How much to randomize the particle direction [0-1].
  18465. */
  18466. directionRandomizer: number;
  18467. /**
  18468. * Creates a new instance CylinderParticleEmitter
  18469. * @param radius the radius of the emission cylinder (1 by default)
  18470. * @param height the height of the emission cylinder (1 by default)
  18471. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18472. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18473. */
  18474. constructor(
  18475. /**
  18476. * The radius of the emission cylinder.
  18477. */
  18478. radius?: number,
  18479. /**
  18480. * The height of the emission cylinder.
  18481. */
  18482. height?: number,
  18483. /**
  18484. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18485. */
  18486. radiusRange?: number,
  18487. /**
  18488. * How much to randomize the particle direction [0-1].
  18489. */
  18490. directionRandomizer?: number);
  18491. /**
  18492. * Called by the particle System when the direction is computed for the created particle.
  18493. * @param worldMatrix is the world matrix of the particle system
  18494. * @param directionToUpdate is the direction vector to update with the result
  18495. * @param particle is the particle we are computed the direction for
  18496. */
  18497. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18498. /**
  18499. * Called by the particle System when the position is computed for the created particle.
  18500. * @param worldMatrix is the world matrix of the particle system
  18501. * @param positionToUpdate is the position vector to update with the result
  18502. * @param particle is the particle we are computed the position for
  18503. */
  18504. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18505. /**
  18506. * Clones the current emitter and returns a copy of it
  18507. * @returns the new emitter
  18508. */
  18509. clone(): CylinderParticleEmitter;
  18510. /**
  18511. * Called by the GPUParticleSystem to setup the update shader
  18512. * @param effect defines the update shader
  18513. */
  18514. applyToShader(effect: Effect): void;
  18515. /**
  18516. * Returns a string to use to update the GPU particles update shader
  18517. * @returns a string containng the defines string
  18518. */
  18519. getEffectDefines(): string;
  18520. /**
  18521. * Returns the string "CylinderParticleEmitter"
  18522. * @returns a string containing the class name
  18523. */
  18524. getClassName(): string;
  18525. /**
  18526. * Serializes the particle system to a JSON object.
  18527. * @returns the JSON object
  18528. */
  18529. serialize(): any;
  18530. /**
  18531. * Parse properties from a JSON object
  18532. * @param serializationObject defines the JSON object
  18533. */
  18534. parse(serializationObject: any): void;
  18535. }
  18536. /**
  18537. * Particle emitter emitting particles from the inside of a cylinder.
  18538. * It emits the particles randomly between two vectors.
  18539. */
  18540. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18541. /**
  18542. * The min limit of the emission direction.
  18543. */
  18544. direction1: Vector3;
  18545. /**
  18546. * The max limit of the emission direction.
  18547. */
  18548. direction2: Vector3;
  18549. /**
  18550. * Creates a new instance CylinderDirectedParticleEmitter
  18551. * @param radius the radius of the emission cylinder (1 by default)
  18552. * @param height the height of the emission cylinder (1 by default)
  18553. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18554. * @param direction1 the min limit of the emission direction (up vector by default)
  18555. * @param direction2 the max limit of the emission direction (up vector by default)
  18556. */
  18557. constructor(radius?: number, height?: number, radiusRange?: number,
  18558. /**
  18559. * The min limit of the emission direction.
  18560. */
  18561. direction1?: Vector3,
  18562. /**
  18563. * The max limit of the emission direction.
  18564. */
  18565. direction2?: Vector3);
  18566. /**
  18567. * Called by the particle System when the direction is computed for the created particle.
  18568. * @param worldMatrix is the world matrix of the particle system
  18569. * @param directionToUpdate is the direction vector to update with the result
  18570. * @param particle is the particle we are computed the direction for
  18571. */
  18572. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18573. /**
  18574. * Clones the current emitter and returns a copy of it
  18575. * @returns the new emitter
  18576. */
  18577. clone(): CylinderDirectedParticleEmitter;
  18578. /**
  18579. * Called by the GPUParticleSystem to setup the update shader
  18580. * @param effect defines the update shader
  18581. */
  18582. applyToShader(effect: Effect): void;
  18583. /**
  18584. * Returns a string to use to update the GPU particles update shader
  18585. * @returns a string containng the defines string
  18586. */
  18587. getEffectDefines(): string;
  18588. /**
  18589. * Returns the string "CylinderDirectedParticleEmitter"
  18590. * @returns a string containing the class name
  18591. */
  18592. getClassName(): string;
  18593. /**
  18594. * Serializes the particle system to a JSON object.
  18595. * @returns the JSON object
  18596. */
  18597. serialize(): any;
  18598. /**
  18599. * Parse properties from a JSON object
  18600. * @param serializationObject defines the JSON object
  18601. */
  18602. parse(serializationObject: any): void;
  18603. }
  18604. }
  18605. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18606. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18607. import { Effect } from "babylonjs/Materials/effect";
  18608. import { Particle } from "babylonjs/Particles/particle";
  18609. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18610. /**
  18611. * Particle emitter emitting particles from the inside of a hemisphere.
  18612. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18613. */
  18614. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18615. /**
  18616. * The radius of the emission hemisphere.
  18617. */
  18618. radius: number;
  18619. /**
  18620. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18621. */
  18622. radiusRange: number;
  18623. /**
  18624. * How much to randomize the particle direction [0-1].
  18625. */
  18626. directionRandomizer: number;
  18627. /**
  18628. * Creates a new instance HemisphericParticleEmitter
  18629. * @param radius the radius of the emission hemisphere (1 by default)
  18630. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18631. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18632. */
  18633. constructor(
  18634. /**
  18635. * The radius of the emission hemisphere.
  18636. */
  18637. radius?: number,
  18638. /**
  18639. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18640. */
  18641. radiusRange?: number,
  18642. /**
  18643. * How much to randomize the particle direction [0-1].
  18644. */
  18645. directionRandomizer?: number);
  18646. /**
  18647. * Called by the particle System when the direction is computed for the created particle.
  18648. * @param worldMatrix is the world matrix of the particle system
  18649. * @param directionToUpdate is the direction vector to update with the result
  18650. * @param particle is the particle we are computed the direction for
  18651. */
  18652. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18653. /**
  18654. * Called by the particle System when the position is computed for the created particle.
  18655. * @param worldMatrix is the world matrix of the particle system
  18656. * @param positionToUpdate is the position vector to update with the result
  18657. * @param particle is the particle we are computed the position for
  18658. */
  18659. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18660. /**
  18661. * Clones the current emitter and returns a copy of it
  18662. * @returns the new emitter
  18663. */
  18664. clone(): HemisphericParticleEmitter;
  18665. /**
  18666. * Called by the GPUParticleSystem to setup the update shader
  18667. * @param effect defines the update shader
  18668. */
  18669. applyToShader(effect: Effect): void;
  18670. /**
  18671. * Returns a string to use to update the GPU particles update shader
  18672. * @returns a string containng the defines string
  18673. */
  18674. getEffectDefines(): string;
  18675. /**
  18676. * Returns the string "HemisphericParticleEmitter"
  18677. * @returns a string containing the class name
  18678. */
  18679. getClassName(): string;
  18680. /**
  18681. * Serializes the particle system to a JSON object.
  18682. * @returns the JSON object
  18683. */
  18684. serialize(): any;
  18685. /**
  18686. * Parse properties from a JSON object
  18687. * @param serializationObject defines the JSON object
  18688. */
  18689. parse(serializationObject: any): void;
  18690. }
  18691. }
  18692. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18693. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18694. import { Effect } from "babylonjs/Materials/effect";
  18695. import { Particle } from "babylonjs/Particles/particle";
  18696. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18697. /**
  18698. * Particle emitter emitting particles from a point.
  18699. * It emits the particles randomly between 2 given directions.
  18700. */
  18701. export class PointParticleEmitter implements IParticleEmitterType {
  18702. /**
  18703. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18704. */
  18705. direction1: Vector3;
  18706. /**
  18707. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18708. */
  18709. direction2: Vector3;
  18710. /**
  18711. * Creates a new instance PointParticleEmitter
  18712. */
  18713. constructor();
  18714. /**
  18715. * Called by the particle System when the direction is computed for the created particle.
  18716. * @param worldMatrix is the world matrix of the particle system
  18717. * @param directionToUpdate is the direction vector to update with the result
  18718. * @param particle is the particle we are computed the direction for
  18719. */
  18720. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18721. /**
  18722. * Called by the particle System when the position is computed for the created particle.
  18723. * @param worldMatrix is the world matrix of the particle system
  18724. * @param positionToUpdate is the position vector to update with the result
  18725. * @param particle is the particle we are computed the position for
  18726. */
  18727. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18728. /**
  18729. * Clones the current emitter and returns a copy of it
  18730. * @returns the new emitter
  18731. */
  18732. clone(): PointParticleEmitter;
  18733. /**
  18734. * Called by the GPUParticleSystem to setup the update shader
  18735. * @param effect defines the update shader
  18736. */
  18737. applyToShader(effect: Effect): void;
  18738. /**
  18739. * Returns a string to use to update the GPU particles update shader
  18740. * @returns a string containng the defines string
  18741. */
  18742. getEffectDefines(): string;
  18743. /**
  18744. * Returns the string "PointParticleEmitter"
  18745. * @returns a string containing the class name
  18746. */
  18747. getClassName(): string;
  18748. /**
  18749. * Serializes the particle system to a JSON object.
  18750. * @returns the JSON object
  18751. */
  18752. serialize(): any;
  18753. /**
  18754. * Parse properties from a JSON object
  18755. * @param serializationObject defines the JSON object
  18756. */
  18757. parse(serializationObject: any): void;
  18758. }
  18759. }
  18760. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18761. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18762. import { Effect } from "babylonjs/Materials/effect";
  18763. import { Particle } from "babylonjs/Particles/particle";
  18764. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18765. /**
  18766. * Particle emitter emitting particles from the inside of a sphere.
  18767. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18768. */
  18769. export class SphereParticleEmitter implements IParticleEmitterType {
  18770. /**
  18771. * The radius of the emission sphere.
  18772. */
  18773. radius: number;
  18774. /**
  18775. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18776. */
  18777. radiusRange: number;
  18778. /**
  18779. * How much to randomize the particle direction [0-1].
  18780. */
  18781. directionRandomizer: number;
  18782. /**
  18783. * Creates a new instance SphereParticleEmitter
  18784. * @param radius the radius of the emission sphere (1 by default)
  18785. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18786. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18787. */
  18788. constructor(
  18789. /**
  18790. * The radius of the emission sphere.
  18791. */
  18792. radius?: number,
  18793. /**
  18794. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18795. */
  18796. radiusRange?: number,
  18797. /**
  18798. * How much to randomize the particle direction [0-1].
  18799. */
  18800. directionRandomizer?: number);
  18801. /**
  18802. * Called by the particle System when the direction is computed for the created particle.
  18803. * @param worldMatrix is the world matrix of the particle system
  18804. * @param directionToUpdate is the direction vector to update with the result
  18805. * @param particle is the particle we are computed the direction for
  18806. */
  18807. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18808. /**
  18809. * Called by the particle System when the position is computed for the created particle.
  18810. * @param worldMatrix is the world matrix of the particle system
  18811. * @param positionToUpdate is the position vector to update with the result
  18812. * @param particle is the particle we are computed the position for
  18813. */
  18814. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18815. /**
  18816. * Clones the current emitter and returns a copy of it
  18817. * @returns the new emitter
  18818. */
  18819. clone(): SphereParticleEmitter;
  18820. /**
  18821. * Called by the GPUParticleSystem to setup the update shader
  18822. * @param effect defines the update shader
  18823. */
  18824. applyToShader(effect: Effect): void;
  18825. /**
  18826. * Returns a string to use to update the GPU particles update shader
  18827. * @returns a string containng the defines string
  18828. */
  18829. getEffectDefines(): string;
  18830. /**
  18831. * Returns the string "SphereParticleEmitter"
  18832. * @returns a string containing the class name
  18833. */
  18834. getClassName(): string;
  18835. /**
  18836. * Serializes the particle system to a JSON object.
  18837. * @returns the JSON object
  18838. */
  18839. serialize(): any;
  18840. /**
  18841. * Parse properties from a JSON object
  18842. * @param serializationObject defines the JSON object
  18843. */
  18844. parse(serializationObject: any): void;
  18845. }
  18846. /**
  18847. * Particle emitter emitting particles from the inside of a sphere.
  18848. * It emits the particles randomly between two vectors.
  18849. */
  18850. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18851. /**
  18852. * The min limit of the emission direction.
  18853. */
  18854. direction1: Vector3;
  18855. /**
  18856. * The max limit of the emission direction.
  18857. */
  18858. direction2: Vector3;
  18859. /**
  18860. * Creates a new instance SphereDirectedParticleEmitter
  18861. * @param radius the radius of the emission sphere (1 by default)
  18862. * @param direction1 the min limit of the emission direction (up vector by default)
  18863. * @param direction2 the max limit of the emission direction (up vector by default)
  18864. */
  18865. constructor(radius?: number,
  18866. /**
  18867. * The min limit of the emission direction.
  18868. */
  18869. direction1?: Vector3,
  18870. /**
  18871. * The max limit of the emission direction.
  18872. */
  18873. direction2?: Vector3);
  18874. /**
  18875. * Called by the particle System when the direction is computed for the created particle.
  18876. * @param worldMatrix is the world matrix of the particle system
  18877. * @param directionToUpdate is the direction vector to update with the result
  18878. * @param particle is the particle we are computed the direction for
  18879. */
  18880. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18881. /**
  18882. * Clones the current emitter and returns a copy of it
  18883. * @returns the new emitter
  18884. */
  18885. clone(): SphereDirectedParticleEmitter;
  18886. /**
  18887. * Called by the GPUParticleSystem to setup the update shader
  18888. * @param effect defines the update shader
  18889. */
  18890. applyToShader(effect: Effect): void;
  18891. /**
  18892. * Returns a string to use to update the GPU particles update shader
  18893. * @returns a string containng the defines string
  18894. */
  18895. getEffectDefines(): string;
  18896. /**
  18897. * Returns the string "SphereDirectedParticleEmitter"
  18898. * @returns a string containing the class name
  18899. */
  18900. getClassName(): string;
  18901. /**
  18902. * Serializes the particle system to a JSON object.
  18903. * @returns the JSON object
  18904. */
  18905. serialize(): any;
  18906. /**
  18907. * Parse properties from a JSON object
  18908. * @param serializationObject defines the JSON object
  18909. */
  18910. parse(serializationObject: any): void;
  18911. }
  18912. }
  18913. declare module "babylonjs/Particles/EmitterTypes/index" {
  18914. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18915. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18916. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18917. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18918. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18919. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18920. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18921. }
  18922. declare module "babylonjs/Particles/IParticleSystem" {
  18923. import { Nullable } from "babylonjs/types";
  18924. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18925. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18926. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18927. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18928. import { Texture } from "babylonjs/Materials/Textures/texture";
  18929. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18930. import { Scene } from "babylonjs/scene";
  18931. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18932. import { Animation } from "babylonjs/Animations/animation";
  18933. /**
  18934. * Interface representing a particle system in Babylon.js.
  18935. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18936. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18937. */
  18938. export interface IParticleSystem {
  18939. /**
  18940. * List of animations used by the particle system.
  18941. */
  18942. animations: Animation[];
  18943. /**
  18944. * The id of the Particle system.
  18945. */
  18946. id: string;
  18947. /**
  18948. * The name of the Particle system.
  18949. */
  18950. name: string;
  18951. /**
  18952. * The emitter represents the Mesh or position we are attaching the particle system to.
  18953. */
  18954. emitter: Nullable<AbstractMesh | Vector3>;
  18955. /**
  18956. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18957. */
  18958. isBillboardBased: boolean;
  18959. /**
  18960. * The rendering group used by the Particle system to chose when to render.
  18961. */
  18962. renderingGroupId: number;
  18963. /**
  18964. * The layer mask we are rendering the particles through.
  18965. */
  18966. layerMask: number;
  18967. /**
  18968. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18969. */
  18970. updateSpeed: number;
  18971. /**
  18972. * The amount of time the particle system is running (depends of the overall update speed).
  18973. */
  18974. targetStopDuration: number;
  18975. /**
  18976. * The texture used to render each particle. (this can be a spritesheet)
  18977. */
  18978. particleTexture: Nullable<Texture>;
  18979. /**
  18980. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18981. */
  18982. blendMode: number;
  18983. /**
  18984. * Minimum life time of emitting particles.
  18985. */
  18986. minLifeTime: number;
  18987. /**
  18988. * Maximum life time of emitting particles.
  18989. */
  18990. maxLifeTime: number;
  18991. /**
  18992. * Minimum Size of emitting particles.
  18993. */
  18994. minSize: number;
  18995. /**
  18996. * Maximum Size of emitting particles.
  18997. */
  18998. maxSize: number;
  18999. /**
  19000. * Minimum scale of emitting particles on X axis.
  19001. */
  19002. minScaleX: number;
  19003. /**
  19004. * Maximum scale of emitting particles on X axis.
  19005. */
  19006. maxScaleX: number;
  19007. /**
  19008. * Minimum scale of emitting particles on Y axis.
  19009. */
  19010. minScaleY: number;
  19011. /**
  19012. * Maximum scale of emitting particles on Y axis.
  19013. */
  19014. maxScaleY: number;
  19015. /**
  19016. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  19017. */
  19018. color1: Color4;
  19019. /**
  19020. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  19021. */
  19022. color2: Color4;
  19023. /**
  19024. * Color the particle will have at the end of its lifetime.
  19025. */
  19026. colorDead: Color4;
  19027. /**
  19028. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  19029. */
  19030. emitRate: number;
  19031. /**
  19032. * You can use gravity if you want to give an orientation to your particles.
  19033. */
  19034. gravity: Vector3;
  19035. /**
  19036. * Minimum power of emitting particles.
  19037. */
  19038. minEmitPower: number;
  19039. /**
  19040. * Maximum power of emitting particles.
  19041. */
  19042. maxEmitPower: number;
  19043. /**
  19044. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  19045. */
  19046. minAngularSpeed: number;
  19047. /**
  19048. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  19049. */
  19050. maxAngularSpeed: number;
  19051. /**
  19052. * Gets or sets the minimal initial rotation in radians.
  19053. */
  19054. minInitialRotation: number;
  19055. /**
  19056. * Gets or sets the maximal initial rotation in radians.
  19057. */
  19058. maxInitialRotation: number;
  19059. /**
  19060. * The particle emitter type defines the emitter used by the particle system.
  19061. * It can be for example box, sphere, or cone...
  19062. */
  19063. particleEmitterType: Nullable<IParticleEmitterType>;
  19064. /**
  19065. * Defines the delay in milliseconds before starting the system (0 by default)
  19066. */
  19067. startDelay: number;
  19068. /**
  19069. * Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0
  19070. */
  19071. preWarmCycles: number;
  19072. /**
  19073. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  19074. */
  19075. preWarmStepOffset: number;
  19076. /**
  19077. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  19078. */
  19079. spriteCellChangeSpeed: number;
  19080. /**
  19081. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  19082. */
  19083. startSpriteCellID: number;
  19084. /**
  19085. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  19086. */
  19087. endSpriteCellID: number;
  19088. /**
  19089. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  19090. */
  19091. spriteCellWidth: number;
  19092. /**
  19093. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  19094. */
  19095. spriteCellHeight: number;
  19096. /**
  19097. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  19098. */
  19099. spriteRandomStartCell: boolean;
  19100. /**
  19101. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  19102. */
  19103. isAnimationSheetEnabled: boolean;
  19104. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  19105. translationPivot: Vector2;
  19106. /**
  19107. * Gets or sets a texture used to add random noise to particle positions
  19108. */
  19109. noiseTexture: Nullable<BaseTexture>;
  19110. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  19111. noiseStrength: Vector3;
  19112. /**
  19113. * Gets or sets the billboard mode to use when isBillboardBased = true.
  19114. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  19115. */
  19116. billboardMode: number;
  19117. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  19118. limitVelocityDamping: number;
  19119. /**
  19120. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  19121. */
  19122. beginAnimationOnStart: boolean;
  19123. /**
  19124. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  19125. */
  19126. beginAnimationFrom: number;
  19127. /**
  19128. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  19129. */
  19130. beginAnimationTo: number;
  19131. /**
  19132. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  19133. */
  19134. beginAnimationLoop: boolean;
  19135. /**
  19136. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  19137. */
  19138. disposeOnStop: boolean;
  19139. /**
  19140. * Gets the maximum number of particles active at the same time.
  19141. * @returns The max number of active particles.
  19142. */
  19143. getCapacity(): number;
  19144. /**
  19145. * Gets if the system has been started. (Note: this will still be true after stop is called)
  19146. * @returns True if it has been started, otherwise false.
  19147. */
  19148. isStarted(): boolean;
  19149. /**
  19150. * Animates the particle system for this frame.
  19151. */
  19152. animate(): void;
  19153. /**
  19154. * Renders the particle system in its current state.
  19155. * @returns the current number of particles
  19156. */
  19157. render(): number;
  19158. /**
  19159. * Dispose the particle system and frees its associated resources.
  19160. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  19161. */
  19162. dispose(disposeTexture?: boolean): void;
  19163. /**
  19164. * Clones the particle system.
  19165. * @param name The name of the cloned object
  19166. * @param newEmitter The new emitter to use
  19167. * @returns the cloned particle system
  19168. */
  19169. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  19170. /**
  19171. * Serializes the particle system to a JSON object.
  19172. * @returns the JSON object
  19173. */
  19174. serialize(): any;
  19175. /**
  19176. * Rebuild the particle system
  19177. */
  19178. rebuild(): void;
  19179. /**
  19180. * Starts the particle system and begins to emit
  19181. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  19182. */
  19183. start(delay?: number): void;
  19184. /**
  19185. * Stops the particle system.
  19186. */
  19187. stop(): void;
  19188. /**
  19189. * Remove all active particles
  19190. */
  19191. reset(): void;
  19192. /**
  19193. * Is this system ready to be used/rendered
  19194. * @return true if the system is ready
  19195. */
  19196. isReady(): boolean;
  19197. /**
  19198. * Adds a new color gradient
  19199. * @param gradient defines the gradient to use (between 0 and 1)
  19200. * @param color1 defines the color to affect to the specified gradient
  19201. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  19202. * @returns the current particle system
  19203. */
  19204. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  19205. /**
  19206. * Remove a specific color gradient
  19207. * @param gradient defines the gradient to remove
  19208. * @returns the current particle system
  19209. */
  19210. removeColorGradient(gradient: number): IParticleSystem;
  19211. /**
  19212. * Adds a new size gradient
  19213. * @param gradient defines the gradient to use (between 0 and 1)
  19214. * @param factor defines the size factor to affect to the specified gradient
  19215. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19216. * @returns the current particle system
  19217. */
  19218. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19219. /**
  19220. * Remove a specific size gradient
  19221. * @param gradient defines the gradient to remove
  19222. * @returns the current particle system
  19223. */
  19224. removeSizeGradient(gradient: number): IParticleSystem;
  19225. /**
  19226. * Gets the current list of color gradients.
  19227. * You must use addColorGradient and removeColorGradient to udpate this list
  19228. * @returns the list of color gradients
  19229. */
  19230. getColorGradients(): Nullable<Array<ColorGradient>>;
  19231. /**
  19232. * Gets the current list of size gradients.
  19233. * You must use addSizeGradient and removeSizeGradient to udpate this list
  19234. * @returns the list of size gradients
  19235. */
  19236. getSizeGradients(): Nullable<Array<FactorGradient>>;
  19237. /**
  19238. * Gets the current list of angular speed gradients.
  19239. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  19240. * @returns the list of angular speed gradients
  19241. */
  19242. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  19243. /**
  19244. * Adds a new angular speed gradient
  19245. * @param gradient defines the gradient to use (between 0 and 1)
  19246. * @param factor defines the angular speed to affect to the specified gradient
  19247. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19248. * @returns the current particle system
  19249. */
  19250. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19251. /**
  19252. * Remove a specific angular speed gradient
  19253. * @param gradient defines the gradient to remove
  19254. * @returns the current particle system
  19255. */
  19256. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  19257. /**
  19258. * Gets the current list of velocity gradients.
  19259. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  19260. * @returns the list of velocity gradients
  19261. */
  19262. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  19263. /**
  19264. * Adds a new velocity gradient
  19265. * @param gradient defines the gradient to use (between 0 and 1)
  19266. * @param factor defines the velocity to affect to the specified gradient
  19267. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19268. * @returns the current particle system
  19269. */
  19270. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19271. /**
  19272. * Remove a specific velocity gradient
  19273. * @param gradient defines the gradient to remove
  19274. * @returns the current particle system
  19275. */
  19276. removeVelocityGradient(gradient: number): IParticleSystem;
  19277. /**
  19278. * Gets the current list of limit velocity gradients.
  19279. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  19280. * @returns the list of limit velocity gradients
  19281. */
  19282. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  19283. /**
  19284. * Adds a new limit velocity gradient
  19285. * @param gradient defines the gradient to use (between 0 and 1)
  19286. * @param factor defines the limit velocity to affect to the specified gradient
  19287. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19288. * @returns the current particle system
  19289. */
  19290. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19291. /**
  19292. * Remove a specific limit velocity gradient
  19293. * @param gradient defines the gradient to remove
  19294. * @returns the current particle system
  19295. */
  19296. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  19297. /**
  19298. * Adds a new drag gradient
  19299. * @param gradient defines the gradient to use (between 0 and 1)
  19300. * @param factor defines the drag to affect to the specified gradient
  19301. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19302. * @returns the current particle system
  19303. */
  19304. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19305. /**
  19306. * Remove a specific drag gradient
  19307. * @param gradient defines the gradient to remove
  19308. * @returns the current particle system
  19309. */
  19310. removeDragGradient(gradient: number): IParticleSystem;
  19311. /**
  19312. * Gets the current list of drag gradients.
  19313. * You must use addDragGradient and removeDragGradient to udpate this list
  19314. * @returns the list of drag gradients
  19315. */
  19316. getDragGradients(): Nullable<Array<FactorGradient>>;
  19317. /**
  19318. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  19319. * @param gradient defines the gradient to use (between 0 and 1)
  19320. * @param factor defines the emit rate to affect to the specified gradient
  19321. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19322. * @returns the current particle system
  19323. */
  19324. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19325. /**
  19326. * Remove a specific emit rate gradient
  19327. * @param gradient defines the gradient to remove
  19328. * @returns the current particle system
  19329. */
  19330. removeEmitRateGradient(gradient: number): IParticleSystem;
  19331. /**
  19332. * Gets the current list of emit rate gradients.
  19333. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  19334. * @returns the list of emit rate gradients
  19335. */
  19336. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  19337. /**
  19338. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  19339. * @param gradient defines the gradient to use (between 0 and 1)
  19340. * @param factor defines the start size to affect to the specified gradient
  19341. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19342. * @returns the current particle system
  19343. */
  19344. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19345. /**
  19346. * Remove a specific start size gradient
  19347. * @param gradient defines the gradient to remove
  19348. * @returns the current particle system
  19349. */
  19350. removeStartSizeGradient(gradient: number): IParticleSystem;
  19351. /**
  19352. * Gets the current list of start size gradients.
  19353. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  19354. * @returns the list of start size gradients
  19355. */
  19356. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  19357. /**
  19358. * Adds a new life time gradient
  19359. * @param gradient defines the gradient to use (between 0 and 1)
  19360. * @param factor defines the life time factor to affect to the specified gradient
  19361. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19362. * @returns the current particle system
  19363. */
  19364. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19365. /**
  19366. * Remove a specific life time gradient
  19367. * @param gradient defines the gradient to remove
  19368. * @returns the current particle system
  19369. */
  19370. removeLifeTimeGradient(gradient: number): IParticleSystem;
  19371. /**
  19372. * Gets the current list of life time gradients.
  19373. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  19374. * @returns the list of life time gradients
  19375. */
  19376. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  19377. /**
  19378. * Gets the current list of color gradients.
  19379. * You must use addColorGradient and removeColorGradient to udpate this list
  19380. * @returns the list of color gradients
  19381. */
  19382. getColorGradients(): Nullable<Array<ColorGradient>>;
  19383. /**
  19384. * Adds a new ramp gradient used to remap particle colors
  19385. * @param gradient defines the gradient to use (between 0 and 1)
  19386. * @param color defines the color to affect to the specified gradient
  19387. * @returns the current particle system
  19388. */
  19389. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  19390. /**
  19391. * Gets the current list of ramp gradients.
  19392. * You must use addRampGradient and removeRampGradient to udpate this list
  19393. * @returns the list of ramp gradients
  19394. */
  19395. getRampGradients(): Nullable<Array<Color3Gradient>>;
  19396. /** Gets or sets a boolean indicating that ramp gradients must be used
  19397. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  19398. */
  19399. useRampGradients: boolean;
  19400. /**
  19401. * Adds a new color remap gradient
  19402. * @param gradient defines the gradient to use (between 0 and 1)
  19403. * @param min defines the color remap minimal range
  19404. * @param max defines the color remap maximal range
  19405. * @returns the current particle system
  19406. */
  19407. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19408. /**
  19409. * Gets the current list of color remap gradients.
  19410. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  19411. * @returns the list of color remap gradients
  19412. */
  19413. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  19414. /**
  19415. * Adds a new alpha remap gradient
  19416. * @param gradient defines the gradient to use (between 0 and 1)
  19417. * @param min defines the alpha remap minimal range
  19418. * @param max defines the alpha remap maximal range
  19419. * @returns the current particle system
  19420. */
  19421. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19422. /**
  19423. * Gets the current list of alpha remap gradients.
  19424. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  19425. * @returns the list of alpha remap gradients
  19426. */
  19427. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  19428. /**
  19429. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  19430. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19431. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19432. * @returns the emitter
  19433. */
  19434. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  19435. /**
  19436. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  19437. * @param radius The radius of the hemisphere to emit from
  19438. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19439. * @returns the emitter
  19440. */
  19441. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  19442. /**
  19443. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  19444. * @param radius The radius of the sphere to emit from
  19445. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19446. * @returns the emitter
  19447. */
  19448. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  19449. /**
  19450. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  19451. * @param radius The radius of the sphere to emit from
  19452. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  19453. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  19454. * @returns the emitter
  19455. */
  19456. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19457. /**
  19458. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  19459. * @param radius The radius of the emission cylinder
  19460. * @param height The height of the emission cylinder
  19461. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  19462. * @param directionRandomizer How much to randomize the particle direction [0-1]
  19463. * @returns the emitter
  19464. */
  19465. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  19466. /**
  19467. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  19468. * @param radius The radius of the cylinder to emit from
  19469. * @param height The height of the emission cylinder
  19470. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  19471. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  19472. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  19473. * @returns the emitter
  19474. */
  19475. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19476. /**
  19477. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  19478. * @param radius The radius of the cone to emit from
  19479. * @param angle The base angle of the cone
  19480. * @returns the emitter
  19481. */
  19482. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19483. /**
  19484. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19485. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19486. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19487. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19488. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19489. * @returns the emitter
  19490. */
  19491. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19492. /**
  19493. * Get hosting scene
  19494. * @returns the scene
  19495. */
  19496. getScene(): Scene;
  19497. }
  19498. }
  19499. declare module "babylonjs/Meshes/instancedMesh" {
  19500. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19501. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19502. import { Camera } from "babylonjs/Cameras/camera";
  19503. import { Node } from "babylonjs/node";
  19504. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19505. import { Mesh } from "babylonjs/Meshes/mesh";
  19506. import { Material } from "babylonjs/Materials/material";
  19507. import { Skeleton } from "babylonjs/Bones/skeleton";
  19508. import { Light } from "babylonjs/Lights/light";
  19509. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19510. /**
  19511. * Creates an instance based on a source mesh.
  19512. */
  19513. export class InstancedMesh extends AbstractMesh {
  19514. private _sourceMesh;
  19515. private _currentLOD;
  19516. /** @hidden */
  19517. _indexInSourceMeshInstanceArray: number;
  19518. constructor(name: string, source: Mesh);
  19519. /**
  19520. * Returns the string "InstancedMesh".
  19521. */
  19522. getClassName(): string;
  19523. /** Gets the list of lights affecting that mesh */
  19524. readonly lightSources: Light[];
  19525. _resyncLightSources(): void;
  19526. _resyncLighSource(light: Light): void;
  19527. _removeLightSource(light: Light, dispose: boolean): void;
  19528. /**
  19529. * If the source mesh receives shadows
  19530. */
  19531. readonly receiveShadows: boolean;
  19532. /**
  19533. * The material of the source mesh
  19534. */
  19535. readonly material: Nullable<Material>;
  19536. /**
  19537. * Visibility of the source mesh
  19538. */
  19539. readonly visibility: number;
  19540. /**
  19541. * Skeleton of the source mesh
  19542. */
  19543. readonly skeleton: Nullable<Skeleton>;
  19544. /**
  19545. * Rendering ground id of the source mesh
  19546. */
  19547. renderingGroupId: number;
  19548. /**
  19549. * Returns the total number of vertices (integer).
  19550. */
  19551. getTotalVertices(): number;
  19552. /**
  19553. * Returns a positive integer : the total number of indices in this mesh geometry.
  19554. * @returns the numner of indices or zero if the mesh has no geometry.
  19555. */
  19556. getTotalIndices(): number;
  19557. /**
  19558. * The source mesh of the instance
  19559. */
  19560. readonly sourceMesh: Mesh;
  19561. /**
  19562. * Is this node ready to be used/rendered
  19563. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19564. * @return {boolean} is it ready
  19565. */
  19566. isReady(completeCheck?: boolean): boolean;
  19567. /**
  19568. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19569. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19570. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  19571. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19572. */
  19573. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19574. /**
  19575. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19576. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19577. * The `data` are either a numeric array either a Float32Array.
  19578. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19579. * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).
  19580. * Note that a new underlying VertexBuffer object is created each call.
  19581. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19582. *
  19583. * Possible `kind` values :
  19584. * - VertexBuffer.PositionKind
  19585. * - VertexBuffer.UVKind
  19586. * - VertexBuffer.UV2Kind
  19587. * - VertexBuffer.UV3Kind
  19588. * - VertexBuffer.UV4Kind
  19589. * - VertexBuffer.UV5Kind
  19590. * - VertexBuffer.UV6Kind
  19591. * - VertexBuffer.ColorKind
  19592. * - VertexBuffer.MatricesIndicesKind
  19593. * - VertexBuffer.MatricesIndicesExtraKind
  19594. * - VertexBuffer.MatricesWeightsKind
  19595. * - VertexBuffer.MatricesWeightsExtraKind
  19596. *
  19597. * Returns the Mesh.
  19598. */
  19599. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  19600. /**
  19601. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19602. * If the mesh has no geometry, it is simply returned as it is.
  19603. * The `data` are either a numeric array either a Float32Array.
  19604. * No new underlying VertexBuffer object is created.
  19605. * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19606. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19607. *
  19608. * Possible `kind` values :
  19609. * - VertexBuffer.PositionKind
  19610. * - VertexBuffer.UVKind
  19611. * - VertexBuffer.UV2Kind
  19612. * - VertexBuffer.UV3Kind
  19613. * - VertexBuffer.UV4Kind
  19614. * - VertexBuffer.UV5Kind
  19615. * - VertexBuffer.UV6Kind
  19616. * - VertexBuffer.ColorKind
  19617. * - VertexBuffer.MatricesIndicesKind
  19618. * - VertexBuffer.MatricesIndicesExtraKind
  19619. * - VertexBuffer.MatricesWeightsKind
  19620. * - VertexBuffer.MatricesWeightsExtraKind
  19621. *
  19622. * Returns the Mesh.
  19623. */
  19624. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19625. /**
  19626. * Sets the mesh indices.
  19627. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19628. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19629. * This method creates a new index buffer each call.
  19630. * Returns the Mesh.
  19631. */
  19632. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19633. /**
  19634. * Boolean : True if the mesh owns the requested kind of data.
  19635. */
  19636. isVerticesDataPresent(kind: string): boolean;
  19637. /**
  19638. * Returns an array of indices (IndicesArray).
  19639. */
  19640. getIndices(): Nullable<IndicesArray>;
  19641. readonly _positions: Nullable<Vector3[]>;
  19642. /**
  19643. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19644. * This means the mesh underlying bounding box and sphere are recomputed.
  19645. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19646. * @returns the current mesh
  19647. */
  19648. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19649. /** @hidden */
  19650. _preActivate(): InstancedMesh;
  19651. /** @hidden */
  19652. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19653. /** @hidden */
  19654. _postActivate(): void;
  19655. getWorldMatrix(): Matrix;
  19656. readonly isAnInstance: boolean;
  19657. /**
  19658. * Returns the current associated LOD AbstractMesh.
  19659. */
  19660. getLOD(camera: Camera): AbstractMesh;
  19661. /** @hidden */
  19662. _syncSubMeshes(): InstancedMesh;
  19663. /** @hidden */
  19664. _generatePointsArray(): boolean;
  19665. /**
  19666. * Creates a new InstancedMesh from the current mesh.
  19667. * - name (string) : the cloned mesh name
  19668. * - newParent (optional Node) : the optional Node to parent the clone to.
  19669. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19670. *
  19671. * Returns the clone.
  19672. */
  19673. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19674. /**
  19675. * Disposes the InstancedMesh.
  19676. * Returns nothing.
  19677. */
  19678. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19679. }
  19680. module "babylonjs/Meshes/mesh" {
  19681. interface Mesh {
  19682. /**
  19683. * Register a custom buffer that will be instanced
  19684. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19685. * @param kind defines the buffer kind
  19686. * @param stride defines the stride in floats
  19687. */
  19688. registerInstancedBuffer(kind: string, stride: number): void;
  19689. /** @hidden */
  19690. _userInstancedBuffersStorage: {
  19691. data: {
  19692. [key: string]: Float32Array;
  19693. };
  19694. sizes: {
  19695. [key: string]: number;
  19696. };
  19697. vertexBuffers: {
  19698. [key: string]: Nullable<VertexBuffer>;
  19699. };
  19700. strides: {
  19701. [key: string]: number;
  19702. };
  19703. };
  19704. }
  19705. }
  19706. module "babylonjs/Meshes/abstractMesh" {
  19707. interface AbstractMesh {
  19708. /**
  19709. * Object used to store instanced buffers defined by user
  19710. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19711. */
  19712. instancedBuffers: {
  19713. [key: string]: any;
  19714. };
  19715. }
  19716. }
  19717. }
  19718. declare module "babylonjs/Materials/shaderMaterial" {
  19719. import { Scene } from "babylonjs/scene";
  19720. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19721. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19722. import { Mesh } from "babylonjs/Meshes/mesh";
  19723. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19724. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19725. import { Texture } from "babylonjs/Materials/Textures/texture";
  19726. import { Material } from "babylonjs/Materials/material";
  19727. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19728. /**
  19729. * Defines the options associated with the creation of a shader material.
  19730. */
  19731. export interface IShaderMaterialOptions {
  19732. /**
  19733. * Does the material work in alpha blend mode
  19734. */
  19735. needAlphaBlending: boolean;
  19736. /**
  19737. * Does the material work in alpha test mode
  19738. */
  19739. needAlphaTesting: boolean;
  19740. /**
  19741. * The list of attribute names used in the shader
  19742. */
  19743. attributes: string[];
  19744. /**
  19745. * The list of unifrom names used in the shader
  19746. */
  19747. uniforms: string[];
  19748. /**
  19749. * The list of UBO names used in the shader
  19750. */
  19751. uniformBuffers: string[];
  19752. /**
  19753. * The list of sampler names used in the shader
  19754. */
  19755. samplers: string[];
  19756. /**
  19757. * The list of defines used in the shader
  19758. */
  19759. defines: string[];
  19760. }
  19761. /**
  19762. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  19763. *
  19764. * This returned material effects how the mesh will look based on the code in the shaders.
  19765. *
  19766. * @see http://doc.babylonjs.com/how_to/shader_material
  19767. */
  19768. export class ShaderMaterial extends Material {
  19769. private _shaderPath;
  19770. private _options;
  19771. private _textures;
  19772. private _textureArrays;
  19773. private _floats;
  19774. private _ints;
  19775. private _floatsArrays;
  19776. private _colors3;
  19777. private _colors3Arrays;
  19778. private _colors4;
  19779. private _colors4Arrays;
  19780. private _vectors2;
  19781. private _vectors3;
  19782. private _vectors4;
  19783. private _matrices;
  19784. private _matrixArrays;
  19785. private _matrices3x3;
  19786. private _matrices2x2;
  19787. private _vectors2Arrays;
  19788. private _vectors3Arrays;
  19789. private _vectors4Arrays;
  19790. private _cachedWorldViewMatrix;
  19791. private _cachedWorldViewProjectionMatrix;
  19792. private _renderId;
  19793. private _multiview;
  19794. /**
  19795. * Instantiate a new shader material.
  19796. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  19797. * This returned material effects how the mesh will look based on the code in the shaders.
  19798. * @see http://doc.babylonjs.com/how_to/shader_material
  19799. * @param name Define the name of the material in the scene
  19800. * @param scene Define the scene the material belongs to
  19801. * @param shaderPath Defines the route to the shader code in one of three ways:
  19802. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19803. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  19804. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  19805. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19806. * @param options Define the options used to create the shader
  19807. */
  19808. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19809. /**
  19810. * Gets the shader path used to define the shader code
  19811. * It can be modified to trigger a new compilation
  19812. */
  19813. /**
  19814. * Sets the shader path used to define the shader code
  19815. * It can be modified to trigger a new compilation
  19816. */
  19817. shaderPath: any;
  19818. /**
  19819. * Gets the options used to compile the shader.
  19820. * They can be modified to trigger a new compilation
  19821. */
  19822. readonly options: IShaderMaterialOptions;
  19823. /**
  19824. * Gets the current class name of the material e.g. "ShaderMaterial"
  19825. * Mainly use in serialization.
  19826. * @returns the class name
  19827. */
  19828. getClassName(): string;
  19829. /**
  19830. * Specifies if the material will require alpha blending
  19831. * @returns a boolean specifying if alpha blending is needed
  19832. */
  19833. needAlphaBlending(): boolean;
  19834. /**
  19835. * Specifies if this material should be rendered in alpha test mode
  19836. * @returns a boolean specifying if an alpha test is needed.
  19837. */
  19838. needAlphaTesting(): boolean;
  19839. private _checkUniform;
  19840. /**
  19841. * Set a texture in the shader.
  19842. * @param name Define the name of the uniform samplers as defined in the shader
  19843. * @param texture Define the texture to bind to this sampler
  19844. * @return the material itself allowing "fluent" like uniform updates
  19845. */
  19846. setTexture(name: string, texture: Texture): ShaderMaterial;
  19847. /**
  19848. * Set a texture array in the shader.
  19849. * @param name Define the name of the uniform sampler array as defined in the shader
  19850. * @param textures Define the list of textures to bind to this sampler
  19851. * @return the material itself allowing "fluent" like uniform updates
  19852. */
  19853. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19854. /**
  19855. * Set a float in the shader.
  19856. * @param name Define the name of the uniform as defined in the shader
  19857. * @param value Define the value to give to the uniform
  19858. * @return the material itself allowing "fluent" like uniform updates
  19859. */
  19860. setFloat(name: string, value: number): ShaderMaterial;
  19861. /**
  19862. * Set a int in the shader.
  19863. * @param name Define the name of the uniform as defined in the shader
  19864. * @param value Define the value to give to the uniform
  19865. * @return the material itself allowing "fluent" like uniform updates
  19866. */
  19867. setInt(name: string, value: number): ShaderMaterial;
  19868. /**
  19869. * Set an array of floats in the shader.
  19870. * @param name Define the name of the uniform as defined in the shader
  19871. * @param value Define the value to give to the uniform
  19872. * @return the material itself allowing "fluent" like uniform updates
  19873. */
  19874. setFloats(name: string, value: number[]): ShaderMaterial;
  19875. /**
  19876. * Set a vec3 in the shader from a Color3.
  19877. * @param name Define the name of the uniform as defined in the shader
  19878. * @param value Define the value to give to the uniform
  19879. * @return the material itself allowing "fluent" like uniform updates
  19880. */
  19881. setColor3(name: string, value: Color3): ShaderMaterial;
  19882. /**
  19883. * Set a vec3 array in the shader from a Color3 array.
  19884. * @param name Define the name of the uniform as defined in the shader
  19885. * @param value Define the value to give to the uniform
  19886. * @return the material itself allowing "fluent" like uniform updates
  19887. */
  19888. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19889. /**
  19890. * Set a vec4 in the shader from a Color4.
  19891. * @param name Define the name of the uniform as defined in the shader
  19892. * @param value Define the value to give to the uniform
  19893. * @return the material itself allowing "fluent" like uniform updates
  19894. */
  19895. setColor4(name: string, value: Color4): ShaderMaterial;
  19896. /**
  19897. * Set a vec4 array in the shader from a Color4 array.
  19898. * @param name Define the name of the uniform as defined in the shader
  19899. * @param value Define the value to give to the uniform
  19900. * @return the material itself allowing "fluent" like uniform updates
  19901. */
  19902. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19903. /**
  19904. * Set a vec2 in the shader from a Vector2.
  19905. * @param name Define the name of the uniform as defined in the shader
  19906. * @param value Define the value to give to the uniform
  19907. * @return the material itself allowing "fluent" like uniform updates
  19908. */
  19909. setVector2(name: string, value: Vector2): ShaderMaterial;
  19910. /**
  19911. * Set a vec3 in the shader from a Vector3.
  19912. * @param name Define the name of the uniform as defined in the shader
  19913. * @param value Define the value to give to the uniform
  19914. * @return the material itself allowing "fluent" like uniform updates
  19915. */
  19916. setVector3(name: string, value: Vector3): ShaderMaterial;
  19917. /**
  19918. * Set a vec4 in the shader from a Vector4.
  19919. * @param name Define the name of the uniform as defined in the shader
  19920. * @param value Define the value to give to the uniform
  19921. * @return the material itself allowing "fluent" like uniform updates
  19922. */
  19923. setVector4(name: string, value: Vector4): ShaderMaterial;
  19924. /**
  19925. * Set a mat4 in the shader from a Matrix.
  19926. * @param name Define the name of the uniform as defined in the shader
  19927. * @param value Define the value to give to the uniform
  19928. * @return the material itself allowing "fluent" like uniform updates
  19929. */
  19930. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19931. /**
  19932. * Set a float32Array in the shader from a matrix array.
  19933. * @param name Define the name of the uniform as defined in the shader
  19934. * @param value Define the value to give to the uniform
  19935. * @return the material itself allowing "fluent" like uniform updates
  19936. */
  19937. setMatrices(name: string, value: Matrix[]): ShaderMaterial;
  19938. /**
  19939. * Set a mat3 in the shader from a Float32Array.
  19940. * @param name Define the name of the uniform as defined in the shader
  19941. * @param value Define the value to give to the uniform
  19942. * @return the material itself allowing "fluent" like uniform updates
  19943. */
  19944. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19945. /**
  19946. * Set a mat2 in the shader from a Float32Array.
  19947. * @param name Define the name of the uniform as defined in the shader
  19948. * @param value Define the value to give to the uniform
  19949. * @return the material itself allowing "fluent" like uniform updates
  19950. */
  19951. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19952. /**
  19953. * Set a vec2 array in the shader from a number array.
  19954. * @param name Define the name of the uniform as defined in the shader
  19955. * @param value Define the value to give to the uniform
  19956. * @return the material itself allowing "fluent" like uniform updates
  19957. */
  19958. setArray2(name: string, value: number[]): ShaderMaterial;
  19959. /**
  19960. * Set a vec3 array in the shader from a number array.
  19961. * @param name Define the name of the uniform as defined in the shader
  19962. * @param value Define the value to give to the uniform
  19963. * @return the material itself allowing "fluent" like uniform updates
  19964. */
  19965. setArray3(name: string, value: number[]): ShaderMaterial;
  19966. /**
  19967. * Set a vec4 array in the shader from a number array.
  19968. * @param name Define the name of the uniform as defined in the shader
  19969. * @param value Define the value to give to the uniform
  19970. * @return the material itself allowing "fluent" like uniform updates
  19971. */
  19972. setArray4(name: string, value: number[]): ShaderMaterial;
  19973. private _checkCache;
  19974. /**
  19975. * Specifies that the submesh is ready to be used
  19976. * @param mesh defines the mesh to check
  19977. * @param subMesh defines which submesh to check
  19978. * @param useInstances specifies that instances should be used
  19979. * @returns a boolean indicating that the submesh is ready or not
  19980. */
  19981. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19982. /**
  19983. * Checks if the material is ready to render the requested mesh
  19984. * @param mesh Define the mesh to render
  19985. * @param useInstances Define whether or not the material is used with instances
  19986. * @returns true if ready, otherwise false
  19987. */
  19988. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19989. /**
  19990. * Binds the world matrix to the material
  19991. * @param world defines the world transformation matrix
  19992. */
  19993. bindOnlyWorldMatrix(world: Matrix): void;
  19994. /**
  19995. * Binds the material to the mesh
  19996. * @param world defines the world transformation matrix
  19997. * @param mesh defines the mesh to bind the material to
  19998. */
  19999. bind(world: Matrix, mesh?: Mesh): void;
  20000. /**
  20001. * Gets the active textures from the material
  20002. * @returns an array of textures
  20003. */
  20004. getActiveTextures(): BaseTexture[];
  20005. /**
  20006. * Specifies if the material uses a texture
  20007. * @param texture defines the texture to check against the material
  20008. * @returns a boolean specifying if the material uses the texture
  20009. */
  20010. hasTexture(texture: BaseTexture): boolean;
  20011. /**
  20012. * Makes a duplicate of the material, and gives it a new name
  20013. * @param name defines the new name for the duplicated material
  20014. * @returns the cloned material
  20015. */
  20016. clone(name: string): ShaderMaterial;
  20017. /**
  20018. * Disposes the material
  20019. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  20020. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  20021. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  20022. */
  20023. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  20024. /**
  20025. * Serializes this material in a JSON representation
  20026. * @returns the serialized material object
  20027. */
  20028. serialize(): any;
  20029. /**
  20030. * Creates a shader material from parsed shader material data
  20031. * @param source defines the JSON represnetation of the material
  20032. * @param scene defines the hosting scene
  20033. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  20034. * @returns a new material
  20035. */
  20036. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  20037. }
  20038. }
  20039. declare module "babylonjs/Shaders/color.fragment" {
  20040. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  20041. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  20042. /** @hidden */
  20043. export var colorPixelShader: {
  20044. name: string;
  20045. shader: string;
  20046. };
  20047. }
  20048. declare module "babylonjs/Shaders/color.vertex" {
  20049. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  20050. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  20051. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  20052. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  20053. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  20054. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  20055. /** @hidden */
  20056. export var colorVertexShader: {
  20057. name: string;
  20058. shader: string;
  20059. };
  20060. }
  20061. declare module "babylonjs/Meshes/linesMesh" {
  20062. import { Nullable } from "babylonjs/types";
  20063. import { Scene } from "babylonjs/scene";
  20064. import { Color3 } from "babylonjs/Maths/math.color";
  20065. import { Node } from "babylonjs/node";
  20066. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20067. import { Mesh } from "babylonjs/Meshes/mesh";
  20068. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  20069. import { Effect } from "babylonjs/Materials/effect";
  20070. import { Material } from "babylonjs/Materials/material";
  20071. import "babylonjs/Shaders/color.fragment";
  20072. import "babylonjs/Shaders/color.vertex";
  20073. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20074. /**
  20075. * Line mesh
  20076. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  20077. */
  20078. export class LinesMesh extends Mesh {
  20079. /**
  20080. * If vertex color should be applied to the mesh
  20081. */
  20082. readonly useVertexColor?: boolean | undefined;
  20083. /**
  20084. * If vertex alpha should be applied to the mesh
  20085. */
  20086. readonly useVertexAlpha?: boolean | undefined;
  20087. /**
  20088. * Color of the line (Default: White)
  20089. */
  20090. color: Color3;
  20091. /**
  20092. * Alpha of the line (Default: 1)
  20093. */
  20094. alpha: number;
  20095. /**
  20096. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  20097. * This margin is expressed in world space coordinates, so its value may vary.
  20098. * Default value is 0.1
  20099. */
  20100. intersectionThreshold: number;
  20101. private _colorShader;
  20102. private color4;
  20103. /**
  20104. * Creates a new LinesMesh
  20105. * @param name defines the name
  20106. * @param scene defines the hosting scene
  20107. * @param parent defines the parent mesh if any
  20108. * @param source defines the optional source LinesMesh used to clone data from
  20109. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  20110. * When false, achieved by calling a clone(), also passing False.
  20111. * This will make creation of children, recursive.
  20112. * @param useVertexColor defines if this LinesMesh supports vertex color
  20113. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  20114. */
  20115. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  20116. /**
  20117. * If vertex color should be applied to the mesh
  20118. */
  20119. useVertexColor?: boolean | undefined,
  20120. /**
  20121. * If vertex alpha should be applied to the mesh
  20122. */
  20123. useVertexAlpha?: boolean | undefined);
  20124. private _addClipPlaneDefine;
  20125. private _removeClipPlaneDefine;
  20126. isReady(): boolean;
  20127. /**
  20128. * Returns the string "LineMesh"
  20129. */
  20130. getClassName(): string;
  20131. /**
  20132. * @hidden
  20133. */
  20134. /**
  20135. * @hidden
  20136. */
  20137. material: Material;
  20138. /**
  20139. * @hidden
  20140. */
  20141. readonly checkCollisions: boolean;
  20142. /** @hidden */
  20143. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  20144. /** @hidden */
  20145. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  20146. /**
  20147. * Disposes of the line mesh
  20148. * @param doNotRecurse If children should be disposed
  20149. */
  20150. dispose(doNotRecurse?: boolean): void;
  20151. /**
  20152. * Returns a new LineMesh object cloned from the current one.
  20153. */
  20154. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  20155. /**
  20156. * Creates a new InstancedLinesMesh object from the mesh model.
  20157. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  20158. * @param name defines the name of the new instance
  20159. * @returns a new InstancedLinesMesh
  20160. */
  20161. createInstance(name: string): InstancedLinesMesh;
  20162. }
  20163. /**
  20164. * Creates an instance based on a source LinesMesh
  20165. */
  20166. export class InstancedLinesMesh extends InstancedMesh {
  20167. /**
  20168. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  20169. * This margin is expressed in world space coordinates, so its value may vary.
  20170. * Initilized with the intersectionThreshold value of the source LinesMesh
  20171. */
  20172. intersectionThreshold: number;
  20173. constructor(name: string, source: LinesMesh);
  20174. /**
  20175. * Returns the string "InstancedLinesMesh".
  20176. */
  20177. getClassName(): string;
  20178. }
  20179. }
  20180. declare module "babylonjs/Shaders/line.fragment" {
  20181. /** @hidden */
  20182. export var linePixelShader: {
  20183. name: string;
  20184. shader: string;
  20185. };
  20186. }
  20187. declare module "babylonjs/Shaders/line.vertex" {
  20188. /** @hidden */
  20189. export var lineVertexShader: {
  20190. name: string;
  20191. shader: string;
  20192. };
  20193. }
  20194. declare module "babylonjs/Rendering/edgesRenderer" {
  20195. import { Nullable } from "babylonjs/types";
  20196. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  20197. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20198. import { Vector3 } from "babylonjs/Maths/math.vector";
  20199. import { IDisposable } from "babylonjs/scene";
  20200. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  20201. import "babylonjs/Shaders/line.fragment";
  20202. import "babylonjs/Shaders/line.vertex";
  20203. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  20204. module "babylonjs/Meshes/abstractMesh" {
  20205. interface AbstractMesh {
  20206. /**
  20207. * Gets the edgesRenderer associated with the mesh
  20208. */
  20209. edgesRenderer: Nullable<EdgesRenderer>;
  20210. }
  20211. }
  20212. module "babylonjs/Meshes/linesMesh" {
  20213. interface LinesMesh {
  20214. /**
  20215. * Enables the edge rendering mode on the mesh.
  20216. * This mode makes the mesh edges visible
  20217. * @param epsilon defines the maximal distance between two angles to detect a face
  20218. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20219. * @returns the currentAbstractMesh
  20220. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20221. */
  20222. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  20223. }
  20224. }
  20225. module "babylonjs/Meshes/linesMesh" {
  20226. interface InstancedLinesMesh {
  20227. /**
  20228. * Enables the edge rendering mode on the mesh.
  20229. * This mode makes the mesh edges visible
  20230. * @param epsilon defines the maximal distance between two angles to detect a face
  20231. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20232. * @returns the current InstancedLinesMesh
  20233. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20234. */
  20235. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  20236. }
  20237. }
  20238. /**
  20239. * Defines the minimum contract an Edges renderer should follow.
  20240. */
  20241. export interface IEdgesRenderer extends IDisposable {
  20242. /**
  20243. * Gets or sets a boolean indicating if the edgesRenderer is active
  20244. */
  20245. isEnabled: boolean;
  20246. /**
  20247. * Renders the edges of the attached mesh,
  20248. */
  20249. render(): void;
  20250. /**
  20251. * Checks wether or not the edges renderer is ready to render.
  20252. * @return true if ready, otherwise false.
  20253. */
  20254. isReady(): boolean;
  20255. }
  20256. /**
  20257. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  20258. */
  20259. export class EdgesRenderer implements IEdgesRenderer {
  20260. /**
  20261. * Define the size of the edges with an orthographic camera
  20262. */
  20263. edgesWidthScalerForOrthographic: number;
  20264. /**
  20265. * Define the size of the edges with a perspective camera
  20266. */
  20267. edgesWidthScalerForPerspective: number;
  20268. protected _source: AbstractMesh;
  20269. protected _linesPositions: number[];
  20270. protected _linesNormals: number[];
  20271. protected _linesIndices: number[];
  20272. protected _epsilon: number;
  20273. protected _indicesCount: number;
  20274. protected _lineShader: ShaderMaterial;
  20275. protected _ib: DataBuffer;
  20276. protected _buffers: {
  20277. [key: string]: Nullable<VertexBuffer>;
  20278. };
  20279. protected _checkVerticesInsteadOfIndices: boolean;
  20280. private _meshRebuildObserver;
  20281. private _meshDisposeObserver;
  20282. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  20283. isEnabled: boolean;
  20284. /**
  20285. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  20286. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  20287. * @param source Mesh used to create edges
  20288. * @param epsilon sum of angles in adjacency to check for edge
  20289. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  20290. * @param generateEdgesLines - should generate Lines or only prepare resources.
  20291. */
  20292. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  20293. protected _prepareRessources(): void;
  20294. /** @hidden */
  20295. _rebuild(): void;
  20296. /**
  20297. * Releases the required resources for the edges renderer
  20298. */
  20299. dispose(): void;
  20300. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  20301. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  20302. /**
  20303. * Checks if the pair of p0 and p1 is en edge
  20304. * @param faceIndex
  20305. * @param edge
  20306. * @param faceNormals
  20307. * @param p0
  20308. * @param p1
  20309. * @private
  20310. */
  20311. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  20312. /**
  20313. * push line into the position, normal and index buffer
  20314. * @protected
  20315. */
  20316. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  20317. /**
  20318. * Generates lines edges from adjacencjes
  20319. * @private
  20320. */
  20321. _generateEdgesLines(): void;
  20322. /**
  20323. * Checks wether or not the edges renderer is ready to render.
  20324. * @return true if ready, otherwise false.
  20325. */
  20326. isReady(): boolean;
  20327. /**
  20328. * Renders the edges of the attached mesh,
  20329. */
  20330. render(): void;
  20331. }
  20332. /**
  20333. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  20334. */
  20335. export class LineEdgesRenderer extends EdgesRenderer {
  20336. /**
  20337. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  20338. * @param source LineMesh used to generate edges
  20339. * @param epsilon not important (specified angle for edge detection)
  20340. * @param checkVerticesInsteadOfIndices not important for LineMesh
  20341. */
  20342. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  20343. /**
  20344. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  20345. */
  20346. _generateEdgesLines(): void;
  20347. }
  20348. }
  20349. declare module "babylonjs/Rendering/renderingGroup" {
  20350. import { SmartArray } from "babylonjs/Misc/smartArray";
  20351. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20352. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20353. import { Nullable } from "babylonjs/types";
  20354. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20355. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  20356. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20357. import { Material } from "babylonjs/Materials/material";
  20358. import { Scene } from "babylonjs/scene";
  20359. /**
  20360. * This represents the object necessary to create a rendering group.
  20361. * This is exclusively used and created by the rendering manager.
  20362. * To modify the behavior, you use the available helpers in your scene or meshes.
  20363. * @hidden
  20364. */
  20365. export class RenderingGroup {
  20366. index: number;
  20367. private static _zeroVector;
  20368. private _scene;
  20369. private _opaqueSubMeshes;
  20370. private _transparentSubMeshes;
  20371. private _alphaTestSubMeshes;
  20372. private _depthOnlySubMeshes;
  20373. private _particleSystems;
  20374. private _spriteManagers;
  20375. private _opaqueSortCompareFn;
  20376. private _alphaTestSortCompareFn;
  20377. private _transparentSortCompareFn;
  20378. private _renderOpaque;
  20379. private _renderAlphaTest;
  20380. private _renderTransparent;
  20381. /** @hidden */
  20382. _edgesRenderers: SmartArray<IEdgesRenderer>;
  20383. onBeforeTransparentRendering: () => void;
  20384. /**
  20385. * Set the opaque sort comparison function.
  20386. * If null the sub meshes will be render in the order they were created
  20387. */
  20388. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20389. /**
  20390. * Set the alpha test sort comparison function.
  20391. * If null the sub meshes will be render in the order they were created
  20392. */
  20393. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20394. /**
  20395. * Set the transparent sort comparison function.
  20396. * If null the sub meshes will be render in the order they were created
  20397. */
  20398. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20399. /**
  20400. * Creates a new rendering group.
  20401. * @param index The rendering group index
  20402. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  20403. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  20404. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  20405. */
  20406. constructor(index: number, scene: Scene, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>);
  20407. /**
  20408. * Render all the sub meshes contained in the group.
  20409. * @param customRenderFunction Used to override the default render behaviour of the group.
  20410. * @returns true if rendered some submeshes.
  20411. */
  20412. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  20413. /**
  20414. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  20415. * @param subMeshes The submeshes to render
  20416. */
  20417. private renderOpaqueSorted;
  20418. /**
  20419. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  20420. * @param subMeshes The submeshes to render
  20421. */
  20422. private renderAlphaTestSorted;
  20423. /**
  20424. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  20425. * @param subMeshes The submeshes to render
  20426. */
  20427. private renderTransparentSorted;
  20428. /**
  20429. * Renders the submeshes in a specified order.
  20430. * @param subMeshes The submeshes to sort before render
  20431. * @param sortCompareFn The comparison function use to sort
  20432. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  20433. * @param transparent Specifies to activate blending if true
  20434. */
  20435. private static renderSorted;
  20436. /**
  20437. * Renders the submeshes in the order they were dispatched (no sort applied).
  20438. * @param subMeshes The submeshes to render
  20439. */
  20440. private static renderUnsorted;
  20441. /**
  20442. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20443. * are rendered back to front if in the same alpha index.
  20444. *
  20445. * @param a The first submesh
  20446. * @param b The second submesh
  20447. * @returns The result of the comparison
  20448. */
  20449. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  20450. /**
  20451. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20452. * are rendered back to front.
  20453. *
  20454. * @param a The first submesh
  20455. * @param b The second submesh
  20456. * @returns The result of the comparison
  20457. */
  20458. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  20459. /**
  20460. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20461. * are rendered front to back (prevent overdraw).
  20462. *
  20463. * @param a The first submesh
  20464. * @param b The second submesh
  20465. * @returns The result of the comparison
  20466. */
  20467. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  20468. /**
  20469. * Resets the different lists of submeshes to prepare a new frame.
  20470. */
  20471. prepare(): void;
  20472. dispose(): void;
  20473. /**
  20474. * Inserts the submesh in its correct queue depending on its material.
  20475. * @param subMesh The submesh to dispatch
  20476. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20477. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20478. */
  20479. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20480. dispatchSprites(spriteManager: ISpriteManager): void;
  20481. dispatchParticles(particleSystem: IParticleSystem): void;
  20482. private _renderParticles;
  20483. private _renderSprites;
  20484. }
  20485. }
  20486. declare module "babylonjs/Rendering/renderingManager" {
  20487. import { Nullable } from "babylonjs/types";
  20488. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20489. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20490. import { SmartArray } from "babylonjs/Misc/smartArray";
  20491. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20492. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20493. import { Material } from "babylonjs/Materials/material";
  20494. import { Scene } from "babylonjs/scene";
  20495. import { Camera } from "babylonjs/Cameras/camera";
  20496. /**
  20497. * Interface describing the different options available in the rendering manager
  20498. * regarding Auto Clear between groups.
  20499. */
  20500. export interface IRenderingManagerAutoClearSetup {
  20501. /**
  20502. * Defines whether or not autoclear is enable.
  20503. */
  20504. autoClear: boolean;
  20505. /**
  20506. * Defines whether or not to autoclear the depth buffer.
  20507. */
  20508. depth: boolean;
  20509. /**
  20510. * Defines whether or not to autoclear the stencil buffer.
  20511. */
  20512. stencil: boolean;
  20513. }
  20514. /**
  20515. * This class is used by the onRenderingGroupObservable
  20516. */
  20517. export class RenderingGroupInfo {
  20518. /**
  20519. * The Scene that being rendered
  20520. */
  20521. scene: Scene;
  20522. /**
  20523. * The camera currently used for the rendering pass
  20524. */
  20525. camera: Nullable<Camera>;
  20526. /**
  20527. * The ID of the renderingGroup being processed
  20528. */
  20529. renderingGroupId: number;
  20530. }
  20531. /**
  20532. * This is the manager responsible of all the rendering for meshes sprites and particles.
  20533. * It is enable to manage the different groups as well as the different necessary sort functions.
  20534. * This should not be used directly aside of the few static configurations
  20535. */
  20536. export class RenderingManager {
  20537. /**
  20538. * The max id used for rendering groups (not included)
  20539. */
  20540. static MAX_RENDERINGGROUPS: number;
  20541. /**
  20542. * The min id used for rendering groups (included)
  20543. */
  20544. static MIN_RENDERINGGROUPS: number;
  20545. /**
  20546. * Used to globally prevent autoclearing scenes.
  20547. */
  20548. static AUTOCLEAR: boolean;
  20549. /**
  20550. * @hidden
  20551. */
  20552. _useSceneAutoClearSetup: boolean;
  20553. private _scene;
  20554. private _renderingGroups;
  20555. private _depthStencilBufferAlreadyCleaned;
  20556. private _autoClearDepthStencil;
  20557. private _customOpaqueSortCompareFn;
  20558. private _customAlphaTestSortCompareFn;
  20559. private _customTransparentSortCompareFn;
  20560. private _renderingGroupInfo;
  20561. /**
  20562. * Instantiates a new rendering group for a particular scene
  20563. * @param scene Defines the scene the groups belongs to
  20564. */
  20565. constructor(scene: Scene);
  20566. private _clearDepthStencilBuffer;
  20567. /**
  20568. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20569. * @hidden
  20570. */
  20571. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20572. /**
  20573. * Resets the different information of the group to prepare a new frame
  20574. * @hidden
  20575. */
  20576. reset(): void;
  20577. /**
  20578. * Dispose and release the group and its associated resources.
  20579. * @hidden
  20580. */
  20581. dispose(): void;
  20582. /**
  20583. * Clear the info related to rendering groups preventing retention points during dispose.
  20584. */
  20585. freeRenderingGroups(): void;
  20586. private _prepareRenderingGroup;
  20587. /**
  20588. * Add a sprite manager to the rendering manager in order to render it this frame.
  20589. * @param spriteManager Define the sprite manager to render
  20590. */
  20591. dispatchSprites(spriteManager: ISpriteManager): void;
  20592. /**
  20593. * Add a particle system to the rendering manager in order to render it this frame.
  20594. * @param particleSystem Define the particle system to render
  20595. */
  20596. dispatchParticles(particleSystem: IParticleSystem): void;
  20597. /**
  20598. * Add a submesh to the manager in order to render it this frame
  20599. * @param subMesh The submesh to dispatch
  20600. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20601. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20602. */
  20603. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20604. /**
  20605. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20606. * This allowed control for front to back rendering or reversly depending of the special needs.
  20607. *
  20608. * @param renderingGroupId The rendering group id corresponding to its index
  20609. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20610. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20611. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20612. */
  20613. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  20614. /**
  20615. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20616. *
  20617. * @param renderingGroupId The rendering group id corresponding to its index
  20618. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20619. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20620. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20621. */
  20622. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20623. /**
  20624. * Gets the current auto clear configuration for one rendering group of the rendering
  20625. * manager.
  20626. * @param index the rendering group index to get the information for
  20627. * @returns The auto clear setup for the requested rendering group
  20628. */
  20629. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20630. }
  20631. }
  20632. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20633. import { Observable } from "babylonjs/Misc/observable";
  20634. import { SmartArray } from "babylonjs/Misc/smartArray";
  20635. import { Nullable } from "babylonjs/types";
  20636. import { Camera } from "babylonjs/Cameras/camera";
  20637. import { Scene } from "babylonjs/scene";
  20638. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20639. import { Color4 } from "babylonjs/Maths/math.color";
  20640. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20641. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20642. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20643. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20644. import { Texture } from "babylonjs/Materials/Textures/texture";
  20645. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20646. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20647. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20648. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  20649. import { Engine } from "babylonjs/Engines/engine";
  20650. /**
  20651. * This Helps creating a texture that will be created from a camera in your scene.
  20652. * It is basically a dynamic texture that could be used to create special effects for instance.
  20653. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20654. */
  20655. export class RenderTargetTexture extends Texture {
  20656. isCube: boolean;
  20657. /**
  20658. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20659. */
  20660. static readonly REFRESHRATE_RENDER_ONCE: number;
  20661. /**
  20662. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20663. */
  20664. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20665. /**
  20666. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20667. * the central point of your effect and can save a lot of performances.
  20668. */
  20669. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20670. /**
  20671. * Use this predicate to dynamically define the list of mesh you want to render.
  20672. * If set, the renderList property will be overwritten.
  20673. */
  20674. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20675. private _renderList;
  20676. /**
  20677. * Use this list to define the list of mesh you want to render.
  20678. */
  20679. renderList: Nullable<Array<AbstractMesh>>;
  20680. private _hookArray;
  20681. /**
  20682. * Define if particles should be rendered in your texture.
  20683. */
  20684. renderParticles: boolean;
  20685. /**
  20686. * Define if sprites should be rendered in your texture.
  20687. */
  20688. renderSprites: boolean;
  20689. /**
  20690. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20691. */
  20692. coordinatesMode: number;
  20693. /**
  20694. * Define the camera used to render the texture.
  20695. */
  20696. activeCamera: Nullable<Camera>;
  20697. /**
  20698. * Override the render function of the texture with your own one.
  20699. */
  20700. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20701. /**
  20702. * Define if camera post processes should be use while rendering the texture.
  20703. */
  20704. useCameraPostProcesses: boolean;
  20705. /**
  20706. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20707. */
  20708. ignoreCameraViewport: boolean;
  20709. private _postProcessManager;
  20710. private _postProcesses;
  20711. private _resizeObserver;
  20712. /**
  20713. * An event triggered when the texture is unbind.
  20714. */
  20715. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20716. /**
  20717. * An event triggered when the texture is unbind.
  20718. */
  20719. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20720. private _onAfterUnbindObserver;
  20721. /**
  20722. * Set a after unbind callback in the texture.
  20723. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20724. */
  20725. onAfterUnbind: () => void;
  20726. /**
  20727. * An event triggered before rendering the texture
  20728. */
  20729. onBeforeRenderObservable: Observable<number>;
  20730. private _onBeforeRenderObserver;
  20731. /**
  20732. * Set a before render callback in the texture.
  20733. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20734. */
  20735. onBeforeRender: (faceIndex: number) => void;
  20736. /**
  20737. * An event triggered after rendering the texture
  20738. */
  20739. onAfterRenderObservable: Observable<number>;
  20740. private _onAfterRenderObserver;
  20741. /**
  20742. * Set a after render callback in the texture.
  20743. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20744. */
  20745. onAfterRender: (faceIndex: number) => void;
  20746. /**
  20747. * An event triggered after the texture clear
  20748. */
  20749. onClearObservable: Observable<Engine>;
  20750. private _onClearObserver;
  20751. /**
  20752. * Set a clear callback in the texture.
  20753. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20754. */
  20755. onClear: (Engine: Engine) => void;
  20756. /**
  20757. * An event triggered when the texture is resized.
  20758. */
  20759. onResizeObservable: Observable<RenderTargetTexture>;
  20760. /**
  20761. * Define the clear color of the Render Target if it should be different from the scene.
  20762. */
  20763. clearColor: Color4;
  20764. protected _size: number | {
  20765. width: number;
  20766. height: number;
  20767. };
  20768. protected _initialSizeParameter: number | {
  20769. width: number;
  20770. height: number;
  20771. } | {
  20772. ratio: number;
  20773. };
  20774. protected _sizeRatio: Nullable<number>;
  20775. /** @hidden */
  20776. _generateMipMaps: boolean;
  20777. protected _renderingManager: RenderingManager;
  20778. /** @hidden */
  20779. _waitingRenderList: string[];
  20780. protected _doNotChangeAspectRatio: boolean;
  20781. protected _currentRefreshId: number;
  20782. protected _refreshRate: number;
  20783. protected _textureMatrix: Matrix;
  20784. protected _samples: number;
  20785. protected _renderTargetOptions: RenderTargetCreationOptions;
  20786. /**
  20787. * Gets render target creation options that were used.
  20788. */
  20789. readonly renderTargetOptions: RenderTargetCreationOptions;
  20790. protected _engine: Engine;
  20791. protected _onRatioRescale(): void;
  20792. /**
  20793. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20794. * It must define where the camera used to render the texture is set
  20795. */
  20796. boundingBoxPosition: Vector3;
  20797. private _boundingBoxSize;
  20798. /**
  20799. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20800. * When defined, the cubemap will switch to local mode
  20801. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20802. * @example https://www.babylonjs-playground.com/#RNASML
  20803. */
  20804. boundingBoxSize: Vector3;
  20805. /**
  20806. * In case the RTT has been created with a depth texture, get the associated
  20807. * depth texture.
  20808. * Otherwise, return null.
  20809. */
  20810. depthStencilTexture: Nullable<InternalTexture>;
  20811. /**
  20812. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20813. * or used a shadow, depth texture...
  20814. * @param name The friendly name of the texture
  20815. * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  20816. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20817. * @param generateMipMaps True if mip maps need to be generated after render.
  20818. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20819. * @param type The type of the buffer in the RTT (int, half float, float...)
  20820. * @param isCube True if a cube texture needs to be created
  20821. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20822. * @param generateDepthBuffer True to generate a depth buffer
  20823. * @param generateStencilBuffer True to generate a stencil buffer
  20824. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20825. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20826. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20827. */
  20828. constructor(name: string, size: number | {
  20829. width: number;
  20830. height: number;
  20831. } | {
  20832. ratio: number;
  20833. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20834. /**
  20835. * Creates a depth stencil texture.
  20836. * This is only available in WebGL 2 or with the depth texture extension available.
  20837. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20838. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20839. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20840. */
  20841. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20842. private _processSizeParameter;
  20843. /**
  20844. * Define the number of samples to use in case of MSAA.
  20845. * It defaults to one meaning no MSAA has been enabled.
  20846. */
  20847. samples: number;
  20848. /**
  20849. * Resets the refresh counter of the texture and start bak from scratch.
  20850. * Could be useful to regenerate the texture if it is setup to render only once.
  20851. */
  20852. resetRefreshCounter(): void;
  20853. /**
  20854. * Define the refresh rate of the texture or the rendering frequency.
  20855. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20856. */
  20857. refreshRate: number;
  20858. /**
  20859. * Adds a post process to the render target rendering passes.
  20860. * @param postProcess define the post process to add
  20861. */
  20862. addPostProcess(postProcess: PostProcess): void;
  20863. /**
  20864. * Clear all the post processes attached to the render target
  20865. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20866. */
  20867. clearPostProcesses(dispose?: boolean): void;
  20868. /**
  20869. * Remove one of the post process from the list of attached post processes to the texture
  20870. * @param postProcess define the post process to remove from the list
  20871. */
  20872. removePostProcess(postProcess: PostProcess): void;
  20873. /** @hidden */
  20874. _shouldRender(): boolean;
  20875. /**
  20876. * Gets the actual render size of the texture.
  20877. * @returns the width of the render size
  20878. */
  20879. getRenderSize(): number;
  20880. /**
  20881. * Gets the actual render width of the texture.
  20882. * @returns the width of the render size
  20883. */
  20884. getRenderWidth(): number;
  20885. /**
  20886. * Gets the actual render height of the texture.
  20887. * @returns the height of the render size
  20888. */
  20889. getRenderHeight(): number;
  20890. /**
  20891. * Get if the texture can be rescaled or not.
  20892. */
  20893. readonly canRescale: boolean;
  20894. /**
  20895. * Resize the texture using a ratio.
  20896. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20897. */
  20898. scale(ratio: number): void;
  20899. /**
  20900. * Get the texture reflection matrix used to rotate/transform the reflection.
  20901. * @returns the reflection matrix
  20902. */
  20903. getReflectionTextureMatrix(): Matrix;
  20904. /**
  20905. * Resize the texture to a new desired size.
  20906. * Be carrefull as it will recreate all the data in the new texture.
  20907. * @param size Define the new size. It can be:
  20908. * - a number for squared texture,
  20909. * - an object containing { width: number, height: number }
  20910. * - or an object containing a ratio { ratio: number }
  20911. */
  20912. resize(size: number | {
  20913. width: number;
  20914. height: number;
  20915. } | {
  20916. ratio: number;
  20917. }): void;
  20918. /**
  20919. * Renders all the objects from the render list into the texture.
  20920. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20921. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20922. */
  20923. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20924. private _bestReflectionRenderTargetDimension;
  20925. /**
  20926. * @hidden
  20927. * @param faceIndex face index to bind to if this is a cubetexture
  20928. */
  20929. _bindFrameBuffer(faceIndex?: number): void;
  20930. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20931. private renderToTarget;
  20932. /**
  20933. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20934. * This allowed control for front to back rendering or reversly depending of the special needs.
  20935. *
  20936. * @param renderingGroupId The rendering group id corresponding to its index
  20937. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20938. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20939. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20940. */
  20941. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  20942. /**
  20943. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20944. *
  20945. * @param renderingGroupId The rendering group id corresponding to its index
  20946. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20947. */
  20948. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20949. /**
  20950. * Clones the texture.
  20951. * @returns the cloned texture
  20952. */
  20953. clone(): RenderTargetTexture;
  20954. /**
  20955. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20956. * @returns The JSON representation of the texture
  20957. */
  20958. serialize(): any;
  20959. /**
  20960. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20961. */
  20962. disposeFramebufferObjects(): void;
  20963. /**
  20964. * Dispose the texture and release its associated resources.
  20965. */
  20966. dispose(): void;
  20967. /** @hidden */
  20968. _rebuild(): void;
  20969. /**
  20970. * Clear the info related to rendering groups preventing retention point in material dispose.
  20971. */
  20972. freeRenderingGroups(): void;
  20973. /**
  20974. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20975. * @returns the view count
  20976. */
  20977. getViewCount(): number;
  20978. }
  20979. }
  20980. declare module "babylonjs/Materials/material" {
  20981. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20982. import { SmartArray } from "babylonjs/Misc/smartArray";
  20983. import { Observable } from "babylonjs/Misc/observable";
  20984. import { Nullable } from "babylonjs/types";
  20985. import { Scene } from "babylonjs/scene";
  20986. import { Matrix } from "babylonjs/Maths/math.vector";
  20987. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20988. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20989. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20990. import { Effect } from "babylonjs/Materials/effect";
  20991. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20992. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20993. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20994. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20995. import { Mesh } from "babylonjs/Meshes/mesh";
  20996. import { Animation } from "babylonjs/Animations/animation";
  20997. /**
  20998. * Options for compiling materials.
  20999. */
  21000. export interface IMaterialCompilationOptions {
  21001. /**
  21002. * Defines whether clip planes are enabled.
  21003. */
  21004. clipPlane: boolean;
  21005. /**
  21006. * Defines whether instances are enabled.
  21007. */
  21008. useInstances: boolean;
  21009. }
  21010. /**
  21011. * Base class for the main features of a material in Babylon.js
  21012. */
  21013. export class Material implements IAnimatable {
  21014. /**
  21015. * Returns the triangle fill mode
  21016. */
  21017. static readonly TriangleFillMode: number;
  21018. /**
  21019. * Returns the wireframe mode
  21020. */
  21021. static readonly WireFrameFillMode: number;
  21022. /**
  21023. * Returns the point fill mode
  21024. */
  21025. static readonly PointFillMode: number;
  21026. /**
  21027. * Returns the point list draw mode
  21028. */
  21029. static readonly PointListDrawMode: number;
  21030. /**
  21031. * Returns the line list draw mode
  21032. */
  21033. static readonly LineListDrawMode: number;
  21034. /**
  21035. * Returns the line loop draw mode
  21036. */
  21037. static readonly LineLoopDrawMode: number;
  21038. /**
  21039. * Returns the line strip draw mode
  21040. */
  21041. static readonly LineStripDrawMode: number;
  21042. /**
  21043. * Returns the triangle strip draw mode
  21044. */
  21045. static readonly TriangleStripDrawMode: number;
  21046. /**
  21047. * Returns the triangle fan draw mode
  21048. */
  21049. static readonly TriangleFanDrawMode: number;
  21050. /**
  21051. * Stores the clock-wise side orientation
  21052. */
  21053. static readonly ClockWiseSideOrientation: number;
  21054. /**
  21055. * Stores the counter clock-wise side orientation
  21056. */
  21057. static readonly CounterClockWiseSideOrientation: number;
  21058. /**
  21059. * The dirty texture flag value
  21060. */
  21061. static readonly TextureDirtyFlag: number;
  21062. /**
  21063. * The dirty light flag value
  21064. */
  21065. static readonly LightDirtyFlag: number;
  21066. /**
  21067. * The dirty fresnel flag value
  21068. */
  21069. static readonly FresnelDirtyFlag: number;
  21070. /**
  21071. * The dirty attribute flag value
  21072. */
  21073. static readonly AttributesDirtyFlag: number;
  21074. /**
  21075. * The dirty misc flag value
  21076. */
  21077. static readonly MiscDirtyFlag: number;
  21078. /**
  21079. * The all dirty flag value
  21080. */
  21081. static readonly AllDirtyFlag: number;
  21082. /**
  21083. * The ID of the material
  21084. */
  21085. id: string;
  21086. /**
  21087. * Gets or sets the unique id of the material
  21088. */
  21089. uniqueId: number;
  21090. /**
  21091. * The name of the material
  21092. */
  21093. name: string;
  21094. /**
  21095. * Gets or sets user defined metadata
  21096. */
  21097. metadata: any;
  21098. /**
  21099. * For internal use only. Please do not use.
  21100. */
  21101. reservedDataStore: any;
  21102. /**
  21103. * Specifies if the ready state should be checked on each call
  21104. */
  21105. checkReadyOnEveryCall: boolean;
  21106. /**
  21107. * Specifies if the ready state should be checked once
  21108. */
  21109. checkReadyOnlyOnce: boolean;
  21110. /**
  21111. * The state of the material
  21112. */
  21113. state: string;
  21114. /**
  21115. * The alpha value of the material
  21116. */
  21117. protected _alpha: number;
  21118. /**
  21119. * List of inspectable custom properties (used by the Inspector)
  21120. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  21121. */
  21122. inspectableCustomProperties: IInspectable[];
  21123. /**
  21124. * Sets the alpha value of the material
  21125. */
  21126. /**
  21127. * Gets the alpha value of the material
  21128. */
  21129. alpha: number;
  21130. /**
  21131. * Specifies if back face culling is enabled
  21132. */
  21133. protected _backFaceCulling: boolean;
  21134. /**
  21135. * Sets the back-face culling state
  21136. */
  21137. /**
  21138. * Gets the back-face culling state
  21139. */
  21140. backFaceCulling: boolean;
  21141. /**
  21142. * Stores the value for side orientation
  21143. */
  21144. sideOrientation: number;
  21145. /**
  21146. * Callback triggered when the material is compiled
  21147. */
  21148. onCompiled: Nullable<(effect: Effect) => void>;
  21149. /**
  21150. * Callback triggered when an error occurs
  21151. */
  21152. onError: Nullable<(effect: Effect, errors: string) => void>;
  21153. /**
  21154. * Callback triggered to get the render target textures
  21155. */
  21156. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  21157. /**
  21158. * Gets a boolean indicating that current material needs to register RTT
  21159. */
  21160. readonly hasRenderTargetTextures: boolean;
  21161. /**
  21162. * Specifies if the material should be serialized
  21163. */
  21164. doNotSerialize: boolean;
  21165. /**
  21166. * @hidden
  21167. */
  21168. _storeEffectOnSubMeshes: boolean;
  21169. /**
  21170. * Stores the animations for the material
  21171. */
  21172. animations: Nullable<Array<Animation>>;
  21173. /**
  21174. * An event triggered when the material is disposed
  21175. */
  21176. onDisposeObservable: Observable<Material>;
  21177. /**
  21178. * An observer which watches for dispose events
  21179. */
  21180. private _onDisposeObserver;
  21181. private _onUnBindObservable;
  21182. /**
  21183. * Called during a dispose event
  21184. */
  21185. onDispose: () => void;
  21186. private _onBindObservable;
  21187. /**
  21188. * An event triggered when the material is bound
  21189. */
  21190. readonly onBindObservable: Observable<AbstractMesh>;
  21191. /**
  21192. * An observer which watches for bind events
  21193. */
  21194. private _onBindObserver;
  21195. /**
  21196. * Called during a bind event
  21197. */
  21198. onBind: (Mesh: AbstractMesh) => void;
  21199. /**
  21200. * An event triggered when the material is unbound
  21201. */
  21202. readonly onUnBindObservable: Observable<Material>;
  21203. /**
  21204. * Stores the value of the alpha mode
  21205. */
  21206. private _alphaMode;
  21207. /**
  21208. * Sets the value of the alpha mode.
  21209. *
  21210. * | Value | Type | Description |
  21211. * | --- | --- | --- |
  21212. * | 0 | ALPHA_DISABLE | |
  21213. * | 1 | ALPHA_ADD | |
  21214. * | 2 | ALPHA_COMBINE | |
  21215. * | 3 | ALPHA_SUBTRACT | |
  21216. * | 4 | ALPHA_MULTIPLY | |
  21217. * | 5 | ALPHA_MAXIMIZED | |
  21218. * | 6 | ALPHA_ONEONE | |
  21219. * | 7 | ALPHA_PREMULTIPLIED | |
  21220. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  21221. * | 9 | ALPHA_INTERPOLATE | |
  21222. * | 10 | ALPHA_SCREENMODE | |
  21223. *
  21224. */
  21225. /**
  21226. * Gets the value of the alpha mode
  21227. */
  21228. alphaMode: number;
  21229. /**
  21230. * Stores the state of the need depth pre-pass value
  21231. */
  21232. private _needDepthPrePass;
  21233. /**
  21234. * Sets the need depth pre-pass value
  21235. */
  21236. /**
  21237. * Gets the depth pre-pass value
  21238. */
  21239. needDepthPrePass: boolean;
  21240. /**
  21241. * Specifies if depth writing should be disabled
  21242. */
  21243. disableDepthWrite: boolean;
  21244. /**
  21245. * Specifies if depth writing should be forced
  21246. */
  21247. forceDepthWrite: boolean;
  21248. /**
  21249. * Specifies the depth function that should be used. 0 means the default engine function
  21250. */
  21251. depthFunction: number;
  21252. /**
  21253. * Specifies if there should be a separate pass for culling
  21254. */
  21255. separateCullingPass: boolean;
  21256. /**
  21257. * Stores the state specifing if fog should be enabled
  21258. */
  21259. private _fogEnabled;
  21260. /**
  21261. * Sets the state for enabling fog
  21262. */
  21263. /**
  21264. * Gets the value of the fog enabled state
  21265. */
  21266. fogEnabled: boolean;
  21267. /**
  21268. * Stores the size of points
  21269. */
  21270. pointSize: number;
  21271. /**
  21272. * Stores the z offset value
  21273. */
  21274. zOffset: number;
  21275. /**
  21276. * Gets a value specifying if wireframe mode is enabled
  21277. */
  21278. /**
  21279. * Sets the state of wireframe mode
  21280. */
  21281. wireframe: boolean;
  21282. /**
  21283. * Gets the value specifying if point clouds are enabled
  21284. */
  21285. /**
  21286. * Sets the state of point cloud mode
  21287. */
  21288. pointsCloud: boolean;
  21289. /**
  21290. * Gets the material fill mode
  21291. */
  21292. /**
  21293. * Sets the material fill mode
  21294. */
  21295. fillMode: number;
  21296. /**
  21297. * @hidden
  21298. * Stores the effects for the material
  21299. */
  21300. _effect: Nullable<Effect>;
  21301. /**
  21302. * @hidden
  21303. * Specifies if the material was previously ready
  21304. */
  21305. _wasPreviouslyReady: boolean;
  21306. /**
  21307. * Specifies if uniform buffers should be used
  21308. */
  21309. private _useUBO;
  21310. /**
  21311. * Stores a reference to the scene
  21312. */
  21313. private _scene;
  21314. /**
  21315. * Stores the fill mode state
  21316. */
  21317. private _fillMode;
  21318. /**
  21319. * Specifies if the depth write state should be cached
  21320. */
  21321. private _cachedDepthWriteState;
  21322. /**
  21323. * Specifies if the depth function state should be cached
  21324. */
  21325. private _cachedDepthFunctionState;
  21326. /**
  21327. * Stores the uniform buffer
  21328. */
  21329. protected _uniformBuffer: UniformBuffer;
  21330. /** @hidden */
  21331. _indexInSceneMaterialArray: number;
  21332. /** @hidden */
  21333. meshMap: Nullable<{
  21334. [id: string]: AbstractMesh | undefined;
  21335. }>;
  21336. /**
  21337. * Creates a material instance
  21338. * @param name defines the name of the material
  21339. * @param scene defines the scene to reference
  21340. * @param doNotAdd specifies if the material should be added to the scene
  21341. */
  21342. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  21343. /**
  21344. * Returns a string representation of the current material
  21345. * @param fullDetails defines a boolean indicating which levels of logging is desired
  21346. * @returns a string with material information
  21347. */
  21348. toString(fullDetails?: boolean): string;
  21349. /**
  21350. * Gets the class name of the material
  21351. * @returns a string with the class name of the material
  21352. */
  21353. getClassName(): string;
  21354. /**
  21355. * Specifies if updates for the material been locked
  21356. */
  21357. readonly isFrozen: boolean;
  21358. /**
  21359. * Locks updates for the material
  21360. */
  21361. freeze(): void;
  21362. /**
  21363. * Unlocks updates for the material
  21364. */
  21365. unfreeze(): void;
  21366. /**
  21367. * Specifies if the material is ready to be used
  21368. * @param mesh defines the mesh to check
  21369. * @param useInstances specifies if instances should be used
  21370. * @returns a boolean indicating if the material is ready to be used
  21371. */
  21372. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  21373. /**
  21374. * Specifies that the submesh is ready to be used
  21375. * @param mesh defines the mesh to check
  21376. * @param subMesh defines which submesh to check
  21377. * @param useInstances specifies that instances should be used
  21378. * @returns a boolean indicating that the submesh is ready or not
  21379. */
  21380. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21381. /**
  21382. * Returns the material effect
  21383. * @returns the effect associated with the material
  21384. */
  21385. getEffect(): Nullable<Effect>;
  21386. /**
  21387. * Returns the current scene
  21388. * @returns a Scene
  21389. */
  21390. getScene(): Scene;
  21391. /**
  21392. * Specifies if the material will require alpha blending
  21393. * @returns a boolean specifying if alpha blending is needed
  21394. */
  21395. needAlphaBlending(): boolean;
  21396. /**
  21397. * Specifies if the mesh will require alpha blending
  21398. * @param mesh defines the mesh to check
  21399. * @returns a boolean specifying if alpha blending is needed for the mesh
  21400. */
  21401. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  21402. /**
  21403. * Specifies if this material should be rendered in alpha test mode
  21404. * @returns a boolean specifying if an alpha test is needed.
  21405. */
  21406. needAlphaTesting(): boolean;
  21407. /**
  21408. * Gets the texture used for the alpha test
  21409. * @returns the texture to use for alpha testing
  21410. */
  21411. getAlphaTestTexture(): Nullable<BaseTexture>;
  21412. /**
  21413. * Marks the material to indicate that it needs to be re-calculated
  21414. */
  21415. markDirty(): void;
  21416. /** @hidden */
  21417. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  21418. /**
  21419. * Binds the material to the mesh
  21420. * @param world defines the world transformation matrix
  21421. * @param mesh defines the mesh to bind the material to
  21422. */
  21423. bind(world: Matrix, mesh?: Mesh): void;
  21424. /**
  21425. * Binds the submesh to the material
  21426. * @param world defines the world transformation matrix
  21427. * @param mesh defines the mesh containing the submesh
  21428. * @param subMesh defines the submesh to bind the material to
  21429. */
  21430. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  21431. /**
  21432. * Binds the world matrix to the material
  21433. * @param world defines the world transformation matrix
  21434. */
  21435. bindOnlyWorldMatrix(world: Matrix): void;
  21436. /**
  21437. * Binds the scene's uniform buffer to the effect.
  21438. * @param effect defines the effect to bind to the scene uniform buffer
  21439. * @param sceneUbo defines the uniform buffer storing scene data
  21440. */
  21441. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  21442. /**
  21443. * Binds the view matrix to the effect
  21444. * @param effect defines the effect to bind the view matrix to
  21445. */
  21446. bindView(effect: Effect): void;
  21447. /**
  21448. * Binds the view projection matrix to the effect
  21449. * @param effect defines the effect to bind the view projection matrix to
  21450. */
  21451. bindViewProjection(effect: Effect): void;
  21452. /**
  21453. * Specifies if material alpha testing should be turned on for the mesh
  21454. * @param mesh defines the mesh to check
  21455. */
  21456. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  21457. /**
  21458. * Processes to execute after binding the material to a mesh
  21459. * @param mesh defines the rendered mesh
  21460. */
  21461. protected _afterBind(mesh?: Mesh): void;
  21462. /**
  21463. * Unbinds the material from the mesh
  21464. */
  21465. unbind(): void;
  21466. /**
  21467. * Gets the active textures from the material
  21468. * @returns an array of textures
  21469. */
  21470. getActiveTextures(): BaseTexture[];
  21471. /**
  21472. * Specifies if the material uses a texture
  21473. * @param texture defines the texture to check against the material
  21474. * @returns a boolean specifying if the material uses the texture
  21475. */
  21476. hasTexture(texture: BaseTexture): boolean;
  21477. /**
  21478. * Makes a duplicate of the material, and gives it a new name
  21479. * @param name defines the new name for the duplicated material
  21480. * @returns the cloned material
  21481. */
  21482. clone(name: string): Nullable<Material>;
  21483. /**
  21484. * Gets the meshes bound to the material
  21485. * @returns an array of meshes bound to the material
  21486. */
  21487. getBindedMeshes(): AbstractMesh[];
  21488. /**
  21489. * Force shader compilation
  21490. * @param mesh defines the mesh associated with this material
  21491. * @param onCompiled defines a function to execute once the material is compiled
  21492. * @param options defines the options to configure the compilation
  21493. * @param onError defines a function to execute if the material fails compiling
  21494. */
  21495. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  21496. /**
  21497. * Force shader compilation
  21498. * @param mesh defines the mesh that will use this material
  21499. * @param options defines additional options for compiling the shaders
  21500. * @returns a promise that resolves when the compilation completes
  21501. */
  21502. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  21503. private static readonly _AllDirtyCallBack;
  21504. private static readonly _ImageProcessingDirtyCallBack;
  21505. private static readonly _TextureDirtyCallBack;
  21506. private static readonly _FresnelDirtyCallBack;
  21507. private static readonly _MiscDirtyCallBack;
  21508. private static readonly _LightsDirtyCallBack;
  21509. private static readonly _AttributeDirtyCallBack;
  21510. private static _FresnelAndMiscDirtyCallBack;
  21511. private static _TextureAndMiscDirtyCallBack;
  21512. private static readonly _DirtyCallbackArray;
  21513. private static readonly _RunDirtyCallBacks;
  21514. /**
  21515. * Marks a define in the material to indicate that it needs to be re-computed
  21516. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  21517. */
  21518. markAsDirty(flag: number): void;
  21519. /**
  21520. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  21521. * @param func defines a function which checks material defines against the submeshes
  21522. */
  21523. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  21524. /**
  21525. * Indicates that we need to re-calculated for all submeshes
  21526. */
  21527. protected _markAllSubMeshesAsAllDirty(): void;
  21528. /**
  21529. * Indicates that image processing needs to be re-calculated for all submeshes
  21530. */
  21531. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  21532. /**
  21533. * Indicates that textures need to be re-calculated for all submeshes
  21534. */
  21535. protected _markAllSubMeshesAsTexturesDirty(): void;
  21536. /**
  21537. * Indicates that fresnel needs to be re-calculated for all submeshes
  21538. */
  21539. protected _markAllSubMeshesAsFresnelDirty(): void;
  21540. /**
  21541. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  21542. */
  21543. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  21544. /**
  21545. * Indicates that lights need to be re-calculated for all submeshes
  21546. */
  21547. protected _markAllSubMeshesAsLightsDirty(): void;
  21548. /**
  21549. * Indicates that attributes need to be re-calculated for all submeshes
  21550. */
  21551. protected _markAllSubMeshesAsAttributesDirty(): void;
  21552. /**
  21553. * Indicates that misc needs to be re-calculated for all submeshes
  21554. */
  21555. protected _markAllSubMeshesAsMiscDirty(): void;
  21556. /**
  21557. * Indicates that textures and misc need to be re-calculated for all submeshes
  21558. */
  21559. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21560. /**
  21561. * Disposes the material
  21562. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21563. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21564. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21565. */
  21566. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21567. /** @hidden */
  21568. private releaseVertexArrayObject;
  21569. /**
  21570. * Serializes this material
  21571. * @returns the serialized material object
  21572. */
  21573. serialize(): any;
  21574. /**
  21575. * Creates a material from parsed material data
  21576. * @param parsedMaterial defines parsed material data
  21577. * @param scene defines the hosting scene
  21578. * @param rootUrl defines the root URL to use to load textures
  21579. * @returns a new material
  21580. */
  21581. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21582. }
  21583. }
  21584. declare module "babylonjs/Materials/multiMaterial" {
  21585. import { Nullable } from "babylonjs/types";
  21586. import { Scene } from "babylonjs/scene";
  21587. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21588. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21589. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21590. import { Material } from "babylonjs/Materials/material";
  21591. /**
  21592. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21593. * separate meshes. This can be use to improve performances.
  21594. * @see http://doc.babylonjs.com/how_to/multi_materials
  21595. */
  21596. export class MultiMaterial extends Material {
  21597. private _subMaterials;
  21598. /**
  21599. * Gets or Sets the list of Materials used within the multi material.
  21600. * They need to be ordered according to the submeshes order in the associated mesh
  21601. */
  21602. subMaterials: Nullable<Material>[];
  21603. /**
  21604. * Function used to align with Node.getChildren()
  21605. * @returns the list of Materials used within the multi material
  21606. */
  21607. getChildren(): Nullable<Material>[];
  21608. /**
  21609. * Instantiates a new Multi Material
  21610. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21611. * separate meshes. This can be use to improve performances.
  21612. * @see http://doc.babylonjs.com/how_to/multi_materials
  21613. * @param name Define the name in the scene
  21614. * @param scene Define the scene the material belongs to
  21615. */
  21616. constructor(name: string, scene: Scene);
  21617. private _hookArray;
  21618. /**
  21619. * Get one of the submaterial by its index in the submaterials array
  21620. * @param index The index to look the sub material at
  21621. * @returns The Material if the index has been defined
  21622. */
  21623. getSubMaterial(index: number): Nullable<Material>;
  21624. /**
  21625. * Get the list of active textures for the whole sub materials list.
  21626. * @returns All the textures that will be used during the rendering
  21627. */
  21628. getActiveTextures(): BaseTexture[];
  21629. /**
  21630. * Gets the current class name of the material e.g. "MultiMaterial"
  21631. * Mainly use in serialization.
  21632. * @returns the class name
  21633. */
  21634. getClassName(): string;
  21635. /**
  21636. * Checks if the material is ready to render the requested sub mesh
  21637. * @param mesh Define the mesh the submesh belongs to
  21638. * @param subMesh Define the sub mesh to look readyness for
  21639. * @param useInstances Define whether or not the material is used with instances
  21640. * @returns true if ready, otherwise false
  21641. */
  21642. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21643. /**
  21644. * Clones the current material and its related sub materials
  21645. * @param name Define the name of the newly cloned material
  21646. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21647. * @returns the cloned material
  21648. */
  21649. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21650. /**
  21651. * Serializes the materials into a JSON representation.
  21652. * @returns the JSON representation
  21653. */
  21654. serialize(): any;
  21655. /**
  21656. * Dispose the material and release its associated resources
  21657. * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)
  21658. * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)
  21659. * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)
  21660. */
  21661. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21662. /**
  21663. * Creates a MultiMaterial from parsed MultiMaterial data.
  21664. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21665. * @param scene defines the hosting scene
  21666. * @returns a new MultiMaterial
  21667. */
  21668. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21669. }
  21670. }
  21671. declare module "babylonjs/Meshes/subMesh" {
  21672. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21673. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21674. import { Engine } from "babylonjs/Engines/engine";
  21675. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21676. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21677. import { Effect } from "babylonjs/Materials/effect";
  21678. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21679. import { Plane } from "babylonjs/Maths/math.plane";
  21680. import { Collider } from "babylonjs/Collisions/collider";
  21681. import { Material } from "babylonjs/Materials/material";
  21682. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21683. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21684. import { Mesh } from "babylonjs/Meshes/mesh";
  21685. import { Ray } from "babylonjs/Culling/ray";
  21686. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21687. /**
  21688. * Base class for submeshes
  21689. */
  21690. export class BaseSubMesh {
  21691. /** @hidden */
  21692. _materialDefines: Nullable<MaterialDefines>;
  21693. /** @hidden */
  21694. _materialEffect: Nullable<Effect>;
  21695. /**
  21696. * Gets associated effect
  21697. */
  21698. readonly effect: Nullable<Effect>;
  21699. /**
  21700. * Sets associated effect (effect used to render this submesh)
  21701. * @param effect defines the effect to associate with
  21702. * @param defines defines the set of defines used to compile this effect
  21703. */
  21704. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21705. }
  21706. /**
  21707. * Defines a subdivision inside a mesh
  21708. */
  21709. export class SubMesh extends BaseSubMesh implements ICullable {
  21710. /** the material index to use */
  21711. materialIndex: number;
  21712. /** vertex index start */
  21713. verticesStart: number;
  21714. /** vertices count */
  21715. verticesCount: number;
  21716. /** index start */
  21717. indexStart: number;
  21718. /** indices count */
  21719. indexCount: number;
  21720. /** @hidden */
  21721. _linesIndexCount: number;
  21722. private _mesh;
  21723. private _renderingMesh;
  21724. private _boundingInfo;
  21725. private _linesIndexBuffer;
  21726. /** @hidden */
  21727. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21728. /** @hidden */
  21729. _trianglePlanes: Plane[];
  21730. /** @hidden */
  21731. _lastColliderTransformMatrix: Nullable<Matrix>;
  21732. /** @hidden */
  21733. _renderId: number;
  21734. /** @hidden */
  21735. _alphaIndex: number;
  21736. /** @hidden */
  21737. _distanceToCamera: number;
  21738. /** @hidden */
  21739. _id: number;
  21740. private _currentMaterial;
  21741. /**
  21742. * Add a new submesh to a mesh
  21743. * @param materialIndex defines the material index to use
  21744. * @param verticesStart defines vertex index start
  21745. * @param verticesCount defines vertices count
  21746. * @param indexStart defines index start
  21747. * @param indexCount defines indices count
  21748. * @param mesh defines the parent mesh
  21749. * @param renderingMesh defines an optional rendering mesh
  21750. * @param createBoundingBox defines if bounding box should be created for this submesh
  21751. * @returns the new submesh
  21752. */
  21753. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21754. /**
  21755. * Creates a new submesh
  21756. * @param materialIndex defines the material index to use
  21757. * @param verticesStart defines vertex index start
  21758. * @param verticesCount defines vertices count
  21759. * @param indexStart defines index start
  21760. * @param indexCount defines indices count
  21761. * @param mesh defines the parent mesh
  21762. * @param renderingMesh defines an optional rendering mesh
  21763. * @param createBoundingBox defines if bounding box should be created for this submesh
  21764. */
  21765. constructor(
  21766. /** the material index to use */
  21767. materialIndex: number,
  21768. /** vertex index start */
  21769. verticesStart: number,
  21770. /** vertices count */
  21771. verticesCount: number,
  21772. /** index start */
  21773. indexStart: number,
  21774. /** indices count */
  21775. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21776. /**
  21777. * Returns true if this submesh covers the entire parent mesh
  21778. * @ignorenaming
  21779. */
  21780. readonly IsGlobal: boolean;
  21781. /**
  21782. * Returns the submesh BoudingInfo object
  21783. * @returns current bounding info (or mesh's one if the submesh is global)
  21784. */
  21785. getBoundingInfo(): BoundingInfo;
  21786. /**
  21787. * Sets the submesh BoundingInfo
  21788. * @param boundingInfo defines the new bounding info to use
  21789. * @returns the SubMesh
  21790. */
  21791. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21792. /**
  21793. * Returns the mesh of the current submesh
  21794. * @return the parent mesh
  21795. */
  21796. getMesh(): AbstractMesh;
  21797. /**
  21798. * Returns the rendering mesh of the submesh
  21799. * @returns the rendering mesh (could be different from parent mesh)
  21800. */
  21801. getRenderingMesh(): Mesh;
  21802. /**
  21803. * Returns the submesh material
  21804. * @returns null or the current material
  21805. */
  21806. getMaterial(): Nullable<Material>;
  21807. /**
  21808. * Sets a new updated BoundingInfo object to the submesh
  21809. * @param data defines an optional position array to use to determine the bounding info
  21810. * @returns the SubMesh
  21811. */
  21812. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21813. /** @hidden */
  21814. _checkCollision(collider: Collider): boolean;
  21815. /**
  21816. * Updates the submesh BoundingInfo
  21817. * @param world defines the world matrix to use to update the bounding info
  21818. * @returns the submesh
  21819. */
  21820. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21821. /**
  21822. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21823. * @param frustumPlanes defines the frustum planes
  21824. * @returns true if the submesh is intersecting with the frustum
  21825. */
  21826. isInFrustum(frustumPlanes: Plane[]): boolean;
  21827. /**
  21828. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21829. * @param frustumPlanes defines the frustum planes
  21830. * @returns true if the submesh is inside the frustum
  21831. */
  21832. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21833. /**
  21834. * Renders the submesh
  21835. * @param enableAlphaMode defines if alpha needs to be used
  21836. * @returns the submesh
  21837. */
  21838. render(enableAlphaMode: boolean): SubMesh;
  21839. /**
  21840. * @hidden
  21841. */
  21842. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21843. /**
  21844. * Checks if the submesh intersects with a ray
  21845. * @param ray defines the ray to test
  21846. * @returns true is the passed ray intersects the submesh bounding box
  21847. */
  21848. canIntersects(ray: Ray): boolean;
  21849. /**
  21850. * Intersects current submesh with a ray
  21851. * @param ray defines the ray to test
  21852. * @param positions defines mesh's positions array
  21853. * @param indices defines mesh's indices array
  21854. * @param fastCheck defines if only bounding info should be used
  21855. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21856. * @returns intersection info or null if no intersection
  21857. */
  21858. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21859. /** @hidden */
  21860. private _intersectLines;
  21861. /** @hidden */
  21862. private _intersectUnIndexedLines;
  21863. /** @hidden */
  21864. private _intersectTriangles;
  21865. /** @hidden */
  21866. private _intersectUnIndexedTriangles;
  21867. /** @hidden */
  21868. _rebuild(): void;
  21869. /**
  21870. * Creates a new submesh from the passed mesh
  21871. * @param newMesh defines the new hosting mesh
  21872. * @param newRenderingMesh defines an optional rendering mesh
  21873. * @returns the new submesh
  21874. */
  21875. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21876. /**
  21877. * Release associated resources
  21878. */
  21879. dispose(): void;
  21880. /**
  21881. * Gets the class name
  21882. * @returns the string "SubMesh".
  21883. */
  21884. getClassName(): string;
  21885. /**
  21886. * Creates a new submesh from indices data
  21887. * @param materialIndex the index of the main mesh material
  21888. * @param startIndex the index where to start the copy in the mesh indices array
  21889. * @param indexCount the number of indices to copy then from the startIndex
  21890. * @param mesh the main mesh to create the submesh from
  21891. * @param renderingMesh the optional rendering mesh
  21892. * @returns a new submesh
  21893. */
  21894. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21895. }
  21896. }
  21897. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21898. /**
  21899. * Class used to represent data loading progression
  21900. */
  21901. export class SceneLoaderFlags {
  21902. private static _ForceFullSceneLoadingForIncremental;
  21903. private static _ShowLoadingScreen;
  21904. private static _CleanBoneMatrixWeights;
  21905. private static _loggingLevel;
  21906. /**
  21907. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21908. */
  21909. static ForceFullSceneLoadingForIncremental: boolean;
  21910. /**
  21911. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21912. */
  21913. static ShowLoadingScreen: boolean;
  21914. /**
  21915. * Defines the current logging level (while loading the scene)
  21916. * @ignorenaming
  21917. */
  21918. static loggingLevel: number;
  21919. /**
  21920. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21921. */
  21922. static CleanBoneMatrixWeights: boolean;
  21923. }
  21924. }
  21925. declare module "babylonjs/Meshes/geometry" {
  21926. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21927. import { Scene } from "babylonjs/scene";
  21928. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21929. import { Engine } from "babylonjs/Engines/engine";
  21930. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21931. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21932. import { Effect } from "babylonjs/Materials/effect";
  21933. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21934. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21935. import { Mesh } from "babylonjs/Meshes/mesh";
  21936. /**
  21937. * Class used to store geometry data (vertex buffers + index buffer)
  21938. */
  21939. export class Geometry implements IGetSetVerticesData {
  21940. /**
  21941. * Gets or sets the ID of the geometry
  21942. */
  21943. id: string;
  21944. /**
  21945. * Gets or sets the unique ID of the geometry
  21946. */
  21947. uniqueId: number;
  21948. /**
  21949. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21950. */
  21951. delayLoadState: number;
  21952. /**
  21953. * Gets the file containing the data to load when running in delay load state
  21954. */
  21955. delayLoadingFile: Nullable<string>;
  21956. /**
  21957. * Callback called when the geometry is updated
  21958. */
  21959. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21960. private _scene;
  21961. private _engine;
  21962. private _meshes;
  21963. private _totalVertices;
  21964. /** @hidden */
  21965. _indices: IndicesArray;
  21966. /** @hidden */
  21967. _vertexBuffers: {
  21968. [key: string]: VertexBuffer;
  21969. };
  21970. private _isDisposed;
  21971. private _extend;
  21972. private _boundingBias;
  21973. /** @hidden */
  21974. _delayInfo: Array<string>;
  21975. private _indexBuffer;
  21976. private _indexBufferIsUpdatable;
  21977. /** @hidden */
  21978. _boundingInfo: Nullable<BoundingInfo>;
  21979. /** @hidden */
  21980. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21981. /** @hidden */
  21982. _softwareSkinningFrameId: number;
  21983. private _vertexArrayObjects;
  21984. private _updatable;
  21985. /** @hidden */
  21986. _positions: Nullable<Vector3[]>;
  21987. /**
  21988. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  21989. */
  21990. /**
  21991. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  21992. */
  21993. boundingBias: Vector2;
  21994. /**
  21995. * Static function used to attach a new empty geometry to a mesh
  21996. * @param mesh defines the mesh to attach the geometry to
  21997. * @returns the new Geometry
  21998. */
  21999. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  22000. /**
  22001. * Creates a new geometry
  22002. * @param id defines the unique ID
  22003. * @param scene defines the hosting scene
  22004. * @param vertexData defines the VertexData used to get geometry data
  22005. * @param updatable defines if geometry must be updatable (false by default)
  22006. * @param mesh defines the mesh that will be associated with the geometry
  22007. */
  22008. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  22009. /**
  22010. * Gets the current extend of the geometry
  22011. */
  22012. readonly extend: {
  22013. minimum: Vector3;
  22014. maximum: Vector3;
  22015. };
  22016. /**
  22017. * Gets the hosting scene
  22018. * @returns the hosting Scene
  22019. */
  22020. getScene(): Scene;
  22021. /**
  22022. * Gets the hosting engine
  22023. * @returns the hosting Engine
  22024. */
  22025. getEngine(): Engine;
  22026. /**
  22027. * Defines if the geometry is ready to use
  22028. * @returns true if the geometry is ready to be used
  22029. */
  22030. isReady(): boolean;
  22031. /**
  22032. * Gets a value indicating that the geometry should not be serialized
  22033. */
  22034. readonly doNotSerialize: boolean;
  22035. /** @hidden */
  22036. _rebuild(): void;
  22037. /**
  22038. * Affects all geometry data in one call
  22039. * @param vertexData defines the geometry data
  22040. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  22041. */
  22042. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  22043. /**
  22044. * Set specific vertex data
  22045. * @param kind defines the data kind (Position, normal, etc...)
  22046. * @param data defines the vertex data to use
  22047. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  22048. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  22049. */
  22050. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  22051. /**
  22052. * Removes a specific vertex data
  22053. * @param kind defines the data kind (Position, normal, etc...)
  22054. */
  22055. removeVerticesData(kind: string): void;
  22056. /**
  22057. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  22058. * @param buffer defines the vertex buffer to use
  22059. * @param totalVertices defines the total number of vertices for position kind (could be null)
  22060. */
  22061. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  22062. /**
  22063. * Update a specific vertex buffer
  22064. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  22065. * It will do nothing if the buffer is not updatable
  22066. * @param kind defines the data kind (Position, normal, etc...)
  22067. * @param data defines the data to use
  22068. * @param offset defines the offset in the target buffer where to store the data
  22069. * @param useBytes set to true if the offset is in bytes
  22070. */
  22071. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  22072. /**
  22073. * Update a specific vertex buffer
  22074. * This function will create a new buffer if the current one is not updatable
  22075. * @param kind defines the data kind (Position, normal, etc...)
  22076. * @param data defines the data to use
  22077. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  22078. */
  22079. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  22080. private _updateBoundingInfo;
  22081. /** @hidden */
  22082. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  22083. /**
  22084. * Gets total number of vertices
  22085. * @returns the total number of vertices
  22086. */
  22087. getTotalVertices(): number;
  22088. /**
  22089. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  22090. * @param kind defines the data kind (Position, normal, etc...)
  22091. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22092. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22093. * @returns a float array containing vertex data
  22094. */
  22095. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  22096. /**
  22097. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  22098. * @param kind defines the data kind (Position, normal, etc...)
  22099. * @returns true if the vertex buffer with the specified kind is updatable
  22100. */
  22101. isVertexBufferUpdatable(kind: string): boolean;
  22102. /**
  22103. * Gets a specific vertex buffer
  22104. * @param kind defines the data kind (Position, normal, etc...)
  22105. * @returns a VertexBuffer
  22106. */
  22107. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  22108. /**
  22109. * Returns all vertex buffers
  22110. * @return an object holding all vertex buffers indexed by kind
  22111. */
  22112. getVertexBuffers(): Nullable<{
  22113. [key: string]: VertexBuffer;
  22114. }>;
  22115. /**
  22116. * Gets a boolean indicating if specific vertex buffer is present
  22117. * @param kind defines the data kind (Position, normal, etc...)
  22118. * @returns true if data is present
  22119. */
  22120. isVerticesDataPresent(kind: string): boolean;
  22121. /**
  22122. * Gets a list of all attached data kinds (Position, normal, etc...)
  22123. * @returns a list of string containing all kinds
  22124. */
  22125. getVerticesDataKinds(): string[];
  22126. /**
  22127. * Update index buffer
  22128. * @param indices defines the indices to store in the index buffer
  22129. * @param offset defines the offset in the target buffer where to store the data
  22130. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  22131. */
  22132. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  22133. /**
  22134. * Creates a new index buffer
  22135. * @param indices defines the indices to store in the index buffer
  22136. * @param totalVertices defines the total number of vertices (could be null)
  22137. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  22138. */
  22139. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  22140. /**
  22141. * Return the total number of indices
  22142. * @returns the total number of indices
  22143. */
  22144. getTotalIndices(): number;
  22145. /**
  22146. * Gets the index buffer array
  22147. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22148. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22149. * @returns the index buffer array
  22150. */
  22151. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  22152. /**
  22153. * Gets the index buffer
  22154. * @return the index buffer
  22155. */
  22156. getIndexBuffer(): Nullable<DataBuffer>;
  22157. /** @hidden */
  22158. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  22159. /**
  22160. * Release the associated resources for a specific mesh
  22161. * @param mesh defines the source mesh
  22162. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  22163. */
  22164. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  22165. /**
  22166. * Apply current geometry to a given mesh
  22167. * @param mesh defines the mesh to apply geometry to
  22168. */
  22169. applyToMesh(mesh: Mesh): void;
  22170. private _updateExtend;
  22171. private _applyToMesh;
  22172. private notifyUpdate;
  22173. /**
  22174. * Load the geometry if it was flagged as delay loaded
  22175. * @param scene defines the hosting scene
  22176. * @param onLoaded defines a callback called when the geometry is loaded
  22177. */
  22178. load(scene: Scene, onLoaded?: () => void): void;
  22179. private _queueLoad;
  22180. /**
  22181. * Invert the geometry to move from a right handed system to a left handed one.
  22182. */
  22183. toLeftHanded(): void;
  22184. /** @hidden */
  22185. _resetPointsArrayCache(): void;
  22186. /** @hidden */
  22187. _generatePointsArray(): boolean;
  22188. /**
  22189. * Gets a value indicating if the geometry is disposed
  22190. * @returns true if the geometry was disposed
  22191. */
  22192. isDisposed(): boolean;
  22193. private _disposeVertexArrayObjects;
  22194. /**
  22195. * Free all associated resources
  22196. */
  22197. dispose(): void;
  22198. /**
  22199. * Clone the current geometry into a new geometry
  22200. * @param id defines the unique ID of the new geometry
  22201. * @returns a new geometry object
  22202. */
  22203. copy(id: string): Geometry;
  22204. /**
  22205. * Serialize the current geometry info (and not the vertices data) into a JSON object
  22206. * @return a JSON representation of the current geometry data (without the vertices data)
  22207. */
  22208. serialize(): any;
  22209. private toNumberArray;
  22210. /**
  22211. * Serialize all vertices data into a JSON oject
  22212. * @returns a JSON representation of the current geometry data
  22213. */
  22214. serializeVerticeData(): any;
  22215. /**
  22216. * Extracts a clone of a mesh geometry
  22217. * @param mesh defines the source mesh
  22218. * @param id defines the unique ID of the new geometry object
  22219. * @returns the new geometry object
  22220. */
  22221. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  22222. /**
  22223. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  22224. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  22225. * Be aware Math.random() could cause collisions, but:
  22226. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  22227. * @returns a string containing a new GUID
  22228. */
  22229. static RandomId(): string;
  22230. /** @hidden */
  22231. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  22232. private static _CleanMatricesWeights;
  22233. /**
  22234. * Create a new geometry from persisted data (Using .babylon file format)
  22235. * @param parsedVertexData defines the persisted data
  22236. * @param scene defines the hosting scene
  22237. * @param rootUrl defines the root url to use to load assets (like delayed data)
  22238. * @returns the new geometry object
  22239. */
  22240. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  22241. }
  22242. }
  22243. declare module "babylonjs/Meshes/mesh.vertexData" {
  22244. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  22245. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  22246. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  22247. import { Geometry } from "babylonjs/Meshes/geometry";
  22248. import { Mesh } from "babylonjs/Meshes/mesh";
  22249. /**
  22250. * Define an interface for all classes that will get and set the data on vertices
  22251. */
  22252. export interface IGetSetVerticesData {
  22253. /**
  22254. * Gets a boolean indicating if specific vertex data is present
  22255. * @param kind defines the vertex data kind to use
  22256. * @returns true is data kind is present
  22257. */
  22258. isVerticesDataPresent(kind: string): boolean;
  22259. /**
  22260. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  22261. * @param kind defines the data kind (Position, normal, etc...)
  22262. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22263. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22264. * @returns a float array containing vertex data
  22265. */
  22266. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  22267. /**
  22268. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  22269. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  22270. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22271. * @returns the indices array or an empty array if the mesh has no geometry
  22272. */
  22273. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  22274. /**
  22275. * Set specific vertex data
  22276. * @param kind defines the data kind (Position, normal, etc...)
  22277. * @param data defines the vertex data to use
  22278. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  22279. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  22280. */
  22281. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  22282. /**
  22283. * Update a specific associated vertex buffer
  22284. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  22285. * - VertexBuffer.PositionKind
  22286. * - VertexBuffer.UVKind
  22287. * - VertexBuffer.UV2Kind
  22288. * - VertexBuffer.UV3Kind
  22289. * - VertexBuffer.UV4Kind
  22290. * - VertexBuffer.UV5Kind
  22291. * - VertexBuffer.UV6Kind
  22292. * - VertexBuffer.ColorKind
  22293. * - VertexBuffer.MatricesIndicesKind
  22294. * - VertexBuffer.MatricesIndicesExtraKind
  22295. * - VertexBuffer.MatricesWeightsKind
  22296. * - VertexBuffer.MatricesWeightsExtraKind
  22297. * @param data defines the data source
  22298. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  22299. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  22300. */
  22301. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  22302. /**
  22303. * Creates a new index buffer
  22304. * @param indices defines the indices to store in the index buffer
  22305. * @param totalVertices defines the total number of vertices (could be null)
  22306. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  22307. */
  22308. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  22309. }
  22310. /**
  22311. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  22312. */
  22313. export class VertexData {
  22314. /**
  22315. * Mesh side orientation : usually the external or front surface
  22316. */
  22317. static readonly FRONTSIDE: number;
  22318. /**
  22319. * Mesh side orientation : usually the internal or back surface
  22320. */
  22321. static readonly BACKSIDE: number;
  22322. /**
  22323. * Mesh side orientation : both internal and external or front and back surfaces
  22324. */
  22325. static readonly DOUBLESIDE: number;
  22326. /**
  22327. * Mesh side orientation : by default, `FRONTSIDE`
  22328. */
  22329. static readonly DEFAULTSIDE: number;
  22330. /**
  22331. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  22332. */
  22333. positions: Nullable<FloatArray>;
  22334. /**
  22335. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  22336. */
  22337. normals: Nullable<FloatArray>;
  22338. /**
  22339. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  22340. */
  22341. tangents: Nullable<FloatArray>;
  22342. /**
  22343. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22344. */
  22345. uvs: Nullable<FloatArray>;
  22346. /**
  22347. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22348. */
  22349. uvs2: Nullable<FloatArray>;
  22350. /**
  22351. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22352. */
  22353. uvs3: Nullable<FloatArray>;
  22354. /**
  22355. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22356. */
  22357. uvs4: Nullable<FloatArray>;
  22358. /**
  22359. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22360. */
  22361. uvs5: Nullable<FloatArray>;
  22362. /**
  22363. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22364. */
  22365. uvs6: Nullable<FloatArray>;
  22366. /**
  22367. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  22368. */
  22369. colors: Nullable<FloatArray>;
  22370. /**
  22371. * An array containing the list of indices to the array of matrices produced by bones, each vertex have up to 4 indices (8 if the matricesIndicesExtra is set).
  22372. */
  22373. matricesIndices: Nullable<FloatArray>;
  22374. /**
  22375. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  22376. */
  22377. matricesWeights: Nullable<FloatArray>;
  22378. /**
  22379. * An array extending the number of possible indices
  22380. */
  22381. matricesIndicesExtra: Nullable<FloatArray>;
  22382. /**
  22383. * An array extending the number of possible weights when the number of indices is extended
  22384. */
  22385. matricesWeightsExtra: Nullable<FloatArray>;
  22386. /**
  22387. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  22388. */
  22389. indices: Nullable<IndicesArray>;
  22390. /**
  22391. * Uses the passed data array to set the set the values for the specified kind of data
  22392. * @param data a linear array of floating numbers
  22393. * @param kind the type of data that is being set, eg positions, colors etc
  22394. */
  22395. set(data: FloatArray, kind: string): void;
  22396. /**
  22397. * Associates the vertexData to the passed Mesh.
  22398. * Sets it as updatable or not (default `false`)
  22399. * @param mesh the mesh the vertexData is applied to
  22400. * @param updatable when used and having the value true allows new data to update the vertexData
  22401. * @returns the VertexData
  22402. */
  22403. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  22404. /**
  22405. * Associates the vertexData to the passed Geometry.
  22406. * Sets it as updatable or not (default `false`)
  22407. * @param geometry the geometry the vertexData is applied to
  22408. * @param updatable when used and having the value true allows new data to update the vertexData
  22409. * @returns VertexData
  22410. */
  22411. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  22412. /**
  22413. * Updates the associated mesh
  22414. * @param mesh the mesh to be updated
  22415. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22416. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  22417. * @returns VertexData
  22418. */
  22419. updateMesh(mesh: Mesh): VertexData;
  22420. /**
  22421. * Updates the associated geometry
  22422. * @param geometry the geometry to be updated
  22423. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22424. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  22425. * @returns VertexData.
  22426. */
  22427. updateGeometry(geometry: Geometry): VertexData;
  22428. private _applyTo;
  22429. private _update;
  22430. /**
  22431. * Transforms each position and each normal of the vertexData according to the passed Matrix
  22432. * @param matrix the transforming matrix
  22433. * @returns the VertexData
  22434. */
  22435. transform(matrix: Matrix): VertexData;
  22436. /**
  22437. * Merges the passed VertexData into the current one
  22438. * @param other the VertexData to be merged into the current one
  22439. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  22440. * @returns the modified VertexData
  22441. */
  22442. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  22443. private _mergeElement;
  22444. private _validate;
  22445. /**
  22446. * Serializes the VertexData
  22447. * @returns a serialized object
  22448. */
  22449. serialize(): any;
  22450. /**
  22451. * Extracts the vertexData from a mesh
  22452. * @param mesh the mesh from which to extract the VertexData
  22453. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  22454. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22455. * @returns the object VertexData associated to the passed mesh
  22456. */
  22457. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22458. /**
  22459. * Extracts the vertexData from the geometry
  22460. * @param geometry the geometry from which to extract the VertexData
  22461. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  22462. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22463. * @returns the object VertexData associated to the passed mesh
  22464. */
  22465. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22466. private static _ExtractFrom;
  22467. /**
  22468. * Creates the VertexData for a Ribbon
  22469. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  22470. * * pathArray array of paths, each of which an array of successive Vector3
  22471. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  22472. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  22473. * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length
  22474. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22475. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22476. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22477. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  22478. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  22479. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  22480. * @returns the VertexData of the ribbon
  22481. */
  22482. static CreateRibbon(options: {
  22483. pathArray: Vector3[][];
  22484. closeArray?: boolean;
  22485. closePath?: boolean;
  22486. offset?: number;
  22487. sideOrientation?: number;
  22488. frontUVs?: Vector4;
  22489. backUVs?: Vector4;
  22490. invertUV?: boolean;
  22491. uvs?: Vector2[];
  22492. colors?: Color4[];
  22493. }): VertexData;
  22494. /**
  22495. * Creates the VertexData for a box
  22496. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22497. * * size sets the width, height and depth of the box to the value of size, optional default 1
  22498. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  22499. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  22500. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  22501. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22502. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22503. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22504. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22505. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22506. * @returns the VertexData of the box
  22507. */
  22508. static CreateBox(options: {
  22509. size?: number;
  22510. width?: number;
  22511. height?: number;
  22512. depth?: number;
  22513. faceUV?: Vector4[];
  22514. faceColors?: Color4[];
  22515. sideOrientation?: number;
  22516. frontUVs?: Vector4;
  22517. backUVs?: Vector4;
  22518. }): VertexData;
  22519. /**
  22520. * Creates the VertexData for a tiled box
  22521. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22522. * * faceTiles sets the pattern, tile size and number of tiles for a face
  22523. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22524. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22525. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22526. * @returns the VertexData of the box
  22527. */
  22528. static CreateTiledBox(options: {
  22529. pattern?: number;
  22530. width?: number;
  22531. height?: number;
  22532. depth?: number;
  22533. tileSize?: number;
  22534. tileWidth?: number;
  22535. tileHeight?: number;
  22536. alignHorizontal?: number;
  22537. alignVertical?: number;
  22538. faceUV?: Vector4[];
  22539. faceColors?: Color4[];
  22540. sideOrientation?: number;
  22541. }): VertexData;
  22542. /**
  22543. * Creates the VertexData for a tiled plane
  22544. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22545. * * pattern a limited pattern arrangement depending on the number
  22546. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  22547. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  22548. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  22549. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22550. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22551. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22552. * @returns the VertexData of the tiled plane
  22553. */
  22554. static CreateTiledPlane(options: {
  22555. pattern?: number;
  22556. tileSize?: number;
  22557. tileWidth?: number;
  22558. tileHeight?: number;
  22559. size?: number;
  22560. width?: number;
  22561. height?: number;
  22562. alignHorizontal?: number;
  22563. alignVertical?: number;
  22564. sideOrientation?: number;
  22565. frontUVs?: Vector4;
  22566. backUVs?: Vector4;
  22567. }): VertexData;
  22568. /**
  22569. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22570. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22571. * * segments sets the number of horizontal strips optional, default 32
  22572. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22573. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22574. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22575. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22576. * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1
  22577. * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1
  22578. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22579. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22580. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22581. * @returns the VertexData of the ellipsoid
  22582. */
  22583. static CreateSphere(options: {
  22584. segments?: number;
  22585. diameter?: number;
  22586. diameterX?: number;
  22587. diameterY?: number;
  22588. diameterZ?: number;
  22589. arc?: number;
  22590. slice?: number;
  22591. sideOrientation?: number;
  22592. frontUVs?: Vector4;
  22593. backUVs?: Vector4;
  22594. }): VertexData;
  22595. /**
  22596. * Creates the VertexData for a cylinder, cone or prism
  22597. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22598. * * height sets the height (y direction) of the cylinder, optional, default 2
  22599. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22600. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22601. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22602. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22603. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22604. * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
  22605. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22606. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22607. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22608. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22609. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22610. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22611. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22612. * @returns the VertexData of the cylinder, cone or prism
  22613. */
  22614. static CreateCylinder(options: {
  22615. height?: number;
  22616. diameterTop?: number;
  22617. diameterBottom?: number;
  22618. diameter?: number;
  22619. tessellation?: number;
  22620. subdivisions?: number;
  22621. arc?: number;
  22622. faceColors?: Color4[];
  22623. faceUV?: Vector4[];
  22624. hasRings?: boolean;
  22625. enclose?: boolean;
  22626. sideOrientation?: number;
  22627. frontUVs?: Vector4;
  22628. backUVs?: Vector4;
  22629. }): VertexData;
  22630. /**
  22631. * Creates the VertexData for a torus
  22632. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22633. * * diameter the diameter of the torus, optional default 1
  22634. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22635. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22636. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22637. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22638. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22639. * @returns the VertexData of the torus
  22640. */
  22641. static CreateTorus(options: {
  22642. diameter?: number;
  22643. thickness?: number;
  22644. tessellation?: number;
  22645. sideOrientation?: number;
  22646. frontUVs?: Vector4;
  22647. backUVs?: Vector4;
  22648. }): VertexData;
  22649. /**
  22650. * Creates the VertexData of the LineSystem
  22651. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22652. * - lines an array of lines, each line being an array of successive Vector3
  22653. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22654. * @returns the VertexData of the LineSystem
  22655. */
  22656. static CreateLineSystem(options: {
  22657. lines: Vector3[][];
  22658. colors?: Nullable<Color4[][]>;
  22659. }): VertexData;
  22660. /**
  22661. * Create the VertexData for a DashedLines
  22662. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22663. * - points an array successive Vector3
  22664. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22665. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22666. * - dashNb the intended total number of dashes, optional, default 200
  22667. * @returns the VertexData for the DashedLines
  22668. */
  22669. static CreateDashedLines(options: {
  22670. points: Vector3[];
  22671. dashSize?: number;
  22672. gapSize?: number;
  22673. dashNb?: number;
  22674. }): VertexData;
  22675. /**
  22676. * Creates the VertexData for a Ground
  22677. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22678. * - width the width (x direction) of the ground, optional, default 1
  22679. * - height the height (z direction) of the ground, optional, default 1
  22680. * - subdivisions the number of subdivisions per side, optional, default 1
  22681. * @returns the VertexData of the Ground
  22682. */
  22683. static CreateGround(options: {
  22684. width?: number;
  22685. height?: number;
  22686. subdivisions?: number;
  22687. subdivisionsX?: number;
  22688. subdivisionsY?: number;
  22689. }): VertexData;
  22690. /**
  22691. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22692. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22693. * * xmin the ground minimum X coordinate, optional, default -1
  22694. * * zmin the ground minimum Z coordinate, optional, default -1
  22695. * * xmax the ground maximum X coordinate, optional, default 1
  22696. * * zmax the ground maximum Z coordinate, optional, default 1
  22697. * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}
  22698. * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}
  22699. * @returns the VertexData of the TiledGround
  22700. */
  22701. static CreateTiledGround(options: {
  22702. xmin: number;
  22703. zmin: number;
  22704. xmax: number;
  22705. zmax: number;
  22706. subdivisions?: {
  22707. w: number;
  22708. h: number;
  22709. };
  22710. precision?: {
  22711. w: number;
  22712. h: number;
  22713. };
  22714. }): VertexData;
  22715. /**
  22716. * Creates the VertexData of the Ground designed from a heightmap
  22717. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22718. * * width the width (x direction) of the ground
  22719. * * height the height (z direction) of the ground
  22720. * * subdivisions the number of subdivisions per side
  22721. * * minHeight the minimum altitude on the ground, optional, default 0
  22722. * * maxHeight the maximum altitude on the ground, optional default 1
  22723. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22724. * * buffer the array holding the image color data
  22725. * * bufferWidth the width of image
  22726. * * bufferHeight the height of image
  22727. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22728. * @returns the VertexData of the Ground designed from a heightmap
  22729. */
  22730. static CreateGroundFromHeightMap(options: {
  22731. width: number;
  22732. height: number;
  22733. subdivisions: number;
  22734. minHeight: number;
  22735. maxHeight: number;
  22736. colorFilter: Color3;
  22737. buffer: Uint8Array;
  22738. bufferWidth: number;
  22739. bufferHeight: number;
  22740. alphaFilter: number;
  22741. }): VertexData;
  22742. /**
  22743. * Creates the VertexData for a Plane
  22744. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22745. * * size sets the width and height of the plane to the value of size, optional default 1
  22746. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22747. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22748. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22749. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22750. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22751. * @returns the VertexData of the box
  22752. */
  22753. static CreatePlane(options: {
  22754. size?: number;
  22755. width?: number;
  22756. height?: number;
  22757. sideOrientation?: number;
  22758. frontUVs?: Vector4;
  22759. backUVs?: Vector4;
  22760. }): VertexData;
  22761. /**
  22762. * Creates the VertexData of the Disc or regular Polygon
  22763. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22764. * * radius the radius of the disc, optional default 0.5
  22765. * * tessellation the number of polygon sides, optional, default 64
  22766. * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1
  22767. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22768. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22769. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22770. * @returns the VertexData of the box
  22771. */
  22772. static CreateDisc(options: {
  22773. radius?: number;
  22774. tessellation?: number;
  22775. arc?: number;
  22776. sideOrientation?: number;
  22777. frontUVs?: Vector4;
  22778. backUVs?: Vector4;
  22779. }): VertexData;
  22780. /**
  22781. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22782. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22783. * @param polygon a mesh built from polygonTriangulation.build()
  22784. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22785. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22786. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22787. * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22788. * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22789. * @returns the VertexData of the Polygon
  22790. */
  22791. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22792. /**
  22793. * Creates the VertexData of the IcoSphere
  22794. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22795. * * radius the radius of the IcoSphere, optional default 1
  22796. * * radiusX allows stretching in the x direction, optional, default radius
  22797. * * radiusY allows stretching in the y direction, optional, default radius
  22798. * * radiusZ allows stretching in the z direction, optional, default radius
  22799. * * flat when true creates a flat shaded mesh, optional, default true
  22800. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22801. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22802. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22803. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22804. * @returns the VertexData of the IcoSphere
  22805. */
  22806. static CreateIcoSphere(options: {
  22807. radius?: number;
  22808. radiusX?: number;
  22809. radiusY?: number;
  22810. radiusZ?: number;
  22811. flat?: boolean;
  22812. subdivisions?: number;
  22813. sideOrientation?: number;
  22814. frontUVs?: Vector4;
  22815. backUVs?: Vector4;
  22816. }): VertexData;
  22817. /**
  22818. * Creates the VertexData for a Polyhedron
  22819. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22820. * * type provided types are:
  22821. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22822. * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
  22823. * * size the size of the IcoSphere, optional default 1
  22824. * * sizeX allows stretching in the x direction, optional, default size
  22825. * * sizeY allows stretching in the y direction, optional, default size
  22826. * * sizeZ allows stretching in the z direction, optional, default size
  22827. * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor
  22828. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22829. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22830. * * flat when true creates a flat shaded mesh, optional, default true
  22831. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22832. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22833. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22834. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22835. * @returns the VertexData of the Polyhedron
  22836. */
  22837. static CreatePolyhedron(options: {
  22838. type?: number;
  22839. size?: number;
  22840. sizeX?: number;
  22841. sizeY?: number;
  22842. sizeZ?: number;
  22843. custom?: any;
  22844. faceUV?: Vector4[];
  22845. faceColors?: Color4[];
  22846. flat?: boolean;
  22847. sideOrientation?: number;
  22848. frontUVs?: Vector4;
  22849. backUVs?: Vector4;
  22850. }): VertexData;
  22851. /**
  22852. * Creates the VertexData for a TorusKnot
  22853. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22854. * * radius the radius of the torus knot, optional, default 2
  22855. * * tube the thickness of the tube, optional, default 0.5
  22856. * * radialSegments the number of sides on each tube segments, optional, default 32
  22857. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22858. * * p the number of windings around the z axis, optional, default 2
  22859. * * q the number of windings around the x axis, optional, default 3
  22860. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22861. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22862. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22863. * @returns the VertexData of the Torus Knot
  22864. */
  22865. static CreateTorusKnot(options: {
  22866. radius?: number;
  22867. tube?: number;
  22868. radialSegments?: number;
  22869. tubularSegments?: number;
  22870. p?: number;
  22871. q?: number;
  22872. sideOrientation?: number;
  22873. frontUVs?: Vector4;
  22874. backUVs?: Vector4;
  22875. }): VertexData;
  22876. /**
  22877. * Compute normals for given positions and indices
  22878. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22879. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22880. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22881. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22882. * * facetNormals : optional array of facet normals (vector3)
  22883. * * facetPositions : optional array of facet positions (vector3)
  22884. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22885. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22886. * * bInfo : optional bounding info, required for facetPartitioning computation
  22887. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22888. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22889. * * useRightHandedSystem: optional boolean to for right handed system computation
  22890. * * depthSort : optional boolean to enable the facet depth sort computation
  22891. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22892. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22893. */
  22894. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22895. facetNormals?: any;
  22896. facetPositions?: any;
  22897. facetPartitioning?: any;
  22898. ratio?: number;
  22899. bInfo?: any;
  22900. bbSize?: Vector3;
  22901. subDiv?: any;
  22902. useRightHandedSystem?: boolean;
  22903. depthSort?: boolean;
  22904. distanceTo?: Vector3;
  22905. depthSortedFacets?: any;
  22906. }): void;
  22907. /** @hidden */
  22908. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22909. /**
  22910. * Applies VertexData created from the imported parameters to the geometry
  22911. * @param parsedVertexData the parsed data from an imported file
  22912. * @param geometry the geometry to apply the VertexData to
  22913. */
  22914. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22915. }
  22916. }
  22917. declare module "babylonjs/Morph/morphTarget" {
  22918. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22919. import { Observable } from "babylonjs/Misc/observable";
  22920. import { Nullable, FloatArray } from "babylonjs/types";
  22921. import { Scene } from "babylonjs/scene";
  22922. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22923. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22924. /**
  22925. * Defines a target to use with MorphTargetManager
  22926. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22927. */
  22928. export class MorphTarget implements IAnimatable {
  22929. /** defines the name of the target */
  22930. name: string;
  22931. /**
  22932. * Gets or sets the list of animations
  22933. */
  22934. animations: import("babylonjs/Animations/animation").Animation[];
  22935. private _scene;
  22936. private _positions;
  22937. private _normals;
  22938. private _tangents;
  22939. private _uvs;
  22940. private _influence;
  22941. private _uniqueId;
  22942. /**
  22943. * Observable raised when the influence changes
  22944. */
  22945. onInfluenceChanged: Observable<boolean>;
  22946. /** @hidden */
  22947. _onDataLayoutChanged: Observable<void>;
  22948. /**
  22949. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22950. */
  22951. influence: number;
  22952. /**
  22953. * Gets or sets the id of the morph Target
  22954. */
  22955. id: string;
  22956. private _animationPropertiesOverride;
  22957. /**
  22958. * Gets or sets the animation properties override
  22959. */
  22960. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22961. /**
  22962. * Creates a new MorphTarget
  22963. * @param name defines the name of the target
  22964. * @param influence defines the influence to use
  22965. * @param scene defines the scene the morphtarget belongs to
  22966. */
  22967. constructor(
  22968. /** defines the name of the target */
  22969. name: string, influence?: number, scene?: Nullable<Scene>);
  22970. /**
  22971. * Gets the unique ID of this manager
  22972. */
  22973. readonly uniqueId: number;
  22974. /**
  22975. * Gets a boolean defining if the target contains position data
  22976. */
  22977. readonly hasPositions: boolean;
  22978. /**
  22979. * Gets a boolean defining if the target contains normal data
  22980. */
  22981. readonly hasNormals: boolean;
  22982. /**
  22983. * Gets a boolean defining if the target contains tangent data
  22984. */
  22985. readonly hasTangents: boolean;
  22986. /**
  22987. * Gets a boolean defining if the target contains texture coordinates data
  22988. */
  22989. readonly hasUVs: boolean;
  22990. /**
  22991. * Affects position data to this target
  22992. * @param data defines the position data to use
  22993. */
  22994. setPositions(data: Nullable<FloatArray>): void;
  22995. /**
  22996. * Gets the position data stored in this target
  22997. * @returns a FloatArray containing the position data (or null if not present)
  22998. */
  22999. getPositions(): Nullable<FloatArray>;
  23000. /**
  23001. * Affects normal data to this target
  23002. * @param data defines the normal data to use
  23003. */
  23004. setNormals(data: Nullable<FloatArray>): void;
  23005. /**
  23006. * Gets the normal data stored in this target
  23007. * @returns a FloatArray containing the normal data (or null if not present)
  23008. */
  23009. getNormals(): Nullable<FloatArray>;
  23010. /**
  23011. * Affects tangent data to this target
  23012. * @param data defines the tangent data to use
  23013. */
  23014. setTangents(data: Nullable<FloatArray>): void;
  23015. /**
  23016. * Gets the tangent data stored in this target
  23017. * @returns a FloatArray containing the tangent data (or null if not present)
  23018. */
  23019. getTangents(): Nullable<FloatArray>;
  23020. /**
  23021. * Affects texture coordinates data to this target
  23022. * @param data defines the texture coordinates data to use
  23023. */
  23024. setUVs(data: Nullable<FloatArray>): void;
  23025. /**
  23026. * Gets the texture coordinates data stored in this target
  23027. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  23028. */
  23029. getUVs(): Nullable<FloatArray>;
  23030. /**
  23031. * Clone the current target
  23032. * @returns a new MorphTarget
  23033. */
  23034. clone(): MorphTarget;
  23035. /**
  23036. * Serializes the current target into a Serialization object
  23037. * @returns the serialized object
  23038. */
  23039. serialize(): any;
  23040. /**
  23041. * Returns the string "MorphTarget"
  23042. * @returns "MorphTarget"
  23043. */
  23044. getClassName(): string;
  23045. /**
  23046. * Creates a new target from serialized data
  23047. * @param serializationObject defines the serialized data to use
  23048. * @returns a new MorphTarget
  23049. */
  23050. static Parse(serializationObject: any): MorphTarget;
  23051. /**
  23052. * Creates a MorphTarget from mesh data
  23053. * @param mesh defines the source mesh
  23054. * @param name defines the name to use for the new target
  23055. * @param influence defines the influence to attach to the target
  23056. * @returns a new MorphTarget
  23057. */
  23058. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  23059. }
  23060. }
  23061. declare module "babylonjs/Morph/morphTargetManager" {
  23062. import { Nullable } from "babylonjs/types";
  23063. import { Scene } from "babylonjs/scene";
  23064. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  23065. /**
  23066. * This class is used to deform meshes using morphing between different targets
  23067. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  23068. */
  23069. export class MorphTargetManager {
  23070. private _targets;
  23071. private _targetInfluenceChangedObservers;
  23072. private _targetDataLayoutChangedObservers;
  23073. private _activeTargets;
  23074. private _scene;
  23075. private _influences;
  23076. private _supportsNormals;
  23077. private _supportsTangents;
  23078. private _supportsUVs;
  23079. private _vertexCount;
  23080. private _uniqueId;
  23081. private _tempInfluences;
  23082. /**
  23083. * Gets or sets a boolean indicating if normals must be morphed
  23084. */
  23085. enableNormalMorphing: boolean;
  23086. /**
  23087. * Gets or sets a boolean indicating if tangents must be morphed
  23088. */
  23089. enableTangentMorphing: boolean;
  23090. /**
  23091. * Gets or sets a boolean indicating if UV must be morphed
  23092. */
  23093. enableUVMorphing: boolean;
  23094. /**
  23095. * Creates a new MorphTargetManager
  23096. * @param scene defines the current scene
  23097. */
  23098. constructor(scene?: Nullable<Scene>);
  23099. /**
  23100. * Gets the unique ID of this manager
  23101. */
  23102. readonly uniqueId: number;
  23103. /**
  23104. * Gets the number of vertices handled by this manager
  23105. */
  23106. readonly vertexCount: number;
  23107. /**
  23108. * Gets a boolean indicating if this manager supports morphing of normals
  23109. */
  23110. readonly supportsNormals: boolean;
  23111. /**
  23112. * Gets a boolean indicating if this manager supports morphing of tangents
  23113. */
  23114. readonly supportsTangents: boolean;
  23115. /**
  23116. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  23117. */
  23118. readonly supportsUVs: boolean;
  23119. /**
  23120. * Gets the number of targets stored in this manager
  23121. */
  23122. readonly numTargets: number;
  23123. /**
  23124. * Gets the number of influencers (ie. the number of targets with influences > 0)
  23125. */
  23126. readonly numInfluencers: number;
  23127. /**
  23128. * Gets the list of influences (one per target)
  23129. */
  23130. readonly influences: Float32Array;
  23131. /**
  23132. * Gets the active target at specified index. An active target is a target with an influence > 0
  23133. * @param index defines the index to check
  23134. * @returns the requested target
  23135. */
  23136. getActiveTarget(index: number): MorphTarget;
  23137. /**
  23138. * Gets the target at specified index
  23139. * @param index defines the index to check
  23140. * @returns the requested target
  23141. */
  23142. getTarget(index: number): MorphTarget;
  23143. /**
  23144. * Add a new target to this manager
  23145. * @param target defines the target to add
  23146. */
  23147. addTarget(target: MorphTarget): void;
  23148. /**
  23149. * Removes a target from the manager
  23150. * @param target defines the target to remove
  23151. */
  23152. removeTarget(target: MorphTarget): void;
  23153. /**
  23154. * Clone the current manager
  23155. * @returns a new MorphTargetManager
  23156. */
  23157. clone(): MorphTargetManager;
  23158. /**
  23159. * Serializes the current manager into a Serialization object
  23160. * @returns the serialized object
  23161. */
  23162. serialize(): any;
  23163. private _syncActiveTargets;
  23164. /**
  23165. * Syncrhonize the targets with all the meshes using this morph target manager
  23166. */
  23167. synchronize(): void;
  23168. /**
  23169. * Creates a new MorphTargetManager from serialized data
  23170. * @param serializationObject defines the serialized data
  23171. * @param scene defines the hosting scene
  23172. * @returns the new MorphTargetManager
  23173. */
  23174. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  23175. }
  23176. }
  23177. declare module "babylonjs/Meshes/meshLODLevel" {
  23178. import { Mesh } from "babylonjs/Meshes/mesh";
  23179. import { Nullable } from "babylonjs/types";
  23180. /**
  23181. * Class used to represent a specific level of detail of a mesh
  23182. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  23183. */
  23184. export class MeshLODLevel {
  23185. /** Defines the distance where this level should start being displayed */
  23186. distance: number;
  23187. /** Defines the mesh to use to render this level */
  23188. mesh: Nullable<Mesh>;
  23189. /**
  23190. * Creates a new LOD level
  23191. * @param distance defines the distance where this level should star being displayed
  23192. * @param mesh defines the mesh to use to render this level
  23193. */
  23194. constructor(
  23195. /** Defines the distance where this level should start being displayed */
  23196. distance: number,
  23197. /** Defines the mesh to use to render this level */
  23198. mesh: Nullable<Mesh>);
  23199. }
  23200. }
  23201. declare module "babylonjs/Meshes/groundMesh" {
  23202. import { Scene } from "babylonjs/scene";
  23203. import { Vector3 } from "babylonjs/Maths/math.vector";
  23204. import { Mesh } from "babylonjs/Meshes/mesh";
  23205. /**
  23206. * Mesh representing the gorund
  23207. */
  23208. export class GroundMesh extends Mesh {
  23209. /** If octree should be generated */
  23210. generateOctree: boolean;
  23211. private _heightQuads;
  23212. /** @hidden */
  23213. _subdivisionsX: number;
  23214. /** @hidden */
  23215. _subdivisionsY: number;
  23216. /** @hidden */
  23217. _width: number;
  23218. /** @hidden */
  23219. _height: number;
  23220. /** @hidden */
  23221. _minX: number;
  23222. /** @hidden */
  23223. _maxX: number;
  23224. /** @hidden */
  23225. _minZ: number;
  23226. /** @hidden */
  23227. _maxZ: number;
  23228. constructor(name: string, scene: Scene);
  23229. /**
  23230. * "GroundMesh"
  23231. * @returns "GroundMesh"
  23232. */
  23233. getClassName(): string;
  23234. /**
  23235. * The minimum of x and y subdivisions
  23236. */
  23237. readonly subdivisions: number;
  23238. /**
  23239. * X subdivisions
  23240. */
  23241. readonly subdivisionsX: number;
  23242. /**
  23243. * Y subdivisions
  23244. */
  23245. readonly subdivisionsY: number;
  23246. /**
  23247. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  23248. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  23249. * @param chunksCount the number of subdivisions for x and y
  23250. * @param octreeBlocksSize (Default: 32)
  23251. */
  23252. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  23253. /**
  23254. * Returns a height (y) value in the Worl system :
  23255. * the ground altitude at the coordinates (x, z) expressed in the World system.
  23256. * @param x x coordinate
  23257. * @param z z coordinate
  23258. * @returns the ground y position if (x, z) are outside the ground surface.
  23259. */
  23260. getHeightAtCoordinates(x: number, z: number): number;
  23261. /**
  23262. * Returns a normalized vector (Vector3) orthogonal to the ground
  23263. * at the ground coordinates (x, z) expressed in the World system.
  23264. * @param x x coordinate
  23265. * @param z z coordinate
  23266. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  23267. */
  23268. getNormalAtCoordinates(x: number, z: number): Vector3;
  23269. /**
  23270. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  23271. * at the ground coordinates (x, z) expressed in the World system.
  23272. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  23273. * @param x x coordinate
  23274. * @param z z coordinate
  23275. * @param ref vector to store the result
  23276. * @returns the GroundMesh.
  23277. */
  23278. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  23279. /**
  23280. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  23281. * if the ground has been updated.
  23282. * This can be used in the render loop.
  23283. * @returns the GroundMesh.
  23284. */
  23285. updateCoordinateHeights(): GroundMesh;
  23286. private _getFacetAt;
  23287. private _initHeightQuads;
  23288. private _computeHeightQuads;
  23289. /**
  23290. * Serializes this ground mesh
  23291. * @param serializationObject object to write serialization to
  23292. */
  23293. serialize(serializationObject: any): void;
  23294. /**
  23295. * Parses a serialized ground mesh
  23296. * @param parsedMesh the serialized mesh
  23297. * @param scene the scene to create the ground mesh in
  23298. * @returns the created ground mesh
  23299. */
  23300. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  23301. }
  23302. }
  23303. declare module "babylonjs/Physics/physicsJoint" {
  23304. import { Vector3 } from "babylonjs/Maths/math.vector";
  23305. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  23306. /**
  23307. * Interface for Physics-Joint data
  23308. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23309. */
  23310. export interface PhysicsJointData {
  23311. /**
  23312. * The main pivot of the joint
  23313. */
  23314. mainPivot?: Vector3;
  23315. /**
  23316. * The connected pivot of the joint
  23317. */
  23318. connectedPivot?: Vector3;
  23319. /**
  23320. * The main axis of the joint
  23321. */
  23322. mainAxis?: Vector3;
  23323. /**
  23324. * The connected axis of the joint
  23325. */
  23326. connectedAxis?: Vector3;
  23327. /**
  23328. * The collision of the joint
  23329. */
  23330. collision?: boolean;
  23331. /**
  23332. * Native Oimo/Cannon/Energy data
  23333. */
  23334. nativeParams?: any;
  23335. }
  23336. /**
  23337. * This is a holder class for the physics joint created by the physics plugin
  23338. * It holds a set of functions to control the underlying joint
  23339. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23340. */
  23341. export class PhysicsJoint {
  23342. /**
  23343. * The type of the physics joint
  23344. */
  23345. type: number;
  23346. /**
  23347. * The data for the physics joint
  23348. */
  23349. jointData: PhysicsJointData;
  23350. private _physicsJoint;
  23351. protected _physicsPlugin: IPhysicsEnginePlugin;
  23352. /**
  23353. * Initializes the physics joint
  23354. * @param type The type of the physics joint
  23355. * @param jointData The data for the physics joint
  23356. */
  23357. constructor(
  23358. /**
  23359. * The type of the physics joint
  23360. */
  23361. type: number,
  23362. /**
  23363. * The data for the physics joint
  23364. */
  23365. jointData: PhysicsJointData);
  23366. /**
  23367. * Gets the physics joint
  23368. */
  23369. /**
  23370. * Sets the physics joint
  23371. */
  23372. physicsJoint: any;
  23373. /**
  23374. * Sets the physics plugin
  23375. */
  23376. physicsPlugin: IPhysicsEnginePlugin;
  23377. /**
  23378. * Execute a function that is physics-plugin specific.
  23379. * @param {Function} func the function that will be executed.
  23380. * It accepts two parameters: the physics world and the physics joint
  23381. */
  23382. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  23383. /**
  23384. * Distance-Joint type
  23385. */
  23386. static DistanceJoint: number;
  23387. /**
  23388. * Hinge-Joint type
  23389. */
  23390. static HingeJoint: number;
  23391. /**
  23392. * Ball-and-Socket joint type
  23393. */
  23394. static BallAndSocketJoint: number;
  23395. /**
  23396. * Wheel-Joint type
  23397. */
  23398. static WheelJoint: number;
  23399. /**
  23400. * Slider-Joint type
  23401. */
  23402. static SliderJoint: number;
  23403. /**
  23404. * Prismatic-Joint type
  23405. */
  23406. static PrismaticJoint: number;
  23407. /**
  23408. * Universal-Joint type
  23409. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  23410. */
  23411. static UniversalJoint: number;
  23412. /**
  23413. * Hinge-Joint 2 type
  23414. */
  23415. static Hinge2Joint: number;
  23416. /**
  23417. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  23418. */
  23419. static PointToPointJoint: number;
  23420. /**
  23421. * Spring-Joint type
  23422. */
  23423. static SpringJoint: number;
  23424. /**
  23425. * Lock-Joint type
  23426. */
  23427. static LockJoint: number;
  23428. }
  23429. /**
  23430. * A class representing a physics distance joint
  23431. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23432. */
  23433. export class DistanceJoint extends PhysicsJoint {
  23434. /**
  23435. *
  23436. * @param jointData The data for the Distance-Joint
  23437. */
  23438. constructor(jointData: DistanceJointData);
  23439. /**
  23440. * Update the predefined distance.
  23441. * @param maxDistance The maximum preferred distance
  23442. * @param minDistance The minimum preferred distance
  23443. */
  23444. updateDistance(maxDistance: number, minDistance?: number): void;
  23445. }
  23446. /**
  23447. * Represents a Motor-Enabled Joint
  23448. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23449. */
  23450. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  23451. /**
  23452. * Initializes the Motor-Enabled Joint
  23453. * @param type The type of the joint
  23454. * @param jointData The physica joint data for the joint
  23455. */
  23456. constructor(type: number, jointData: PhysicsJointData);
  23457. /**
  23458. * Set the motor values.
  23459. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23460. * @param force the force to apply
  23461. * @param maxForce max force for this motor.
  23462. */
  23463. setMotor(force?: number, maxForce?: number): void;
  23464. /**
  23465. * Set the motor's limits.
  23466. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23467. * @param upperLimit The upper limit of the motor
  23468. * @param lowerLimit The lower limit of the motor
  23469. */
  23470. setLimit(upperLimit: number, lowerLimit?: number): void;
  23471. }
  23472. /**
  23473. * This class represents a single physics Hinge-Joint
  23474. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23475. */
  23476. export class HingeJoint extends MotorEnabledJoint {
  23477. /**
  23478. * Initializes the Hinge-Joint
  23479. * @param jointData The joint data for the Hinge-Joint
  23480. */
  23481. constructor(jointData: PhysicsJointData);
  23482. /**
  23483. * Set the motor values.
  23484. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23485. * @param {number} force the force to apply
  23486. * @param {number} maxForce max force for this motor.
  23487. */
  23488. setMotor(force?: number, maxForce?: number): void;
  23489. /**
  23490. * Set the motor's limits.
  23491. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23492. * @param upperLimit The upper limit of the motor
  23493. * @param lowerLimit The lower limit of the motor
  23494. */
  23495. setLimit(upperLimit: number, lowerLimit?: number): void;
  23496. }
  23497. /**
  23498. * This class represents a dual hinge physics joint (same as wheel joint)
  23499. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23500. */
  23501. export class Hinge2Joint extends MotorEnabledJoint {
  23502. /**
  23503. * Initializes the Hinge2-Joint
  23504. * @param jointData The joint data for the Hinge2-Joint
  23505. */
  23506. constructor(jointData: PhysicsJointData);
  23507. /**
  23508. * Set the motor values.
  23509. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23510. * @param {number} targetSpeed the speed the motor is to reach
  23511. * @param {number} maxForce max force for this motor.
  23512. * @param {motorIndex} the motor's index, 0 or 1.
  23513. */
  23514. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  23515. /**
  23516. * Set the motor limits.
  23517. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23518. * @param {number} upperLimit the upper limit
  23519. * @param {number} lowerLimit lower limit
  23520. * @param {motorIndex} the motor's index, 0 or 1.
  23521. */
  23522. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23523. }
  23524. /**
  23525. * Interface for a motor enabled joint
  23526. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23527. */
  23528. export interface IMotorEnabledJoint {
  23529. /**
  23530. * Physics joint
  23531. */
  23532. physicsJoint: any;
  23533. /**
  23534. * Sets the motor of the motor-enabled joint
  23535. * @param force The force of the motor
  23536. * @param maxForce The maximum force of the motor
  23537. * @param motorIndex The index of the motor
  23538. */
  23539. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  23540. /**
  23541. * Sets the limit of the motor
  23542. * @param upperLimit The upper limit of the motor
  23543. * @param lowerLimit The lower limit of the motor
  23544. * @param motorIndex The index of the motor
  23545. */
  23546. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23547. }
  23548. /**
  23549. * Joint data for a Distance-Joint
  23550. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23551. */
  23552. export interface DistanceJointData extends PhysicsJointData {
  23553. /**
  23554. * Max distance the 2 joint objects can be apart
  23555. */
  23556. maxDistance: number;
  23557. }
  23558. /**
  23559. * Joint data from a spring joint
  23560. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23561. */
  23562. export interface SpringJointData extends PhysicsJointData {
  23563. /**
  23564. * Length of the spring
  23565. */
  23566. length: number;
  23567. /**
  23568. * Stiffness of the spring
  23569. */
  23570. stiffness: number;
  23571. /**
  23572. * Damping of the spring
  23573. */
  23574. damping: number;
  23575. /** this callback will be called when applying the force to the impostors. */
  23576. forceApplicationCallback: () => void;
  23577. }
  23578. }
  23579. declare module "babylonjs/Physics/physicsRaycastResult" {
  23580. import { Vector3 } from "babylonjs/Maths/math.vector";
  23581. /**
  23582. * Holds the data for the raycast result
  23583. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23584. */
  23585. export class PhysicsRaycastResult {
  23586. private _hasHit;
  23587. private _hitDistance;
  23588. private _hitNormalWorld;
  23589. private _hitPointWorld;
  23590. private _rayFromWorld;
  23591. private _rayToWorld;
  23592. /**
  23593. * Gets if there was a hit
  23594. */
  23595. readonly hasHit: boolean;
  23596. /**
  23597. * Gets the distance from the hit
  23598. */
  23599. readonly hitDistance: number;
  23600. /**
  23601. * Gets the hit normal/direction in the world
  23602. */
  23603. readonly hitNormalWorld: Vector3;
  23604. /**
  23605. * Gets the hit point in the world
  23606. */
  23607. readonly hitPointWorld: Vector3;
  23608. /**
  23609. * Gets the ray "start point" of the ray in the world
  23610. */
  23611. readonly rayFromWorld: Vector3;
  23612. /**
  23613. * Gets the ray "end point" of the ray in the world
  23614. */
  23615. readonly rayToWorld: Vector3;
  23616. /**
  23617. * Sets the hit data (normal & point in world space)
  23618. * @param hitNormalWorld defines the normal in world space
  23619. * @param hitPointWorld defines the point in world space
  23620. */
  23621. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23622. /**
  23623. * Sets the distance from the start point to the hit point
  23624. * @param distance
  23625. */
  23626. setHitDistance(distance: number): void;
  23627. /**
  23628. * Calculates the distance manually
  23629. */
  23630. calculateHitDistance(): void;
  23631. /**
  23632. * Resets all the values to default
  23633. * @param from The from point on world space
  23634. * @param to The to point on world space
  23635. */
  23636. reset(from?: Vector3, to?: Vector3): void;
  23637. }
  23638. /**
  23639. * Interface for the size containing width and height
  23640. */
  23641. interface IXYZ {
  23642. /**
  23643. * X
  23644. */
  23645. x: number;
  23646. /**
  23647. * Y
  23648. */
  23649. y: number;
  23650. /**
  23651. * Z
  23652. */
  23653. z: number;
  23654. }
  23655. }
  23656. declare module "babylonjs/Physics/IPhysicsEngine" {
  23657. import { Nullable } from "babylonjs/types";
  23658. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23659. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23660. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23661. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23662. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23663. /**
  23664. * Interface used to describe a physics joint
  23665. */
  23666. export interface PhysicsImpostorJoint {
  23667. /** Defines the main impostor to which the joint is linked */
  23668. mainImpostor: PhysicsImpostor;
  23669. /** Defines the impostor that is connected to the main impostor using this joint */
  23670. connectedImpostor: PhysicsImpostor;
  23671. /** Defines the joint itself */
  23672. joint: PhysicsJoint;
  23673. }
  23674. /** @hidden */
  23675. export interface IPhysicsEnginePlugin {
  23676. world: any;
  23677. name: string;
  23678. setGravity(gravity: Vector3): void;
  23679. setTimeStep(timeStep: number): void;
  23680. getTimeStep(): number;
  23681. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23682. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23683. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23684. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23685. removePhysicsBody(impostor: PhysicsImpostor): void;
  23686. generateJoint(joint: PhysicsImpostorJoint): void;
  23687. removeJoint(joint: PhysicsImpostorJoint): void;
  23688. isSupported(): boolean;
  23689. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23690. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23691. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23692. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23693. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23694. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23695. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23696. getBodyMass(impostor: PhysicsImpostor): number;
  23697. getBodyFriction(impostor: PhysicsImpostor): number;
  23698. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23699. getBodyRestitution(impostor: PhysicsImpostor): number;
  23700. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23701. getBodyPressure?(impostor: PhysicsImpostor): number;
  23702. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23703. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23704. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23705. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23706. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23707. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23708. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23709. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23710. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23711. sleepBody(impostor: PhysicsImpostor): void;
  23712. wakeUpBody(impostor: PhysicsImpostor): void;
  23713. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23714. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23715. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23716. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23717. getRadius(impostor: PhysicsImpostor): number;
  23718. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23719. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23720. dispose(): void;
  23721. }
  23722. /**
  23723. * Interface used to define a physics engine
  23724. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23725. */
  23726. export interface IPhysicsEngine {
  23727. /**
  23728. * Gets the gravity vector used by the simulation
  23729. */
  23730. gravity: Vector3;
  23731. /**
  23732. * Sets the gravity vector used by the simulation
  23733. * @param gravity defines the gravity vector to use
  23734. */
  23735. setGravity(gravity: Vector3): void;
  23736. /**
  23737. * Set the time step of the physics engine.
  23738. * Default is 1/60.
  23739. * To slow it down, enter 1/600 for example.
  23740. * To speed it up, 1/30
  23741. * @param newTimeStep the new timestep to apply to this world.
  23742. */
  23743. setTimeStep(newTimeStep: number): void;
  23744. /**
  23745. * Get the time step of the physics engine.
  23746. * @returns the current time step
  23747. */
  23748. getTimeStep(): number;
  23749. /**
  23750. * Release all resources
  23751. */
  23752. dispose(): void;
  23753. /**
  23754. * Gets the name of the current physics plugin
  23755. * @returns the name of the plugin
  23756. */
  23757. getPhysicsPluginName(): string;
  23758. /**
  23759. * Adding a new impostor for the impostor tracking.
  23760. * This will be done by the impostor itself.
  23761. * @param impostor the impostor to add
  23762. */
  23763. addImpostor(impostor: PhysicsImpostor): void;
  23764. /**
  23765. * Remove an impostor from the engine.
  23766. * This impostor and its mesh will not longer be updated by the physics engine.
  23767. * @param impostor the impostor to remove
  23768. */
  23769. removeImpostor(impostor: PhysicsImpostor): void;
  23770. /**
  23771. * Add a joint to the physics engine
  23772. * @param mainImpostor defines the main impostor to which the joint is added.
  23773. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23774. * @param joint defines the joint that will connect both impostors.
  23775. */
  23776. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23777. /**
  23778. * Removes a joint from the simulation
  23779. * @param mainImpostor defines the impostor used with the joint
  23780. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23781. * @param joint defines the joint to remove
  23782. */
  23783. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23784. /**
  23785. * Gets the current plugin used to run the simulation
  23786. * @returns current plugin
  23787. */
  23788. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23789. /**
  23790. * Gets the list of physic impostors
  23791. * @returns an array of PhysicsImpostor
  23792. */
  23793. getImpostors(): Array<PhysicsImpostor>;
  23794. /**
  23795. * Gets the impostor for a physics enabled object
  23796. * @param object defines the object impersonated by the impostor
  23797. * @returns the PhysicsImpostor or null if not found
  23798. */
  23799. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23800. /**
  23801. * Gets the impostor for a physics body object
  23802. * @param body defines physics body used by the impostor
  23803. * @returns the PhysicsImpostor or null if not found
  23804. */
  23805. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23806. /**
  23807. * Does a raycast in the physics world
  23808. * @param from when should the ray start?
  23809. * @param to when should the ray end?
  23810. * @returns PhysicsRaycastResult
  23811. */
  23812. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23813. /**
  23814. * Called by the scene. No need to call it.
  23815. * @param delta defines the timespam between frames
  23816. */
  23817. _step(delta: number): void;
  23818. }
  23819. }
  23820. declare module "babylonjs/Physics/physicsImpostor" {
  23821. import { Nullable, IndicesArray } from "babylonjs/types";
  23822. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23823. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23824. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23825. import { Scene } from "babylonjs/scene";
  23826. import { Bone } from "babylonjs/Bones/bone";
  23827. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23828. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23829. import { Space } from "babylonjs/Maths/math.axis";
  23830. /**
  23831. * The interface for the physics imposter parameters
  23832. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23833. */
  23834. export interface PhysicsImpostorParameters {
  23835. /**
  23836. * The mass of the physics imposter
  23837. */
  23838. mass: number;
  23839. /**
  23840. * The friction of the physics imposter
  23841. */
  23842. friction?: number;
  23843. /**
  23844. * The coefficient of restitution of the physics imposter
  23845. */
  23846. restitution?: number;
  23847. /**
  23848. * The native options of the physics imposter
  23849. */
  23850. nativeOptions?: any;
  23851. /**
  23852. * Specifies if the parent should be ignored
  23853. */
  23854. ignoreParent?: boolean;
  23855. /**
  23856. * Specifies if bi-directional transformations should be disabled
  23857. */
  23858. disableBidirectionalTransformation?: boolean;
  23859. /**
  23860. * The pressure inside the physics imposter, soft object only
  23861. */
  23862. pressure?: number;
  23863. /**
  23864. * The stiffness the physics imposter, soft object only
  23865. */
  23866. stiffness?: number;
  23867. /**
  23868. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23869. */
  23870. velocityIterations?: number;
  23871. /**
  23872. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23873. */
  23874. positionIterations?: number;
  23875. /**
  23876. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23877. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23878. * Add to fix multiple points
  23879. */
  23880. fixedPoints?: number;
  23881. /**
  23882. * The collision margin around a soft object
  23883. */
  23884. margin?: number;
  23885. /**
  23886. * The collision margin around a soft object
  23887. */
  23888. damping?: number;
  23889. /**
  23890. * The path for a rope based on an extrusion
  23891. */
  23892. path?: any;
  23893. /**
  23894. * The shape of an extrusion used for a rope based on an extrusion
  23895. */
  23896. shape?: any;
  23897. }
  23898. /**
  23899. * Interface for a physics-enabled object
  23900. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23901. */
  23902. export interface IPhysicsEnabledObject {
  23903. /**
  23904. * The position of the physics-enabled object
  23905. */
  23906. position: Vector3;
  23907. /**
  23908. * The rotation of the physics-enabled object
  23909. */
  23910. rotationQuaternion: Nullable<Quaternion>;
  23911. /**
  23912. * The scale of the physics-enabled object
  23913. */
  23914. scaling: Vector3;
  23915. /**
  23916. * The rotation of the physics-enabled object
  23917. */
  23918. rotation?: Vector3;
  23919. /**
  23920. * The parent of the physics-enabled object
  23921. */
  23922. parent?: any;
  23923. /**
  23924. * The bounding info of the physics-enabled object
  23925. * @returns The bounding info of the physics-enabled object
  23926. */
  23927. getBoundingInfo(): BoundingInfo;
  23928. /**
  23929. * Computes the world matrix
  23930. * @param force Specifies if the world matrix should be computed by force
  23931. * @returns A world matrix
  23932. */
  23933. computeWorldMatrix(force: boolean): Matrix;
  23934. /**
  23935. * Gets the world matrix
  23936. * @returns A world matrix
  23937. */
  23938. getWorldMatrix?(): Matrix;
  23939. /**
  23940. * Gets the child meshes
  23941. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23942. * @returns An array of abstract meshes
  23943. */
  23944. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23945. /**
  23946. * Gets the vertex data
  23947. * @param kind The type of vertex data
  23948. * @returns A nullable array of numbers, or a float32 array
  23949. */
  23950. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23951. /**
  23952. * Gets the indices from the mesh
  23953. * @returns A nullable array of index arrays
  23954. */
  23955. getIndices?(): Nullable<IndicesArray>;
  23956. /**
  23957. * Gets the scene from the mesh
  23958. * @returns the indices array or null
  23959. */
  23960. getScene?(): Scene;
  23961. /**
  23962. * Gets the absolute position from the mesh
  23963. * @returns the absolute position
  23964. */
  23965. getAbsolutePosition(): Vector3;
  23966. /**
  23967. * Gets the absolute pivot point from the mesh
  23968. * @returns the absolute pivot point
  23969. */
  23970. getAbsolutePivotPoint(): Vector3;
  23971. /**
  23972. * Rotates the mesh
  23973. * @param axis The axis of rotation
  23974. * @param amount The amount of rotation
  23975. * @param space The space of the rotation
  23976. * @returns The rotation transform node
  23977. */
  23978. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23979. /**
  23980. * Translates the mesh
  23981. * @param axis The axis of translation
  23982. * @param distance The distance of translation
  23983. * @param space The space of the translation
  23984. * @returns The transform node
  23985. */
  23986. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23987. /**
  23988. * Sets the absolute position of the mesh
  23989. * @param absolutePosition The absolute position of the mesh
  23990. * @returns The transform node
  23991. */
  23992. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23993. /**
  23994. * Gets the class name of the mesh
  23995. * @returns The class name
  23996. */
  23997. getClassName(): string;
  23998. }
  23999. /**
  24000. * Represents a physics imposter
  24001. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  24002. */
  24003. export class PhysicsImpostor {
  24004. /**
  24005. * The physics-enabled object used as the physics imposter
  24006. */
  24007. object: IPhysicsEnabledObject;
  24008. /**
  24009. * The type of the physics imposter
  24010. */
  24011. type: number;
  24012. private _options;
  24013. private _scene?;
  24014. /**
  24015. * The default object size of the imposter
  24016. */
  24017. static DEFAULT_OBJECT_SIZE: Vector3;
  24018. /**
  24019. * The identity quaternion of the imposter
  24020. */
  24021. static IDENTITY_QUATERNION: Quaternion;
  24022. /** @hidden */
  24023. _pluginData: any;
  24024. private _physicsEngine;
  24025. private _physicsBody;
  24026. private _bodyUpdateRequired;
  24027. private _onBeforePhysicsStepCallbacks;
  24028. private _onAfterPhysicsStepCallbacks;
  24029. /** @hidden */
  24030. _onPhysicsCollideCallbacks: Array<{
  24031. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  24032. otherImpostors: Array<PhysicsImpostor>;
  24033. }>;
  24034. private _deltaPosition;
  24035. private _deltaRotation;
  24036. private _deltaRotationConjugated;
  24037. /** @hidden */
  24038. _isFromLine: boolean;
  24039. private _parent;
  24040. private _isDisposed;
  24041. private static _tmpVecs;
  24042. private static _tmpQuat;
  24043. /**
  24044. * Specifies if the physics imposter is disposed
  24045. */
  24046. readonly isDisposed: boolean;
  24047. /**
  24048. * Gets the mass of the physics imposter
  24049. */
  24050. mass: number;
  24051. /**
  24052. * Gets the coefficient of friction
  24053. */
  24054. /**
  24055. * Sets the coefficient of friction
  24056. */
  24057. friction: number;
  24058. /**
  24059. * Gets the coefficient of restitution
  24060. */
  24061. /**
  24062. * Sets the coefficient of restitution
  24063. */
  24064. restitution: number;
  24065. /**
  24066. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  24067. */
  24068. /**
  24069. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  24070. */
  24071. pressure: number;
  24072. /**
  24073. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  24074. */
  24075. /**
  24076. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  24077. */
  24078. stiffness: number;
  24079. /**
  24080. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  24081. */
  24082. /**
  24083. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  24084. */
  24085. velocityIterations: number;
  24086. /**
  24087. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  24088. */
  24089. /**
  24090. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  24091. */
  24092. positionIterations: number;
  24093. /**
  24094. * The unique id of the physics imposter
  24095. * set by the physics engine when adding this impostor to the array
  24096. */
  24097. uniqueId: number;
  24098. /**
  24099. * @hidden
  24100. */
  24101. soft: boolean;
  24102. /**
  24103. * @hidden
  24104. */
  24105. segments: number;
  24106. private _joints;
  24107. /**
  24108. * Initializes the physics imposter
  24109. * @param object The physics-enabled object used as the physics imposter
  24110. * @param type The type of the physics imposter
  24111. * @param _options The options for the physics imposter
  24112. * @param _scene The Babylon scene
  24113. */
  24114. constructor(
  24115. /**
  24116. * The physics-enabled object used as the physics imposter
  24117. */
  24118. object: IPhysicsEnabledObject,
  24119. /**
  24120. * The type of the physics imposter
  24121. */
  24122. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  24123. /**
  24124. * This function will completly initialize this impostor.
  24125. * It will create a new body - but only if this mesh has no parent.
  24126. * If it has, this impostor will not be used other than to define the impostor
  24127. * of the child mesh.
  24128. * @hidden
  24129. */
  24130. _init(): void;
  24131. private _getPhysicsParent;
  24132. /**
  24133. * Should a new body be generated.
  24134. * @returns boolean specifying if body initialization is required
  24135. */
  24136. isBodyInitRequired(): boolean;
  24137. /**
  24138. * Sets the updated scaling
  24139. * @param updated Specifies if the scaling is updated
  24140. */
  24141. setScalingUpdated(): void;
  24142. /**
  24143. * Force a regeneration of this or the parent's impostor's body.
  24144. * Use under cautious - This will remove all joints already implemented.
  24145. */
  24146. forceUpdate(): void;
  24147. /**
  24148. * Gets the body that holds this impostor. Either its own, or its parent.
  24149. */
  24150. /**
  24151. * Set the physics body. Used mainly by the physics engine/plugin
  24152. */
  24153. physicsBody: any;
  24154. /**
  24155. * Get the parent of the physics imposter
  24156. * @returns Physics imposter or null
  24157. */
  24158. /**
  24159. * Sets the parent of the physics imposter
  24160. */
  24161. parent: Nullable<PhysicsImpostor>;
  24162. /**
  24163. * Resets the update flags
  24164. */
  24165. resetUpdateFlags(): void;
  24166. /**
  24167. * Gets the object extend size
  24168. * @returns the object extend size
  24169. */
  24170. getObjectExtendSize(): Vector3;
  24171. /**
  24172. * Gets the object center
  24173. * @returns The object center
  24174. */
  24175. getObjectCenter(): Vector3;
  24176. /**
  24177. * Get a specific parametes from the options parameter
  24178. * @param paramName The object parameter name
  24179. * @returns The object parameter
  24180. */
  24181. getParam(paramName: string): any;
  24182. /**
  24183. * Sets a specific parameter in the options given to the physics plugin
  24184. * @param paramName The parameter name
  24185. * @param value The value of the parameter
  24186. */
  24187. setParam(paramName: string, value: number): void;
  24188. /**
  24189. * Specifically change the body's mass option. Won't recreate the physics body object
  24190. * @param mass The mass of the physics imposter
  24191. */
  24192. setMass(mass: number): void;
  24193. /**
  24194. * Gets the linear velocity
  24195. * @returns linear velocity or null
  24196. */
  24197. getLinearVelocity(): Nullable<Vector3>;
  24198. /**
  24199. * Sets the linear velocity
  24200. * @param velocity linear velocity or null
  24201. */
  24202. setLinearVelocity(velocity: Nullable<Vector3>): void;
  24203. /**
  24204. * Gets the angular velocity
  24205. * @returns angular velocity or null
  24206. */
  24207. getAngularVelocity(): Nullable<Vector3>;
  24208. /**
  24209. * Sets the angular velocity
  24210. * @param velocity The velocity or null
  24211. */
  24212. setAngularVelocity(velocity: Nullable<Vector3>): void;
  24213. /**
  24214. * Execute a function with the physics plugin native code
  24215. * Provide a function the will have two variables - the world object and the physics body object
  24216. * @param func The function to execute with the physics plugin native code
  24217. */
  24218. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  24219. /**
  24220. * Register a function that will be executed before the physics world is stepping forward
  24221. * @param func The function to execute before the physics world is stepped forward
  24222. */
  24223. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24224. /**
  24225. * Unregister a function that will be executed before the physics world is stepping forward
  24226. * @param func The function to execute before the physics world is stepped forward
  24227. */
  24228. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24229. /**
  24230. * Register a function that will be executed after the physics step
  24231. * @param func The function to execute after physics step
  24232. */
  24233. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24234. /**
  24235. * Unregisters a function that will be executed after the physics step
  24236. * @param func The function to execute after physics step
  24237. */
  24238. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24239. /**
  24240. * register a function that will be executed when this impostor collides against a different body
  24241. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  24242. * @param func Callback that is executed on collision
  24243. */
  24244. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  24245. /**
  24246. * Unregisters the physics imposter on contact
  24247. * @param collideAgainst The physics object to collide against
  24248. * @param func Callback to execute on collision
  24249. */
  24250. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  24251. private _tmpQuat;
  24252. private _tmpQuat2;
  24253. /**
  24254. * Get the parent rotation
  24255. * @returns The parent rotation
  24256. */
  24257. getParentsRotation(): Quaternion;
  24258. /**
  24259. * this function is executed by the physics engine.
  24260. */
  24261. beforeStep: () => void;
  24262. /**
  24263. * this function is executed by the physics engine
  24264. */
  24265. afterStep: () => void;
  24266. /**
  24267. * Legacy collision detection event support
  24268. */
  24269. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  24270. /**
  24271. * event and body object due to cannon's event-based architecture.
  24272. */
  24273. onCollide: (e: {
  24274. body: any;
  24275. }) => void;
  24276. /**
  24277. * Apply a force
  24278. * @param force The force to apply
  24279. * @param contactPoint The contact point for the force
  24280. * @returns The physics imposter
  24281. */
  24282. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24283. /**
  24284. * Apply an impulse
  24285. * @param force The impulse force
  24286. * @param contactPoint The contact point for the impulse force
  24287. * @returns The physics imposter
  24288. */
  24289. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24290. /**
  24291. * A help function to create a joint
  24292. * @param otherImpostor A physics imposter used to create a joint
  24293. * @param jointType The type of joint
  24294. * @param jointData The data for the joint
  24295. * @returns The physics imposter
  24296. */
  24297. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  24298. /**
  24299. * Add a joint to this impostor with a different impostor
  24300. * @param otherImpostor A physics imposter used to add a joint
  24301. * @param joint The joint to add
  24302. * @returns The physics imposter
  24303. */
  24304. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  24305. /**
  24306. * Add an anchor to a cloth impostor
  24307. * @param otherImpostor rigid impostor to anchor to
  24308. * @param width ratio across width from 0 to 1
  24309. * @param height ratio up height from 0 to 1
  24310. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  24311. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  24312. * @returns impostor the soft imposter
  24313. */
  24314. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24315. /**
  24316. * Add a hook to a rope impostor
  24317. * @param otherImpostor rigid impostor to anchor to
  24318. * @param length ratio across rope from 0 to 1
  24319. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  24320. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  24321. * @returns impostor the rope imposter
  24322. */
  24323. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24324. /**
  24325. * Will keep this body still, in a sleep mode.
  24326. * @returns the physics imposter
  24327. */
  24328. sleep(): PhysicsImpostor;
  24329. /**
  24330. * Wake the body up.
  24331. * @returns The physics imposter
  24332. */
  24333. wakeUp(): PhysicsImpostor;
  24334. /**
  24335. * Clones the physics imposter
  24336. * @param newObject The physics imposter clones to this physics-enabled object
  24337. * @returns A nullable physics imposter
  24338. */
  24339. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  24340. /**
  24341. * Disposes the physics imposter
  24342. */
  24343. dispose(): void;
  24344. /**
  24345. * Sets the delta position
  24346. * @param position The delta position amount
  24347. */
  24348. setDeltaPosition(position: Vector3): void;
  24349. /**
  24350. * Sets the delta rotation
  24351. * @param rotation The delta rotation amount
  24352. */
  24353. setDeltaRotation(rotation: Quaternion): void;
  24354. /**
  24355. * Gets the box size of the physics imposter and stores the result in the input parameter
  24356. * @param result Stores the box size
  24357. * @returns The physics imposter
  24358. */
  24359. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  24360. /**
  24361. * Gets the radius of the physics imposter
  24362. * @returns Radius of the physics imposter
  24363. */
  24364. getRadius(): number;
  24365. /**
  24366. * Sync a bone with this impostor
  24367. * @param bone The bone to sync to the impostor.
  24368. * @param boneMesh The mesh that the bone is influencing.
  24369. * @param jointPivot The pivot of the joint / bone in local space.
  24370. * @param distToJoint Optional distance from the impostor to the joint.
  24371. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24372. */
  24373. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  24374. /**
  24375. * Sync impostor to a bone
  24376. * @param bone The bone that the impostor will be synced to.
  24377. * @param boneMesh The mesh that the bone is influencing.
  24378. * @param jointPivot The pivot of the joint / bone in local space.
  24379. * @param distToJoint Optional distance from the impostor to the joint.
  24380. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24381. * @param boneAxis Optional vector3 axis the bone is aligned with
  24382. */
  24383. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  24384. /**
  24385. * No-Imposter type
  24386. */
  24387. static NoImpostor: number;
  24388. /**
  24389. * Sphere-Imposter type
  24390. */
  24391. static SphereImpostor: number;
  24392. /**
  24393. * Box-Imposter type
  24394. */
  24395. static BoxImpostor: number;
  24396. /**
  24397. * Plane-Imposter type
  24398. */
  24399. static PlaneImpostor: number;
  24400. /**
  24401. * Mesh-imposter type
  24402. */
  24403. static MeshImpostor: number;
  24404. /**
  24405. * Capsule-Impostor type (Ammo.js plugin only)
  24406. */
  24407. static CapsuleImpostor: number;
  24408. /**
  24409. * Cylinder-Imposter type
  24410. */
  24411. static CylinderImpostor: number;
  24412. /**
  24413. * Particle-Imposter type
  24414. */
  24415. static ParticleImpostor: number;
  24416. /**
  24417. * Heightmap-Imposter type
  24418. */
  24419. static HeightmapImpostor: number;
  24420. /**
  24421. * ConvexHull-Impostor type (Ammo.js plugin only)
  24422. */
  24423. static ConvexHullImpostor: number;
  24424. /**
  24425. * Rope-Imposter type
  24426. */
  24427. static RopeImpostor: number;
  24428. /**
  24429. * Cloth-Imposter type
  24430. */
  24431. static ClothImpostor: number;
  24432. /**
  24433. * Softbody-Imposter type
  24434. */
  24435. static SoftbodyImpostor: number;
  24436. }
  24437. }
  24438. declare module "babylonjs/Meshes/mesh" {
  24439. import { Observable } from "babylonjs/Misc/observable";
  24440. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  24441. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  24442. import { Camera } from "babylonjs/Cameras/camera";
  24443. import { Scene } from "babylonjs/scene";
  24444. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  24445. import { Color4 } from "babylonjs/Maths/math.color";
  24446. import { Engine } from "babylonjs/Engines/engine";
  24447. import { Node } from "babylonjs/node";
  24448. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  24449. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  24450. import { Buffer } from "babylonjs/Meshes/buffer";
  24451. import { Geometry } from "babylonjs/Meshes/geometry";
  24452. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  24453. import { SubMesh } from "babylonjs/Meshes/subMesh";
  24454. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  24455. import { Effect } from "babylonjs/Materials/effect";
  24456. import { Material } from "babylonjs/Materials/material";
  24457. import { Skeleton } from "babylonjs/Bones/skeleton";
  24458. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  24459. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  24460. import { Path3D } from "babylonjs/Maths/math.path";
  24461. import { Plane } from "babylonjs/Maths/math.plane";
  24462. import { TransformNode } from "babylonjs/Meshes/transformNode";
  24463. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  24464. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  24465. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  24466. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  24467. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  24468. /**
  24469. * @hidden
  24470. **/
  24471. export class _CreationDataStorage {
  24472. closePath?: boolean;
  24473. closeArray?: boolean;
  24474. idx: number[];
  24475. dashSize: number;
  24476. gapSize: number;
  24477. path3D: Path3D;
  24478. pathArray: Vector3[][];
  24479. arc: number;
  24480. radius: number;
  24481. cap: number;
  24482. tessellation: number;
  24483. }
  24484. /**
  24485. * @hidden
  24486. **/
  24487. class _InstanceDataStorage {
  24488. visibleInstances: any;
  24489. batchCache: _InstancesBatch;
  24490. instancesBufferSize: number;
  24491. instancesBuffer: Nullable<Buffer>;
  24492. instancesData: Float32Array;
  24493. overridenInstanceCount: number;
  24494. isFrozen: boolean;
  24495. previousBatch: Nullable<_InstancesBatch>;
  24496. hardwareInstancedRendering: boolean;
  24497. sideOrientation: number;
  24498. manualUpdate: boolean;
  24499. }
  24500. /**
  24501. * @hidden
  24502. **/
  24503. export class _InstancesBatch {
  24504. mustReturn: boolean;
  24505. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  24506. renderSelf: boolean[];
  24507. hardwareInstancedRendering: boolean[];
  24508. }
  24509. /**
  24510. * Class used to represent renderable models
  24511. */
  24512. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  24513. /**
  24514. * Mesh side orientation : usually the external or front surface
  24515. */
  24516. static readonly FRONTSIDE: number;
  24517. /**
  24518. * Mesh side orientation : usually the internal or back surface
  24519. */
  24520. static readonly BACKSIDE: number;
  24521. /**
  24522. * Mesh side orientation : both internal and external or front and back surfaces
  24523. */
  24524. static readonly DOUBLESIDE: number;
  24525. /**
  24526. * Mesh side orientation : by default, `FRONTSIDE`
  24527. */
  24528. static readonly DEFAULTSIDE: number;
  24529. /**
  24530. * Mesh cap setting : no cap
  24531. */
  24532. static readonly NO_CAP: number;
  24533. /**
  24534. * Mesh cap setting : one cap at the beginning of the mesh
  24535. */
  24536. static readonly CAP_START: number;
  24537. /**
  24538. * Mesh cap setting : one cap at the end of the mesh
  24539. */
  24540. static readonly CAP_END: number;
  24541. /**
  24542. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  24543. */
  24544. static readonly CAP_ALL: number;
  24545. /**
  24546. * Mesh pattern setting : no flip or rotate
  24547. */
  24548. static readonly NO_FLIP: number;
  24549. /**
  24550. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  24551. */
  24552. static readonly FLIP_TILE: number;
  24553. /**
  24554. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  24555. */
  24556. static readonly ROTATE_TILE: number;
  24557. /**
  24558. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  24559. */
  24560. static readonly FLIP_ROW: number;
  24561. /**
  24562. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  24563. */
  24564. static readonly ROTATE_ROW: number;
  24565. /**
  24566. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  24567. */
  24568. static readonly FLIP_N_ROTATE_TILE: number;
  24569. /**
  24570. * Mesh pattern setting : rotate pattern and rotate
  24571. */
  24572. static readonly FLIP_N_ROTATE_ROW: number;
  24573. /**
  24574. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24575. */
  24576. static readonly CENTER: number;
  24577. /**
  24578. * Mesh tile positioning : part tiles on left
  24579. */
  24580. static readonly LEFT: number;
  24581. /**
  24582. * Mesh tile positioning : part tiles on right
  24583. */
  24584. static readonly RIGHT: number;
  24585. /**
  24586. * Mesh tile positioning : part tiles on top
  24587. */
  24588. static readonly TOP: number;
  24589. /**
  24590. * Mesh tile positioning : part tiles on bottom
  24591. */
  24592. static readonly BOTTOM: number;
  24593. /**
  24594. * Gets the default side orientation.
  24595. * @param orientation the orientation to value to attempt to get
  24596. * @returns the default orientation
  24597. * @hidden
  24598. */
  24599. static _GetDefaultSideOrientation(orientation?: number): number;
  24600. private _internalMeshDataInfo;
  24601. /**
  24602. * An event triggered before rendering the mesh
  24603. */
  24604. readonly onBeforeRenderObservable: Observable<Mesh>;
  24605. /**
  24606. * An event triggered before binding the mesh
  24607. */
  24608. readonly onBeforeBindObservable: Observable<Mesh>;
  24609. /**
  24610. * An event triggered after rendering the mesh
  24611. */
  24612. readonly onAfterRenderObservable: Observable<Mesh>;
  24613. /**
  24614. * An event triggered before drawing the mesh
  24615. */
  24616. readonly onBeforeDrawObservable: Observable<Mesh>;
  24617. private _onBeforeDrawObserver;
  24618. /**
  24619. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24620. */
  24621. onBeforeDraw: () => void;
  24622. readonly hasInstances: boolean;
  24623. /**
  24624. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24625. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24626. */
  24627. delayLoadState: number;
  24628. /**
  24629. * Gets the list of instances created from this mesh
  24630. * it is not supposed to be modified manually.
  24631. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24632. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24633. */
  24634. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24635. /**
  24636. * Gets the file containing delay loading data for this mesh
  24637. */
  24638. delayLoadingFile: string;
  24639. /** @hidden */
  24640. _binaryInfo: any;
  24641. /**
  24642. * User defined function used to change how LOD level selection is done
  24643. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24644. */
  24645. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24646. /**
  24647. * Gets or sets the morph target manager
  24648. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24649. */
  24650. morphTargetManager: Nullable<MorphTargetManager>;
  24651. /** @hidden */
  24652. _creationDataStorage: Nullable<_CreationDataStorage>;
  24653. /** @hidden */
  24654. _geometry: Nullable<Geometry>;
  24655. /** @hidden */
  24656. _delayInfo: Array<string>;
  24657. /** @hidden */
  24658. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24659. /** @hidden */
  24660. _instanceDataStorage: _InstanceDataStorage;
  24661. private _effectiveMaterial;
  24662. /** @hidden */
  24663. _shouldGenerateFlatShading: boolean;
  24664. /** @hidden */
  24665. _originalBuilderSideOrientation: number;
  24666. /**
  24667. * Use this property to change the original side orientation defined at construction time
  24668. */
  24669. overrideMaterialSideOrientation: Nullable<number>;
  24670. /**
  24671. * Gets the source mesh (the one used to clone this one from)
  24672. */
  24673. readonly source: Nullable<Mesh>;
  24674. /**
  24675. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24676. */
  24677. isUnIndexed: boolean;
  24678. /** Gets the array buffer used to store the instanced buffer used for instances' world matrices */
  24679. readonly worldMatrixInstancedBuffer: Float32Array;
  24680. /** Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual */
  24681. manualUpdateOfWorldMatrixInstancedBuffer: boolean;
  24682. /**
  24683. * @constructor
  24684. * @param name The value used by scene.getMeshByName() to do a lookup.
  24685. * @param scene The scene to add this mesh to.
  24686. * @param parent The parent of this mesh, if it has one
  24687. * @param source An optional Mesh from which geometry is shared, cloned.
  24688. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24689. * When false, achieved by calling a clone(), also passing False.
  24690. * This will make creation of children, recursive.
  24691. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24692. */
  24693. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24694. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  24695. doNotInstantiate: boolean;
  24696. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  24697. /**
  24698. * Gets the class name
  24699. * @returns the string "Mesh".
  24700. */
  24701. getClassName(): string;
  24702. /** @hidden */
  24703. readonly _isMesh: boolean;
  24704. /**
  24705. * Returns a description of this mesh
  24706. * @param fullDetails define if full details about this mesh must be used
  24707. * @returns a descriptive string representing this mesh
  24708. */
  24709. toString(fullDetails?: boolean): string;
  24710. /** @hidden */
  24711. _unBindEffect(): void;
  24712. /**
  24713. * Gets a boolean indicating if this mesh has LOD
  24714. */
  24715. readonly hasLODLevels: boolean;
  24716. /**
  24717. * Gets the list of MeshLODLevel associated with the current mesh
  24718. * @returns an array of MeshLODLevel
  24719. */
  24720. getLODLevels(): MeshLODLevel[];
  24721. private _sortLODLevels;
  24722. /**
  24723. * Add a mesh as LOD level triggered at the given distance.
  24724. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24725. * @param distance The distance from the center of the object to show this level
  24726. * @param mesh The mesh to be added as LOD level (can be null)
  24727. * @return This mesh (for chaining)
  24728. */
  24729. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24730. /**
  24731. * Returns the LOD level mesh at the passed distance or null if not found.
  24732. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24733. * @param distance The distance from the center of the object to show this level
  24734. * @returns a Mesh or `null`
  24735. */
  24736. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24737. /**
  24738. * Remove a mesh from the LOD array
  24739. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24740. * @param mesh defines the mesh to be removed
  24741. * @return This mesh (for chaining)
  24742. */
  24743. removeLODLevel(mesh: Mesh): Mesh;
  24744. /**
  24745. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24746. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24747. * @param camera defines the camera to use to compute distance
  24748. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24749. * @return This mesh (for chaining)
  24750. */
  24751. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24752. /**
  24753. * Gets the mesh internal Geometry object
  24754. */
  24755. readonly geometry: Nullable<Geometry>;
  24756. /**
  24757. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24758. * @returns the total number of vertices
  24759. */
  24760. getTotalVertices(): number;
  24761. /**
  24762. * Returns the content of an associated vertex buffer
  24763. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24764. * - VertexBuffer.PositionKind
  24765. * - VertexBuffer.UVKind
  24766. * - VertexBuffer.UV2Kind
  24767. * - VertexBuffer.UV3Kind
  24768. * - VertexBuffer.UV4Kind
  24769. * - VertexBuffer.UV5Kind
  24770. * - VertexBuffer.UV6Kind
  24771. * - VertexBuffer.ColorKind
  24772. * - VertexBuffer.MatricesIndicesKind
  24773. * - VertexBuffer.MatricesIndicesExtraKind
  24774. * - VertexBuffer.MatricesWeightsKind
  24775. * - VertexBuffer.MatricesWeightsExtraKind
  24776. * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
  24777. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24778. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24779. */
  24780. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24781. /**
  24782. * Returns the mesh VertexBuffer object from the requested `kind`
  24783. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24784. * - VertexBuffer.PositionKind
  24785. * - VertexBuffer.NormalKind
  24786. * - VertexBuffer.UVKind
  24787. * - VertexBuffer.UV2Kind
  24788. * - VertexBuffer.UV3Kind
  24789. * - VertexBuffer.UV4Kind
  24790. * - VertexBuffer.UV5Kind
  24791. * - VertexBuffer.UV6Kind
  24792. * - VertexBuffer.ColorKind
  24793. * - VertexBuffer.MatricesIndicesKind
  24794. * - VertexBuffer.MatricesIndicesExtraKind
  24795. * - VertexBuffer.MatricesWeightsKind
  24796. * - VertexBuffer.MatricesWeightsExtraKind
  24797. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24798. */
  24799. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24800. /**
  24801. * Tests if a specific vertex buffer is associated with this mesh
  24802. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24803. * - VertexBuffer.PositionKind
  24804. * - VertexBuffer.NormalKind
  24805. * - VertexBuffer.UVKind
  24806. * - VertexBuffer.UV2Kind
  24807. * - VertexBuffer.UV3Kind
  24808. * - VertexBuffer.UV4Kind
  24809. * - VertexBuffer.UV5Kind
  24810. * - VertexBuffer.UV6Kind
  24811. * - VertexBuffer.ColorKind
  24812. * - VertexBuffer.MatricesIndicesKind
  24813. * - VertexBuffer.MatricesIndicesExtraKind
  24814. * - VertexBuffer.MatricesWeightsKind
  24815. * - VertexBuffer.MatricesWeightsExtraKind
  24816. * @returns a boolean
  24817. */
  24818. isVerticesDataPresent(kind: string): boolean;
  24819. /**
  24820. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24821. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24822. * - VertexBuffer.PositionKind
  24823. * - VertexBuffer.UVKind
  24824. * - VertexBuffer.UV2Kind
  24825. * - VertexBuffer.UV3Kind
  24826. * - VertexBuffer.UV4Kind
  24827. * - VertexBuffer.UV5Kind
  24828. * - VertexBuffer.UV6Kind
  24829. * - VertexBuffer.ColorKind
  24830. * - VertexBuffer.MatricesIndicesKind
  24831. * - VertexBuffer.MatricesIndicesExtraKind
  24832. * - VertexBuffer.MatricesWeightsKind
  24833. * - VertexBuffer.MatricesWeightsExtraKind
  24834. * @returns a boolean
  24835. */
  24836. isVertexBufferUpdatable(kind: string): boolean;
  24837. /**
  24838. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24839. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24840. * - VertexBuffer.PositionKind
  24841. * - VertexBuffer.NormalKind
  24842. * - VertexBuffer.UVKind
  24843. * - VertexBuffer.UV2Kind
  24844. * - VertexBuffer.UV3Kind
  24845. * - VertexBuffer.UV4Kind
  24846. * - VertexBuffer.UV5Kind
  24847. * - VertexBuffer.UV6Kind
  24848. * - VertexBuffer.ColorKind
  24849. * - VertexBuffer.MatricesIndicesKind
  24850. * - VertexBuffer.MatricesIndicesExtraKind
  24851. * - VertexBuffer.MatricesWeightsKind
  24852. * - VertexBuffer.MatricesWeightsExtraKind
  24853. * @returns an array of strings
  24854. */
  24855. getVerticesDataKinds(): string[];
  24856. /**
  24857. * Returns a positive integer : the total number of indices in this mesh geometry.
  24858. * @returns the numner of indices or zero if the mesh has no geometry.
  24859. */
  24860. getTotalIndices(): number;
  24861. /**
  24862. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24863. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  24864. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24865. * @returns the indices array or an empty array if the mesh has no geometry
  24866. */
  24867. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24868. readonly isBlocked: boolean;
  24869. /**
  24870. * Determine if the current mesh is ready to be rendered
  24871. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24872. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24873. * @returns true if all associated assets are ready (material, textures, shaders)
  24874. */
  24875. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24876. /**
  24877. * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.
  24878. */
  24879. readonly areNormalsFrozen: boolean;
  24880. /**
  24881. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.
  24882. * @returns the current mesh
  24883. */
  24884. freezeNormals(): Mesh;
  24885. /**
  24886. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen
  24887. * @returns the current mesh
  24888. */
  24889. unfreezeNormals(): Mesh;
  24890. /**
  24891. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24892. */
  24893. overridenInstanceCount: number;
  24894. /** @hidden */
  24895. _preActivate(): Mesh;
  24896. /** @hidden */
  24897. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24898. /** @hidden */
  24899. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24900. /**
  24901. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24902. * This means the mesh underlying bounding box and sphere are recomputed.
  24903. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24904. * @returns the current mesh
  24905. */
  24906. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24907. /** @hidden */
  24908. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24909. /**
  24910. * This function will subdivide the mesh into multiple submeshes
  24911. * @param count defines the expected number of submeshes
  24912. */
  24913. subdivide(count: number): void;
  24914. /**
  24915. * Copy a FloatArray into a specific associated vertex buffer
  24916. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24917. * - VertexBuffer.PositionKind
  24918. * - VertexBuffer.UVKind
  24919. * - VertexBuffer.UV2Kind
  24920. * - VertexBuffer.UV3Kind
  24921. * - VertexBuffer.UV4Kind
  24922. * - VertexBuffer.UV5Kind
  24923. * - VertexBuffer.UV6Kind
  24924. * - VertexBuffer.ColorKind
  24925. * - VertexBuffer.MatricesIndicesKind
  24926. * - VertexBuffer.MatricesIndicesExtraKind
  24927. * - VertexBuffer.MatricesWeightsKind
  24928. * - VertexBuffer.MatricesWeightsExtraKind
  24929. * @param data defines the data source
  24930. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24931. * @param stride defines the data stride size (can be null)
  24932. * @returns the current mesh
  24933. */
  24934. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  24935. /**
  24936. * Delete a vertex buffer associated with this mesh
  24937. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  24938. * - VertexBuffer.PositionKind
  24939. * - VertexBuffer.UVKind
  24940. * - VertexBuffer.UV2Kind
  24941. * - VertexBuffer.UV3Kind
  24942. * - VertexBuffer.UV4Kind
  24943. * - VertexBuffer.UV5Kind
  24944. * - VertexBuffer.UV6Kind
  24945. * - VertexBuffer.ColorKind
  24946. * - VertexBuffer.MatricesIndicesKind
  24947. * - VertexBuffer.MatricesIndicesExtraKind
  24948. * - VertexBuffer.MatricesWeightsKind
  24949. * - VertexBuffer.MatricesWeightsExtraKind
  24950. */
  24951. removeVerticesData(kind: string): void;
  24952. /**
  24953. * Flags an associated vertex buffer as updatable
  24954. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24955. * - VertexBuffer.PositionKind
  24956. * - VertexBuffer.UVKind
  24957. * - VertexBuffer.UV2Kind
  24958. * - VertexBuffer.UV3Kind
  24959. * - VertexBuffer.UV4Kind
  24960. * - VertexBuffer.UV5Kind
  24961. * - VertexBuffer.UV6Kind
  24962. * - VertexBuffer.ColorKind
  24963. * - VertexBuffer.MatricesIndicesKind
  24964. * - VertexBuffer.MatricesIndicesExtraKind
  24965. * - VertexBuffer.MatricesWeightsKind
  24966. * - VertexBuffer.MatricesWeightsExtraKind
  24967. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24968. */
  24969. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24970. /**
  24971. * Sets the mesh global Vertex Buffer
  24972. * @param buffer defines the buffer to use
  24973. * @returns the current mesh
  24974. */
  24975. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24976. /**
  24977. * Update a specific associated vertex buffer
  24978. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24979. * - VertexBuffer.PositionKind
  24980. * - VertexBuffer.UVKind
  24981. * - VertexBuffer.UV2Kind
  24982. * - VertexBuffer.UV3Kind
  24983. * - VertexBuffer.UV4Kind
  24984. * - VertexBuffer.UV5Kind
  24985. * - VertexBuffer.UV6Kind
  24986. * - VertexBuffer.ColorKind
  24987. * - VertexBuffer.MatricesIndicesKind
  24988. * - VertexBuffer.MatricesIndicesExtraKind
  24989. * - VertexBuffer.MatricesWeightsKind
  24990. * - VertexBuffer.MatricesWeightsExtraKind
  24991. * @param data defines the data source
  24992. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24993. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  24994. * @returns the current mesh
  24995. */
  24996. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  24997. /**
  24998. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24999. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  25000. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  25001. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  25002. * @returns the current mesh
  25003. */
  25004. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  25005. /**
  25006. * Creates a un-shared specific occurence of the geometry for the mesh.
  25007. * @returns the current mesh
  25008. */
  25009. makeGeometryUnique(): Mesh;
  25010. /**
  25011. * Set the index buffer of this mesh
  25012. * @param indices defines the source data
  25013. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  25014. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  25015. * @returns the current mesh
  25016. */
  25017. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  25018. /**
  25019. * Update the current index buffer
  25020. * @param indices defines the source data
  25021. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  25022. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  25023. * @returns the current mesh
  25024. */
  25025. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  25026. /**
  25027. * Invert the geometry to move from a right handed system to a left handed one.
  25028. * @returns the current mesh
  25029. */
  25030. toLeftHanded(): Mesh;
  25031. /** @hidden */
  25032. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  25033. /** @hidden */
  25034. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  25035. /**
  25036. * Registers for this mesh a javascript function called just before the rendering process
  25037. * @param func defines the function to call before rendering this mesh
  25038. * @returns the current mesh
  25039. */
  25040. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  25041. /**
  25042. * Disposes a previously registered javascript function called before the rendering
  25043. * @param func defines the function to remove
  25044. * @returns the current mesh
  25045. */
  25046. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  25047. /**
  25048. * Registers for this mesh a javascript function called just after the rendering is complete
  25049. * @param func defines the function to call after rendering this mesh
  25050. * @returns the current mesh
  25051. */
  25052. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  25053. /**
  25054. * Disposes a previously registered javascript function called after the rendering.
  25055. * @param func defines the function to remove
  25056. * @returns the current mesh
  25057. */
  25058. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  25059. /** @hidden */
  25060. _getInstancesRenderList(subMeshId: number, isReplacementMode?: boolean): _InstancesBatch;
  25061. /** @hidden */
  25062. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  25063. /** @hidden */
  25064. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  25065. /** @hidden */
  25066. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  25067. /** @hidden */
  25068. _rebuild(): void;
  25069. /** @hidden */
  25070. _freeze(): void;
  25071. /** @hidden */
  25072. _unFreeze(): void;
  25073. /**
  25074. * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
  25075. * @param subMesh defines the subMesh to render
  25076. * @param enableAlphaMode defines if alpha mode can be changed
  25077. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  25078. * @returns the current mesh
  25079. */
  25080. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  25081. private _onBeforeDraw;
  25082. /**
  25083. * Renormalize the mesh and patch it up if there are no weights
  25084. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  25085. * However in the case of zero weights then we set just a single influence to 1.
  25086. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  25087. */
  25088. cleanMatrixWeights(): void;
  25089. private normalizeSkinFourWeights;
  25090. private normalizeSkinWeightsAndExtra;
  25091. /**
  25092. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  25093. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  25094. * the user know there was an issue with importing the mesh
  25095. * @returns a validation object with skinned, valid and report string
  25096. */
  25097. validateSkinning(): {
  25098. skinned: boolean;
  25099. valid: boolean;
  25100. report: string;
  25101. };
  25102. /** @hidden */
  25103. _checkDelayState(): Mesh;
  25104. private _queueLoad;
  25105. /**
  25106. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  25107. * A mesh is in the frustum if its bounding box intersects the frustum
  25108. * @param frustumPlanes defines the frustum to test
  25109. * @returns true if the mesh is in the frustum planes
  25110. */
  25111. isInFrustum(frustumPlanes: Plane[]): boolean;
  25112. /**
  25113. * Sets the mesh material by the material or multiMaterial `id` property
  25114. * @param id is a string identifying the material or the multiMaterial
  25115. * @returns the current mesh
  25116. */
  25117. setMaterialByID(id: string): Mesh;
  25118. /**
  25119. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  25120. * @returns an array of IAnimatable
  25121. */
  25122. getAnimatables(): IAnimatable[];
  25123. /**
  25124. * Modifies the mesh geometry according to the passed transformation matrix.
  25125. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  25126. * The mesh normals are modified using the same transformation.
  25127. * Note that, under the hood, this method sets a new VertexBuffer each call.
  25128. * @param transform defines the transform matrix to use
  25129. * @see http://doc.babylonjs.com/resources/baking_transformations
  25130. * @returns the current mesh
  25131. */
  25132. bakeTransformIntoVertices(transform: Matrix): Mesh;
  25133. /**
  25134. * Modifies the mesh geometry according to its own current World Matrix.
  25135. * The mesh World Matrix is then reset.
  25136. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  25137. * Note that, under the hood, this method sets a new VertexBuffer each call.
  25138. * @see http://doc.babylonjs.com/resources/baking_transformations
  25139. * @returns the current mesh
  25140. */
  25141. bakeCurrentTransformIntoVertices(): Mesh;
  25142. /** @hidden */
  25143. readonly _positions: Nullable<Vector3[]>;
  25144. /** @hidden */
  25145. _resetPointsArrayCache(): Mesh;
  25146. /** @hidden */
  25147. _generatePointsArray(): boolean;
  25148. /**
  25149. * Returns a new Mesh object generated from the current mesh properties.
  25150. * This method must not get confused with createInstance()
  25151. * @param name is a string, the name given to the new mesh
  25152. * @param newParent can be any Node object (default `null`)
  25153. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  25154. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  25155. * @returns a new mesh
  25156. */
  25157. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  25158. /**
  25159. * Releases resources associated with this mesh.
  25160. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25161. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25162. */
  25163. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25164. /** @hidden */
  25165. _disposeInstanceSpecificData(): void;
  25166. /**
  25167. * Modifies the mesh geometry according to a displacement map.
  25168. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  25169. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  25170. * @param url is a string, the URL from the image file is to be downloaded.
  25171. * @param minHeight is the lower limit of the displacement.
  25172. * @param maxHeight is the upper limit of the displacement.
  25173. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  25174. * @param uvOffset is an optional vector2 used to offset UV.
  25175. * @param uvScale is an optional vector2 used to scale UV.
  25176. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  25177. * @returns the Mesh.
  25178. */
  25179. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25180. /**
  25181. * Modifies the mesh geometry according to a displacementMap buffer.
  25182. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  25183. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  25184. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  25185. * @param heightMapWidth is the width of the buffer image.
  25186. * @param heightMapHeight is the height of the buffer image.
  25187. * @param minHeight is the lower limit of the displacement.
  25188. * @param maxHeight is the upper limit of the displacement.
  25189. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  25190. * @param uvOffset is an optional vector2 used to offset UV.
  25191. * @param uvScale is an optional vector2 used to scale UV.
  25192. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  25193. * @returns the Mesh.
  25194. */
  25195. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25196. /**
  25197. * Modify the mesh to get a flat shading rendering.
  25198. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  25199. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  25200. * @returns current mesh
  25201. */
  25202. convertToFlatShadedMesh(): Mesh;
  25203. /**
  25204. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  25205. * In other words, more vertices, no more indices and a single bigger VBO.
  25206. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  25207. * @returns current mesh
  25208. */
  25209. convertToUnIndexedMesh(): Mesh;
  25210. /**
  25211. * Inverses facet orientations.
  25212. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25213. * @param flipNormals will also inverts the normals
  25214. * @returns current mesh
  25215. */
  25216. flipFaces(flipNormals?: boolean): Mesh;
  25217. /**
  25218. * Increase the number of facets and hence vertices in a mesh
  25219. * Vertex normals are interpolated from existing vertex normals
  25220. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25221. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  25222. */
  25223. increaseVertices(numberPerEdge: number): void;
  25224. /**
  25225. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  25226. * This will undo any application of covertToFlatShadedMesh
  25227. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25228. */
  25229. forceSharedVertices(): void;
  25230. /** @hidden */
  25231. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  25232. /** @hidden */
  25233. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  25234. /**
  25235. * Creates a new InstancedMesh object from the mesh model.
  25236. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  25237. * @param name defines the name of the new instance
  25238. * @returns a new InstancedMesh
  25239. */
  25240. createInstance(name: string): InstancedMesh;
  25241. /**
  25242. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  25243. * After this call, all the mesh instances have the same submeshes than the current mesh.
  25244. * @returns the current mesh
  25245. */
  25246. synchronizeInstances(): Mesh;
  25247. /**
  25248. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  25249. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  25250. * This should be used together with the simplification to avoid disappearing triangles.
  25251. * @param successCallback an optional success callback to be called after the optimization finished.
  25252. * @returns the current mesh
  25253. */
  25254. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  25255. /**
  25256. * Serialize current mesh
  25257. * @param serializationObject defines the object which will receive the serialization data
  25258. */
  25259. serialize(serializationObject: any): void;
  25260. /** @hidden */
  25261. _syncGeometryWithMorphTargetManager(): void;
  25262. /** @hidden */
  25263. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  25264. /**
  25265. * Returns a new Mesh object parsed from the source provided.
  25266. * @param parsedMesh is the source
  25267. * @param scene defines the hosting scene
  25268. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  25269. * @returns a new Mesh
  25270. */
  25271. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  25272. /**
  25273. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  25274. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25275. * @param name defines the name of the mesh to create
  25276. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  25277. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  25278. * @param closePath creates a seam between the first and the last points of each path of the path array
  25279. * @param offset is taken in account only if the `pathArray` is containing a single path
  25280. * @param scene defines the hosting scene
  25281. * @param updatable defines if the mesh must be flagged as updatable
  25282. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25283. * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)
  25284. * @returns a new Mesh
  25285. */
  25286. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25287. /**
  25288. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  25289. * @param name defines the name of the mesh to create
  25290. * @param radius sets the radius size (float) of the polygon (default 0.5)
  25291. * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  25292. * @param scene defines the hosting scene
  25293. * @param updatable defines if the mesh must be flagged as updatable
  25294. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25295. * @returns a new Mesh
  25296. */
  25297. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25298. /**
  25299. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  25300. * @param name defines the name of the mesh to create
  25301. * @param size sets the size (float) of each box side (default 1)
  25302. * @param scene defines the hosting scene
  25303. * @param updatable defines if the mesh must be flagged as updatable
  25304. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25305. * @returns a new Mesh
  25306. */
  25307. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25308. /**
  25309. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  25310. * @param name defines the name of the mesh to create
  25311. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25312. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25313. * @param scene defines the hosting scene
  25314. * @param updatable defines if the mesh must be flagged as updatable
  25315. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25316. * @returns a new Mesh
  25317. */
  25318. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25319. /**
  25320. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  25321. * @param name defines the name of the mesh to create
  25322. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25323. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25324. * @param scene defines the hosting scene
  25325. * @returns a new Mesh
  25326. */
  25327. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  25328. /**
  25329. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  25330. * @param name defines the name of the mesh to create
  25331. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  25332. * @param diameterTop set the top cap diameter (floats, default 1)
  25333. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  25334. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  25335. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  25336. * @param scene defines the hosting scene
  25337. * @param updatable defines if the mesh must be flagged as updatable
  25338. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25339. * @returns a new Mesh
  25340. */
  25341. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  25342. /**
  25343. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  25344. * @param name defines the name of the mesh to create
  25345. * @param diameter sets the diameter size (float) of the torus (default 1)
  25346. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  25347. * @param tessellation sets the number of torus sides (postive integer, default 16)
  25348. * @param scene defines the hosting scene
  25349. * @param updatable defines if the mesh must be flagged as updatable
  25350. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25351. * @returns a new Mesh
  25352. */
  25353. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25354. /**
  25355. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  25356. * @param name defines the name of the mesh to create
  25357. * @param radius sets the global radius size (float) of the torus knot (default 2)
  25358. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  25359. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  25360. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  25361. * @param p the number of windings on X axis (positive integers, default 2)
  25362. * @param q the number of windings on Y axis (positive integers, default 3)
  25363. * @param scene defines the hosting scene
  25364. * @param updatable defines if the mesh must be flagged as updatable
  25365. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25366. * @returns a new Mesh
  25367. */
  25368. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25369. /**
  25370. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  25371. * @param name defines the name of the mesh to create
  25372. * @param points is an array successive Vector3
  25373. * @param scene defines the hosting scene
  25374. * @param updatable defines if the mesh must be flagged as updatable
  25375. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).
  25376. * @returns a new Mesh
  25377. */
  25378. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  25379. /**
  25380. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  25381. * @param name defines the name of the mesh to create
  25382. * @param points is an array successive Vector3
  25383. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  25384. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  25385. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  25386. * @param scene defines the hosting scene
  25387. * @param updatable defines if the mesh must be flagged as updatable
  25388. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
  25389. * @returns a new Mesh
  25390. */
  25391. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  25392. /**
  25393. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  25394. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  25395. * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
  25396. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25397. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  25398. * Remember you can only change the shape positions, not their number when updating a polygon.
  25399. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  25400. * @param name defines the name of the mesh to create
  25401. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  25402. * @param scene defines the hosting scene
  25403. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25404. * @param updatable defines if the mesh must be flagged as updatable
  25405. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25406. * @param earcutInjection can be used to inject your own earcut reference
  25407. * @returns a new Mesh
  25408. */
  25409. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25410. /**
  25411. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  25412. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  25413. * @param name defines the name of the mesh to create
  25414. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  25415. * @param depth defines the height of extrusion
  25416. * @param scene defines the hosting scene
  25417. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25418. * @param updatable defines if the mesh must be flagged as updatable
  25419. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25420. * @param earcutInjection can be used to inject your own earcut reference
  25421. * @returns a new Mesh
  25422. */
  25423. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25424. /**
  25425. * Creates an extruded shape mesh.
  25426. * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
  25427. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25428. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25429. * @param name defines the name of the mesh to create
  25430. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  25431. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25432. * @param scale is the value to scale the shape
  25433. * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
  25434. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  25435. * @param scene defines the hosting scene
  25436. * @param updatable defines if the mesh must be flagged as updatable
  25437. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25438. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)
  25439. * @returns a new Mesh
  25440. */
  25441. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25442. /**
  25443. * Creates an custom extruded shape mesh.
  25444. * The custom extrusion is a parametric shape.
  25445. * It has no predefined shape. Its final shape will depend on the input parameters.
  25446. * Please consider using the same method from the MeshBuilder class instead
  25447. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25448. * @param name defines the name of the mesh to create
  25449. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  25450. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25451. * @param scaleFunction is a custom Javascript function called on each path point
  25452. * @param rotationFunction is a custom Javascript function called on each path point
  25453. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  25454. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  25455. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  25456. * @param scene defines the hosting scene
  25457. * @param updatable defines if the mesh must be flagged as updatable
  25458. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25459. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)
  25460. * @returns a new Mesh
  25461. */
  25462. static ExtrudeShapeCustom(name: string, shape: Vector3[], path: Vector3[], scaleFunction: Function, rotationFunction: Function, ribbonCloseArray: boolean, ribbonClosePath: boolean, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25463. /**
  25464. * Creates lathe mesh.
  25465. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  25466. * Please consider using the same method from the MeshBuilder class instead
  25467. * @param name defines the name of the mesh to create
  25468. * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  25469. * @param radius is the radius value of the lathe
  25470. * @param tessellation is the side number of the lathe.
  25471. * @param scene defines the hosting scene
  25472. * @param updatable defines if the mesh must be flagged as updatable
  25473. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25474. * @returns a new Mesh
  25475. */
  25476. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25477. /**
  25478. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  25479. * @param name defines the name of the mesh to create
  25480. * @param size sets the size (float) of both sides of the plane at once (default 1)
  25481. * @param scene defines the hosting scene
  25482. * @param updatable defines if the mesh must be flagged as updatable
  25483. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25484. * @returns a new Mesh
  25485. */
  25486. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25487. /**
  25488. * Creates a ground mesh.
  25489. * Please consider using the same method from the MeshBuilder class instead
  25490. * @param name defines the name of the mesh to create
  25491. * @param width set the width of the ground
  25492. * @param height set the height of the ground
  25493. * @param subdivisions sets the number of subdivisions per side
  25494. * @param scene defines the hosting scene
  25495. * @param updatable defines if the mesh must be flagged as updatable
  25496. * @returns a new Mesh
  25497. */
  25498. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  25499. /**
  25500. * Creates a tiled ground mesh.
  25501. * Please consider using the same method from the MeshBuilder class instead
  25502. * @param name defines the name of the mesh to create
  25503. * @param xmin set the ground minimum X coordinate
  25504. * @param zmin set the ground minimum Y coordinate
  25505. * @param xmax set the ground maximum X coordinate
  25506. * @param zmax set the ground maximum Z coordinate
  25507. * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  25508. * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  25509. * @param scene defines the hosting scene
  25510. * @param updatable defines if the mesh must be flagged as updatable
  25511. * @returns a new Mesh
  25512. */
  25513. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  25514. w: number;
  25515. h: number;
  25516. }, precision: {
  25517. w: number;
  25518. h: number;
  25519. }, scene: Scene, updatable?: boolean): Mesh;
  25520. /**
  25521. * Creates a ground mesh from a height map.
  25522. * Please consider using the same method from the MeshBuilder class instead
  25523. * @see http://doc.babylonjs.com/babylon101/height_map
  25524. * @param name defines the name of the mesh to create
  25525. * @param url sets the URL of the height map image resource
  25526. * @param width set the ground width size
  25527. * @param height set the ground height size
  25528. * @param subdivisions sets the number of subdivision per side
  25529. * @param minHeight is the minimum altitude on the ground
  25530. * @param maxHeight is the maximum altitude on the ground
  25531. * @param scene defines the hosting scene
  25532. * @param updatable defines if the mesh must be flagged as updatable
  25533. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  25534. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  25535. * @returns a new Mesh
  25536. */
  25537. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => void, alphaFilter?: number): GroundMesh;
  25538. /**
  25539. * Creates a tube mesh.
  25540. * The tube is a parametric shape.
  25541. * It has no predefined shape. Its final shape will depend on the input parameters.
  25542. * Please consider using the same method from the MeshBuilder class instead
  25543. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25544. * @param name defines the name of the mesh to create
  25545. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  25546. * @param radius sets the tube radius size
  25547. * @param tessellation is the number of sides on the tubular surface
  25548. * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
  25549. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  25550. * @param scene defines the hosting scene
  25551. * @param updatable defines if the mesh must be flagged as updatable
  25552. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25553. * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)
  25554. * @returns a new Mesh
  25555. */
  25556. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  25557. (i: number, distance: number): number;
  25558. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25559. /**
  25560. * Creates a polyhedron mesh.
  25561. * Please consider using the same method from the MeshBuilder class instead.
  25562. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  25563. * * The parameter `size` (positive float, default 1) sets the polygon size
  25564. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  25565. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  25566. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  25567. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  25568. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  25569. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  25570. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25571. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  25572. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25573. * @param name defines the name of the mesh to create
  25574. * @param options defines the options used to create the mesh
  25575. * @param scene defines the hosting scene
  25576. * @returns a new Mesh
  25577. */
  25578. static CreatePolyhedron(name: string, options: {
  25579. type?: number;
  25580. size?: number;
  25581. sizeX?: number;
  25582. sizeY?: number;
  25583. sizeZ?: number;
  25584. custom?: any;
  25585. faceUV?: Vector4[];
  25586. faceColors?: Color4[];
  25587. updatable?: boolean;
  25588. sideOrientation?: number;
  25589. }, scene: Scene): Mesh;
  25590. /**
  25591. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  25592. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  25593. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)
  25594. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  25595. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  25596. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25597. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  25598. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25599. * @param name defines the name of the mesh
  25600. * @param options defines the options used to create the mesh
  25601. * @param scene defines the hosting scene
  25602. * @returns a new Mesh
  25603. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25604. */
  25605. static CreateIcoSphere(name: string, options: {
  25606. radius?: number;
  25607. flat?: boolean;
  25608. subdivisions?: number;
  25609. sideOrientation?: number;
  25610. updatable?: boolean;
  25611. }, scene: Scene): Mesh;
  25612. /**
  25613. * Creates a decal mesh.
  25614. * Please consider using the same method from the MeshBuilder class instead.
  25615. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25616. * @param name defines the name of the mesh
  25617. * @param sourceMesh defines the mesh receiving the decal
  25618. * @param position sets the position of the decal in world coordinates
  25619. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25620. * @param size sets the decal scaling
  25621. * @param angle sets the angle to rotate the decal
  25622. * @returns a new Mesh
  25623. */
  25624. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25625. /**
  25626. * Prepare internal position array for software CPU skinning
  25627. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25628. */
  25629. setPositionsForCPUSkinning(): Float32Array;
  25630. /**
  25631. * Prepare internal normal array for software CPU skinning
  25632. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25633. */
  25634. setNormalsForCPUSkinning(): Float32Array;
  25635. /**
  25636. * Updates the vertex buffer by applying transformation from the bones
  25637. * @param skeleton defines the skeleton to apply to current mesh
  25638. * @returns the current mesh
  25639. */
  25640. applySkeleton(skeleton: Skeleton): Mesh;
  25641. /**
  25642. * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates
  25643. * @param meshes defines the list of meshes to scan
  25644. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25645. */
  25646. static MinMax(meshes: AbstractMesh[]): {
  25647. min: Vector3;
  25648. max: Vector3;
  25649. };
  25650. /**
  25651. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25652. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25653. * @returns a vector3
  25654. */
  25655. static Center(meshesOrMinMaxVector: {
  25656. min: Vector3;
  25657. max: Vector3;
  25658. } | AbstractMesh[]): Vector3;
  25659. /**
  25660. * Merge the array of meshes into a single mesh for performance reasons.
  25661. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25662. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25663. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25664. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25665. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25666. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25667. * @returns a new mesh
  25668. */
  25669. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25670. /** @hidden */
  25671. addInstance(instance: InstancedMesh): void;
  25672. /** @hidden */
  25673. removeInstance(instance: InstancedMesh): void;
  25674. }
  25675. }
  25676. declare module "babylonjs/Cameras/camera" {
  25677. import { SmartArray } from "babylonjs/Misc/smartArray";
  25678. import { Observable } from "babylonjs/Misc/observable";
  25679. import { Nullable } from "babylonjs/types";
  25680. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25681. import { Scene } from "babylonjs/scene";
  25682. import { Matrix, Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  25683. import { Node } from "babylonjs/node";
  25684. import { Mesh } from "babylonjs/Meshes/mesh";
  25685. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25686. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25687. import { Viewport } from "babylonjs/Maths/math.viewport";
  25688. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25689. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25690. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25691. import { Ray } from "babylonjs/Culling/ray";
  25692. /**
  25693. * This is the base class of all the camera used in the application.
  25694. * @see http://doc.babylonjs.com/features/cameras
  25695. */
  25696. export class Camera extends Node {
  25697. /** @hidden */
  25698. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25699. /**
  25700. * This is the default projection mode used by the cameras.
  25701. * It helps recreating a feeling of perspective and better appreciate depth.
  25702. * This is the best way to simulate real life cameras.
  25703. */
  25704. static readonly PERSPECTIVE_CAMERA: number;
  25705. /**
  25706. * This helps creating camera with an orthographic mode.
  25707. * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
  25708. */
  25709. static readonly ORTHOGRAPHIC_CAMERA: number;
  25710. /**
  25711. * This is the default FOV mode for perspective cameras.
  25712. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25713. */
  25714. static readonly FOVMODE_VERTICAL_FIXED: number;
  25715. /**
  25716. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25717. */
  25718. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25719. /**
  25720. * This specifies ther is no need for a camera rig.
  25721. * Basically only one eye is rendered corresponding to the camera.
  25722. */
  25723. static readonly RIG_MODE_NONE: number;
  25724. /**
  25725. * Simulates a camera Rig with one blue eye and one red eye.
  25726. * This can be use with 3d blue and red glasses.
  25727. */
  25728. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25729. /**
  25730. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25731. */
  25732. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25733. /**
  25734. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25735. */
  25736. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25737. /**
  25738. * Defines that both eyes of the camera will be rendered over under each other.
  25739. */
  25740. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25741. /**
  25742. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25743. */
  25744. static readonly RIG_MODE_VR: number;
  25745. /**
  25746. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25747. */
  25748. static readonly RIG_MODE_WEBVR: number;
  25749. /**
  25750. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25751. */
  25752. static readonly RIG_MODE_CUSTOM: number;
  25753. /**
  25754. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25755. */
  25756. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25757. /**
  25758. * Define the input manager associated with the camera.
  25759. */
  25760. inputs: CameraInputsManager<Camera>;
  25761. /** @hidden */
  25762. _position: Vector3;
  25763. /**
  25764. * Define the current local position of the camera in the scene
  25765. */
  25766. position: Vector3;
  25767. /**
  25768. * The vector the camera should consider as up.
  25769. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25770. */
  25771. upVector: Vector3;
  25772. /**
  25773. * Define the current limit on the left side for an orthographic camera
  25774. * In scene unit
  25775. */
  25776. orthoLeft: Nullable<number>;
  25777. /**
  25778. * Define the current limit on the right side for an orthographic camera
  25779. * In scene unit
  25780. */
  25781. orthoRight: Nullable<number>;
  25782. /**
  25783. * Define the current limit on the bottom side for an orthographic camera
  25784. * In scene unit
  25785. */
  25786. orthoBottom: Nullable<number>;
  25787. /**
  25788. * Define the current limit on the top side for an orthographic camera
  25789. * In scene unit
  25790. */
  25791. orthoTop: Nullable<number>;
  25792. /**
  25793. * Field Of View is set in Radians. (default is 0.8)
  25794. */
  25795. fov: number;
  25796. /**
  25797. * Define the minimum distance the camera can see from.
  25798. * This is important to note that the depth buffer are not infinite and the closer it starts
  25799. * the more your scene might encounter depth fighting issue.
  25800. */
  25801. minZ: number;
  25802. /**
  25803. * Define the maximum distance the camera can see to.
  25804. * This is important to note that the depth buffer are not infinite and the further it end
  25805. * the more your scene might encounter depth fighting issue.
  25806. */
  25807. maxZ: number;
  25808. /**
  25809. * Define the default inertia of the camera.
  25810. * This helps giving a smooth feeling to the camera movement.
  25811. */
  25812. inertia: number;
  25813. /**
  25814. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25815. */
  25816. mode: number;
  25817. /**
  25818. * Define wether the camera is intermediate.
  25819. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25820. */
  25821. isIntermediate: boolean;
  25822. /**
  25823. * Define the viewport of the camera.
  25824. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25825. */
  25826. viewport: Viewport;
  25827. /**
  25828. * Restricts the camera to viewing objects with the same layerMask.
  25829. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25830. */
  25831. layerMask: number;
  25832. /**
  25833. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25834. */
  25835. fovMode: number;
  25836. /**
  25837. * Rig mode of the camera.
  25838. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25839. * This is normally controlled byt the camera themselves as internal use.
  25840. */
  25841. cameraRigMode: number;
  25842. /**
  25843. * Defines the distance between both "eyes" in case of a RIG
  25844. */
  25845. interaxialDistance: number;
  25846. /**
  25847. * Defines if stereoscopic rendering is done side by side or over under.
  25848. */
  25849. isStereoscopicSideBySide: boolean;
  25850. /**
  25851. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  25852. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25853. * else in the scene. (Eg. security camera)
  25854. *
  25855. * To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)
  25856. */
  25857. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25858. /**
  25859. * When set, the camera will render to this render target instead of the default canvas
  25860. *
  25861. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25862. */
  25863. outputRenderTarget: Nullable<RenderTargetTexture>;
  25864. /**
  25865. * Observable triggered when the camera view matrix has changed.
  25866. */
  25867. onViewMatrixChangedObservable: Observable<Camera>;
  25868. /**
  25869. * Observable triggered when the camera Projection matrix has changed.
  25870. */
  25871. onProjectionMatrixChangedObservable: Observable<Camera>;
  25872. /**
  25873. * Observable triggered when the inputs have been processed.
  25874. */
  25875. onAfterCheckInputsObservable: Observable<Camera>;
  25876. /**
  25877. * Observable triggered when reset has been called and applied to the camera.
  25878. */
  25879. onRestoreStateObservable: Observable<Camera>;
  25880. /** @hidden */
  25881. _cameraRigParams: any;
  25882. /** @hidden */
  25883. _rigCameras: Camera[];
  25884. /** @hidden */
  25885. _rigPostProcess: Nullable<PostProcess>;
  25886. protected _webvrViewMatrix: Matrix;
  25887. /** @hidden */
  25888. _skipRendering: boolean;
  25889. /** @hidden */
  25890. _projectionMatrix: Matrix;
  25891. /** @hidden */
  25892. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25893. /** @hidden */
  25894. _activeMeshes: SmartArray<AbstractMesh>;
  25895. protected _globalPosition: Vector3;
  25896. /** @hidden */
  25897. _computedViewMatrix: Matrix;
  25898. private _doNotComputeProjectionMatrix;
  25899. private _transformMatrix;
  25900. private _frustumPlanes;
  25901. private _refreshFrustumPlanes;
  25902. private _storedFov;
  25903. private _stateStored;
  25904. /**
  25905. * Instantiates a new camera object.
  25906. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25907. * @see http://doc.babylonjs.com/features/cameras
  25908. * @param name Defines the name of the camera in the scene
  25909. * @param position Defines the position of the camera
  25910. * @param scene Defines the scene the camera belongs too
  25911. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25912. */
  25913. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25914. /**
  25915. * Store current camera state (fov, position, etc..)
  25916. * @returns the camera
  25917. */
  25918. storeState(): Camera;
  25919. /**
  25920. * Restores the camera state values if it has been stored. You must call storeState() first
  25921. */
  25922. protected _restoreStateValues(): boolean;
  25923. /**
  25924. * Restored camera state. You must call storeState() first.
  25925. * @returns true if restored and false otherwise
  25926. */
  25927. restoreState(): boolean;
  25928. /**
  25929. * Gets the class name of the camera.
  25930. * @returns the class name
  25931. */
  25932. getClassName(): string;
  25933. /** @hidden */
  25934. readonly _isCamera: boolean;
  25935. /**
  25936. * Gets a string representation of the camera useful for debug purpose.
  25937. * @param fullDetails Defines that a more verboe level of logging is required
  25938. * @returns the string representation
  25939. */
  25940. toString(fullDetails?: boolean): string;
  25941. /**
  25942. * Gets the current world space position of the camera.
  25943. */
  25944. readonly globalPosition: Vector3;
  25945. /**
  25946. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25947. * @returns the active meshe list
  25948. */
  25949. getActiveMeshes(): SmartArray<AbstractMesh>;
  25950. /**
  25951. * Check wether a mesh is part of the current active mesh list of the camera
  25952. * @param mesh Defines the mesh to check
  25953. * @returns true if active, false otherwise
  25954. */
  25955. isActiveMesh(mesh: Mesh): boolean;
  25956. /**
  25957. * Is this camera ready to be used/rendered
  25958. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25959. * @return true if the camera is ready
  25960. */
  25961. isReady(completeCheck?: boolean): boolean;
  25962. /** @hidden */
  25963. _initCache(): void;
  25964. /** @hidden */
  25965. _updateCache(ignoreParentClass?: boolean): void;
  25966. /** @hidden */
  25967. _isSynchronized(): boolean;
  25968. /** @hidden */
  25969. _isSynchronizedViewMatrix(): boolean;
  25970. /** @hidden */
  25971. _isSynchronizedProjectionMatrix(): boolean;
  25972. /**
  25973. * Attach the input controls to a specific dom element to get the input from.
  25974. * @param element Defines the element the controls should be listened from
  25975. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25976. */
  25977. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25978. /**
  25979. * Detach the current controls from the specified dom element.
  25980. * @param element Defines the element to stop listening the inputs from
  25981. */
  25982. detachControl(element: HTMLElement): void;
  25983. /**
  25984. * Update the camera state according to the different inputs gathered during the frame.
  25985. */
  25986. update(): void;
  25987. /** @hidden */
  25988. _checkInputs(): void;
  25989. /** @hidden */
  25990. readonly rigCameras: Camera[];
  25991. /**
  25992. * Gets the post process used by the rig cameras
  25993. */
  25994. readonly rigPostProcess: Nullable<PostProcess>;
  25995. /**
  25996. * Internal, gets the first post proces.
  25997. * @returns the first post process to be run on this camera.
  25998. */
  25999. _getFirstPostProcess(): Nullable<PostProcess>;
  26000. private _cascadePostProcessesToRigCams;
  26001. /**
  26002. * Attach a post process to the camera.
  26003. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  26004. * @param postProcess The post process to attach to the camera
  26005. * @param insertAt The position of the post process in case several of them are in use in the scene
  26006. * @returns the position the post process has been inserted at
  26007. */
  26008. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  26009. /**
  26010. * Detach a post process to the camera.
  26011. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  26012. * @param postProcess The post process to detach from the camera
  26013. */
  26014. detachPostProcess(postProcess: PostProcess): void;
  26015. /**
  26016. * Gets the current world matrix of the camera
  26017. */
  26018. getWorldMatrix(): Matrix;
  26019. /** @hidden */
  26020. _getViewMatrix(): Matrix;
  26021. /**
  26022. * Gets the current view matrix of the camera.
  26023. * @param force forces the camera to recompute the matrix without looking at the cached state
  26024. * @returns the view matrix
  26025. */
  26026. getViewMatrix(force?: boolean): Matrix;
  26027. /**
  26028. * Freeze the projection matrix.
  26029. * It will prevent the cache check of the camera projection compute and can speed up perf
  26030. * if no parameter of the camera are meant to change
  26031. * @param projection Defines manually a projection if necessary
  26032. */
  26033. freezeProjectionMatrix(projection?: Matrix): void;
  26034. /**
  26035. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  26036. */
  26037. unfreezeProjectionMatrix(): void;
  26038. /**
  26039. * Gets the current projection matrix of the camera.
  26040. * @param force forces the camera to recompute the matrix without looking at the cached state
  26041. * @returns the projection matrix
  26042. */
  26043. getProjectionMatrix(force?: boolean): Matrix;
  26044. /**
  26045. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  26046. * @returns a Matrix
  26047. */
  26048. getTransformationMatrix(): Matrix;
  26049. private _updateFrustumPlanes;
  26050. /**
  26051. * Checks if a cullable object (mesh...) is in the camera frustum
  26052. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  26053. * @param target The object to check
  26054. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  26055. * @returns true if the object is in frustum otherwise false
  26056. */
  26057. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  26058. /**
  26059. * Checks if a cullable object (mesh...) is in the camera frustum
  26060. * Unlike isInFrustum this cheks the full bounding box
  26061. * @param target The object to check
  26062. * @returns true if the object is in frustum otherwise false
  26063. */
  26064. isCompletelyInFrustum(target: ICullable): boolean;
  26065. /**
  26066. * Gets a ray in the forward direction from the camera.
  26067. * @param length Defines the length of the ray to create
  26068. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  26069. * @param origin Defines the start point of the ray which defaults to the camera position
  26070. * @returns the forward ray
  26071. */
  26072. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  26073. /**
  26074. * Releases resources associated with this node.
  26075. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26076. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26077. */
  26078. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26079. /** @hidden */
  26080. _isLeftCamera: boolean;
  26081. /**
  26082. * Gets the left camera of a rig setup in case of Rigged Camera
  26083. */
  26084. readonly isLeftCamera: boolean;
  26085. /** @hidden */
  26086. _isRightCamera: boolean;
  26087. /**
  26088. * Gets the right camera of a rig setup in case of Rigged Camera
  26089. */
  26090. readonly isRightCamera: boolean;
  26091. /**
  26092. * Gets the left camera of a rig setup in case of Rigged Camera
  26093. */
  26094. readonly leftCamera: Nullable<FreeCamera>;
  26095. /**
  26096. * Gets the right camera of a rig setup in case of Rigged Camera
  26097. */
  26098. readonly rightCamera: Nullable<FreeCamera>;
  26099. /**
  26100. * Gets the left camera target of a rig setup in case of Rigged Camera
  26101. * @returns the target position
  26102. */
  26103. getLeftTarget(): Nullable<Vector3>;
  26104. /**
  26105. * Gets the right camera target of a rig setup in case of Rigged Camera
  26106. * @returns the target position
  26107. */
  26108. getRightTarget(): Nullable<Vector3>;
  26109. /**
  26110. * @hidden
  26111. */
  26112. setCameraRigMode(mode: number, rigParams: any): void;
  26113. /** @hidden */
  26114. static _setStereoscopicRigMode(camera: Camera): void;
  26115. /** @hidden */
  26116. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  26117. /** @hidden */
  26118. static _setVRRigMode(camera: Camera, rigParams: any): void;
  26119. /** @hidden */
  26120. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  26121. /** @hidden */
  26122. _getVRProjectionMatrix(): Matrix;
  26123. protected _updateCameraRotationMatrix(): void;
  26124. protected _updateWebVRCameraRotationMatrix(): void;
  26125. /**
  26126. * This function MUST be overwritten by the different WebVR cameras available.
  26127. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  26128. * @hidden
  26129. */
  26130. _getWebVRProjectionMatrix(): Matrix;
  26131. /**
  26132. * This function MUST be overwritten by the different WebVR cameras available.
  26133. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  26134. * @hidden
  26135. */
  26136. _getWebVRViewMatrix(): Matrix;
  26137. /** @hidden */
  26138. setCameraRigParameter(name: string, value: any): void;
  26139. /**
  26140. * needs to be overridden by children so sub has required properties to be copied
  26141. * @hidden
  26142. */
  26143. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  26144. /**
  26145. * May need to be overridden by children
  26146. * @hidden
  26147. */
  26148. _updateRigCameras(): void;
  26149. /** @hidden */
  26150. _setupInputs(): void;
  26151. /**
  26152. * Serialiaze the camera setup to a json represention
  26153. * @returns the JSON representation
  26154. */
  26155. serialize(): any;
  26156. /**
  26157. * Clones the current camera.
  26158. * @param name The cloned camera name
  26159. * @returns the cloned camera
  26160. */
  26161. clone(name: string): Camera;
  26162. /**
  26163. * Gets the direction of the camera relative to a given local axis.
  26164. * @param localAxis Defines the reference axis to provide a relative direction.
  26165. * @return the direction
  26166. */
  26167. getDirection(localAxis: Vector3): Vector3;
  26168. /**
  26169. * Returns the current camera absolute rotation
  26170. */
  26171. readonly absoluteRotation: Quaternion;
  26172. /**
  26173. * Gets the direction of the camera relative to a given local axis into a passed vector.
  26174. * @param localAxis Defines the reference axis to provide a relative direction.
  26175. * @param result Defines the vector to store the result in
  26176. */
  26177. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  26178. /**
  26179. * Gets a camera constructor for a given camera type
  26180. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  26181. * @param name The name of the camera the result will be able to instantiate
  26182. * @param scene The scene the result will construct the camera in
  26183. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  26184. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  26185. * @returns a factory method to construc the camera
  26186. */
  26187. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  26188. /**
  26189. * Compute the world matrix of the camera.
  26190. * @returns the camera world matrix
  26191. */
  26192. computeWorldMatrix(): Matrix;
  26193. /**
  26194. * Parse a JSON and creates the camera from the parsed information
  26195. * @param parsedCamera The JSON to parse
  26196. * @param scene The scene to instantiate the camera in
  26197. * @returns the newly constructed camera
  26198. */
  26199. static Parse(parsedCamera: any, scene: Scene): Camera;
  26200. }
  26201. }
  26202. declare module "babylonjs/Meshes/Builders/discBuilder" {
  26203. import { Nullable } from "babylonjs/types";
  26204. import { Scene } from "babylonjs/scene";
  26205. import { Vector4 } from "babylonjs/Maths/math.vector";
  26206. import { Mesh } from "babylonjs/Meshes/mesh";
  26207. /**
  26208. * Class containing static functions to help procedurally build meshes
  26209. */
  26210. export class DiscBuilder {
  26211. /**
  26212. * Creates a plane polygonal mesh. By default, this is a disc
  26213. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  26214. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  26215. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  26216. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  26217. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  26218. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  26219. * @param name defines the name of the mesh
  26220. * @param options defines the options used to create the mesh
  26221. * @param scene defines the hosting scene
  26222. * @returns the plane polygonal mesh
  26223. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  26224. */
  26225. static CreateDisc(name: string, options: {
  26226. radius?: number;
  26227. tessellation?: number;
  26228. arc?: number;
  26229. updatable?: boolean;
  26230. sideOrientation?: number;
  26231. frontUVs?: Vector4;
  26232. backUVs?: Vector4;
  26233. }, scene?: Nullable<Scene>): Mesh;
  26234. }
  26235. }
  26236. declare module "babylonjs/Particles/solidParticleSystem" {
  26237. import { Nullable } from "babylonjs/types";
  26238. import { Vector3 } from "babylonjs/Maths/math.vector";
  26239. import { Mesh } from "babylonjs/Meshes/mesh";
  26240. import { Scene, IDisposable } from "babylonjs/scene";
  26241. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  26242. /**
  26243. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  26244. *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  26245. * The SPS is also a particle system. It provides some methods to manage the particles.
  26246. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  26247. *
  26248. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  26249. */
  26250. export class SolidParticleSystem implements IDisposable {
  26251. /**
  26252. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  26253. * Example : var p = SPS.particles[i];
  26254. */
  26255. particles: SolidParticle[];
  26256. /**
  26257. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  26258. */
  26259. nbParticles: number;
  26260. /**
  26261. * If the particles must ever face the camera (default false). Useful for planar particles.
  26262. */
  26263. billboard: boolean;
  26264. /**
  26265. * Recompute normals when adding a shape
  26266. */
  26267. recomputeNormals: boolean;
  26268. /**
  26269. * This a counter ofr your own usage. It's not set by any SPS functions.
  26270. */
  26271. counter: number;
  26272. /**
  26273. * The SPS name. This name is also given to the underlying mesh.
  26274. */
  26275. name: string;
  26276. /**
  26277. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  26278. */
  26279. mesh: Mesh;
  26280. /**
  26281. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  26282. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  26283. */
  26284. vars: any;
  26285. /**
  26286. * This array is populated when the SPS is set as 'pickable'.
  26287. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  26288. * Each element of this array is an object `{idx: int, faceId: int}`.
  26289. * `idx` is the picked particle index in the `SPS.particles` array
  26290. * `faceId` is the picked face index counted within this particle.
  26291. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  26292. */
  26293. pickedParticles: {
  26294. idx: number;
  26295. faceId: number;
  26296. }[];
  26297. /**
  26298. * This array is populated when `enableDepthSort` is set to true.
  26299. * Each element of this array is an instance of the class DepthSortedParticle.
  26300. */
  26301. depthSortedParticles: DepthSortedParticle[];
  26302. /**
  26303. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  26304. * @hidden
  26305. */
  26306. _bSphereOnly: boolean;
  26307. /**
  26308. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  26309. * @hidden
  26310. */
  26311. _bSphereRadiusFactor: number;
  26312. private _scene;
  26313. private _positions;
  26314. private _indices;
  26315. private _normals;
  26316. private _colors;
  26317. private _uvs;
  26318. private _indices32;
  26319. private _positions32;
  26320. private _normals32;
  26321. private _fixedNormal32;
  26322. private _colors32;
  26323. private _uvs32;
  26324. private _index;
  26325. private _updatable;
  26326. private _pickable;
  26327. private _isVisibilityBoxLocked;
  26328. private _alwaysVisible;
  26329. private _depthSort;
  26330. private _expandable;
  26331. private _shapeCounter;
  26332. private _copy;
  26333. private _color;
  26334. private _computeParticleColor;
  26335. private _computeParticleTexture;
  26336. private _computeParticleRotation;
  26337. private _computeParticleVertex;
  26338. private _computeBoundingBox;
  26339. private _depthSortParticles;
  26340. private _camera;
  26341. private _mustUnrotateFixedNormals;
  26342. private _particlesIntersect;
  26343. private _needs32Bits;
  26344. private _isNotBuilt;
  26345. private _lastParticleId;
  26346. private _idxOfId;
  26347. /**
  26348. * Creates a SPS (Solid Particle System) object.
  26349. * @param name (String) is the SPS name, this will be the underlying mesh name.
  26350. * @param scene (Scene) is the scene in which the SPS is added.
  26351. * @param options defines the options of the sps e.g.
  26352. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  26353. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  26354. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  26355. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  26356. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  26357. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  26358. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  26359. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  26360. */
  26361. constructor(name: string, scene: Scene, options?: {
  26362. updatable?: boolean;
  26363. isPickable?: boolean;
  26364. enableDepthSort?: boolean;
  26365. particleIntersection?: boolean;
  26366. boundingSphereOnly?: boolean;
  26367. bSphereRadiusFactor?: number;
  26368. expandable?: boolean;
  26369. });
  26370. /**
  26371. * Builds the SPS underlying mesh. Returns a standard Mesh.
  26372. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  26373. * @returns the created mesh
  26374. */
  26375. buildMesh(): Mesh;
  26376. /**
  26377. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  26378. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  26379. * Thus the particles generated from `digest()` have their property `position` set yet.
  26380. * @param mesh ( Mesh ) is the mesh to be digested
  26381. * @param options {facetNb} (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any
  26382. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  26383. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  26384. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  26385. * @returns the current SPS
  26386. */
  26387. digest(mesh: Mesh, options?: {
  26388. facetNb?: number;
  26389. number?: number;
  26390. delta?: number;
  26391. storage?: [];
  26392. }): SolidParticleSystem;
  26393. /**
  26394. * Unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  26395. * @hidden
  26396. */
  26397. private _unrotateFixedNormals;
  26398. /**
  26399. * Resets the temporary working copy particle
  26400. * @hidden
  26401. */
  26402. private _resetCopy;
  26403. /**
  26404. * Inserts the shape model geometry in the global SPS mesh by updating the positions, indices, normals, colors, uvs arrays
  26405. * @param p the current index in the positions array to be updated
  26406. * @param shape a Vector3 array, the shape geometry
  26407. * @param positions the positions array to be updated
  26408. * @param meshInd the shape indices array
  26409. * @param indices the indices array to be updated
  26410. * @param meshUV the shape uv array
  26411. * @param uvs the uv array to be updated
  26412. * @param meshCol the shape color array
  26413. * @param colors the color array to be updated
  26414. * @param meshNor the shape normals array
  26415. * @param normals the normals array to be updated
  26416. * @param idx the particle index
  26417. * @param idxInShape the particle index in its shape
  26418. * @param options the addShape() method passed options
  26419. * @hidden
  26420. */
  26421. private _meshBuilder;
  26422. /**
  26423. * Returns a shape Vector3 array from positions float array
  26424. * @param positions float array
  26425. * @returns a vector3 array
  26426. * @hidden
  26427. */
  26428. private _posToShape;
  26429. /**
  26430. * Returns a shapeUV array from a float uvs (array deep copy)
  26431. * @param uvs as a float array
  26432. * @returns a shapeUV array
  26433. * @hidden
  26434. */
  26435. private _uvsToShapeUV;
  26436. /**
  26437. * Adds a new particle object in the particles array
  26438. * @param idx particle index in particles array
  26439. * @param id particle id
  26440. * @param idxpos positionIndex : the starting index of the particle vertices in the SPS "positions" array
  26441. * @param idxind indiceIndex : he starting index of the particle indices in the SPS "indices" array
  26442. * @param model particle ModelShape object
  26443. * @param shapeId model shape identifier
  26444. * @param idxInShape index of the particle in the current model
  26445. * @param bInfo model bounding info object
  26446. * @param storage target storage array, if any
  26447. * @hidden
  26448. */
  26449. private _addParticle;
  26450. /**
  26451. * Adds some particles to the SPS from the model shape. Returns the shape id.
  26452. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  26453. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  26454. * @param nb (positive integer) the number of particles to be created from this model
  26455. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  26456. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  26457. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  26458. * @returns the number of shapes in the system
  26459. */
  26460. addShape(mesh: Mesh, nb: number, options?: {
  26461. positionFunction?: any;
  26462. vertexFunction?: any;
  26463. storage?: [];
  26464. }): number;
  26465. /**
  26466. * Rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  26467. * @hidden
  26468. */
  26469. private _rebuildParticle;
  26470. /**
  26471. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  26472. * @param reset boolean, default false : if the particles must be reset at position and rotation zero, scaling 1, color white, initial UVs and not parented.
  26473. * @returns the SPS.
  26474. */
  26475. rebuildMesh(reset?: boolean): SolidParticleSystem;
  26476. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  26477. * Returns an array with the removed particles.
  26478. * If the number of particles to remove is lower than zero or greater than the global remaining particle number, then an empty array is returned.
  26479. * The SPS can't be empty so at least one particle needs to remain in place.
  26480. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  26481. * @param start index of the first particle to remove
  26482. * @param end index of the last particle to remove (included)
  26483. * @returns an array populated with the removed particles
  26484. */
  26485. removeParticles(start: number, end: number): SolidParticle[];
  26486. /**
  26487. * Inserts some pre-created particles in the solid particle system so that they can be managed by setParticles().
  26488. * @param solidParticleArray an array populated with Solid Particles objects
  26489. * @returns the SPS
  26490. */
  26491. insertParticlesFromArray(solidParticleArray: SolidParticle[]): SolidParticleSystem;
  26492. /**
  26493. * Creates a new particle and modifies the SPS mesh geometry :
  26494. * - calls _meshBuilder() to increase the SPS mesh geometry step by step
  26495. * - calls _addParticle() to populate the particle array
  26496. * factorized code from addShape() and insertParticlesFromArray()
  26497. * @param idx particle index in the particles array
  26498. * @param i particle index in its shape
  26499. * @param modelShape particle ModelShape object
  26500. * @param shape shape vertex array
  26501. * @param meshInd shape indices array
  26502. * @param meshUV shape uv array
  26503. * @param meshCol shape color array
  26504. * @param meshNor shape normals array
  26505. * @param bbInfo shape bounding info
  26506. * @param storage target particle storage
  26507. * @options addShape() passed options
  26508. * @hidden
  26509. */
  26510. private _insertNewParticle;
  26511. /**
  26512. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  26513. * This method calls `updateParticle()` for each particle of the SPS.
  26514. * For an animated SPS, it is usually called within the render loop.
  26515. * This methods does nothing if called on a non updatable or not yet built SPS. Example : buildMesh() not called after having added or removed particles from an expandable SPS.
  26516. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  26517. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  26518. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  26519. * @returns the SPS.
  26520. */
  26521. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  26522. /**
  26523. * Disposes the SPS.
  26524. */
  26525. dispose(): void;
  26526. /**
  26527. * Returns a SolidParticle object from its identifier : particle.id
  26528. * @param id (integer) the particle Id
  26529. * @returns the searched particle or null if not found in the SPS.
  26530. */
  26531. getParticleById(id: number): Nullable<SolidParticle>;
  26532. /**
  26533. * Returns a new array populated with the particles having the passed shapeId.
  26534. * @param shapeId (integer) the shape identifier
  26535. * @returns a new solid particle array
  26536. */
  26537. getParticlesByShapeId(shapeId: number): SolidParticle[];
  26538. /**
  26539. * Populates the passed array "ref" with the particles having the passed shapeId.
  26540. * @param shapeId the shape identifier
  26541. * @returns the SPS
  26542. * @param ref
  26543. */
  26544. getParticlesByShapeIdToRef(shapeId: number, ref: SolidParticle[]): SolidParticleSystem;
  26545. /**
  26546. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  26547. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26548. * @returns the SPS.
  26549. */
  26550. refreshVisibleSize(): SolidParticleSystem;
  26551. /**
  26552. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  26553. * @param size the size (float) of the visibility box
  26554. * note : this doesn't lock the SPS mesh bounding box.
  26555. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26556. */
  26557. setVisibilityBox(size: number): void;
  26558. /**
  26559. * Gets whether the SPS as always visible or not
  26560. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26561. */
  26562. /**
  26563. * Sets the SPS as always visible or not
  26564. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26565. */
  26566. isAlwaysVisible: boolean;
  26567. /**
  26568. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26569. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26570. */
  26571. /**
  26572. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26573. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26574. */
  26575. isVisibilityBoxLocked: boolean;
  26576. /**
  26577. * Tells to `setParticles()` to compute the particle rotations or not.
  26578. * Default value : true. The SPS is faster when it's set to false.
  26579. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26580. */
  26581. /**
  26582. * Gets if `setParticles()` computes the particle rotations or not.
  26583. * Default value : true. The SPS is faster when it's set to false.
  26584. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26585. */
  26586. computeParticleRotation: boolean;
  26587. /**
  26588. * Tells to `setParticles()` to compute the particle colors or not.
  26589. * Default value : true. The SPS is faster when it's set to false.
  26590. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26591. */
  26592. /**
  26593. * Gets if `setParticles()` computes the particle colors or not.
  26594. * Default value : true. The SPS is faster when it's set to false.
  26595. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26596. */
  26597. computeParticleColor: boolean;
  26598. /**
  26599. * Gets if `setParticles()` computes the particle textures or not.
  26600. * Default value : true. The SPS is faster when it's set to false.
  26601. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  26602. */
  26603. computeParticleTexture: boolean;
  26604. /**
  26605. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  26606. * Default value : false. The SPS is faster when it's set to false.
  26607. * Note : the particle custom vertex positions aren't stored values.
  26608. */
  26609. /**
  26610. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  26611. * Default value : false. The SPS is faster when it's set to false.
  26612. * Note : the particle custom vertex positions aren't stored values.
  26613. */
  26614. computeParticleVertex: boolean;
  26615. /**
  26616. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  26617. */
  26618. /**
  26619. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  26620. */
  26621. computeBoundingBox: boolean;
  26622. /**
  26623. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  26624. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26625. * Default : `true`
  26626. */
  26627. /**
  26628. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  26629. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26630. * Default : `true`
  26631. */
  26632. depthSortParticles: boolean;
  26633. /**
  26634. * Gets if the SPS is created as expandable at construction time.
  26635. * Default : `false`
  26636. */
  26637. readonly expandable: boolean;
  26638. /**
  26639. * This function does nothing. It may be overwritten to set all the particle first values.
  26640. * The SPS doesn't call this function, you may have to call it by your own.
  26641. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26642. */
  26643. initParticles(): void;
  26644. /**
  26645. * This function does nothing. It may be overwritten to recycle a particle.
  26646. * The SPS doesn't call this function, you may have to call it by your own.
  26647. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26648. * @param particle The particle to recycle
  26649. * @returns the recycled particle
  26650. */
  26651. recycleParticle(particle: SolidParticle): SolidParticle;
  26652. /**
  26653. * Updates a particle : this function should be overwritten by the user.
  26654. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  26655. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26656. * @example : just set a particle position or velocity and recycle conditions
  26657. * @param particle The particle to update
  26658. * @returns the updated particle
  26659. */
  26660. updateParticle(particle: SolidParticle): SolidParticle;
  26661. /**
  26662. * Updates a vertex of a particle : it can be overwritten by the user.
  26663. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  26664. * @param particle the current particle
  26665. * @param vertex the current index of the current particle
  26666. * @param pt the index of the current vertex in the particle shape
  26667. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  26668. * @example : just set a vertex particle position
  26669. * @returns the updated vertex
  26670. */
  26671. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  26672. /**
  26673. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  26674. * This does nothing and may be overwritten by the user.
  26675. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26676. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26677. * @param update the boolean update value actually passed to setParticles()
  26678. */
  26679. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26680. /**
  26681. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  26682. * This will be passed three parameters.
  26683. * This does nothing and may be overwritten by the user.
  26684. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26685. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26686. * @param update the boolean update value actually passed to setParticles()
  26687. */
  26688. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26689. }
  26690. }
  26691. declare module "babylonjs/Particles/solidParticle" {
  26692. import { Nullable } from "babylonjs/types";
  26693. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  26694. import { Color4 } from "babylonjs/Maths/math.color";
  26695. import { Mesh } from "babylonjs/Meshes/mesh";
  26696. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26697. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  26698. import { Plane } from "babylonjs/Maths/math.plane";
  26699. /**
  26700. * Represents one particle of a solid particle system.
  26701. */
  26702. export class SolidParticle {
  26703. /**
  26704. * particle global index
  26705. */
  26706. idx: number;
  26707. /**
  26708. * particle identifier
  26709. */
  26710. id: number;
  26711. /**
  26712. * The color of the particle
  26713. */
  26714. color: Nullable<Color4>;
  26715. /**
  26716. * The world space position of the particle.
  26717. */
  26718. position: Vector3;
  26719. /**
  26720. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  26721. */
  26722. rotation: Vector3;
  26723. /**
  26724. * The world space rotation quaternion of the particle.
  26725. */
  26726. rotationQuaternion: Nullable<Quaternion>;
  26727. /**
  26728. * The scaling of the particle.
  26729. */
  26730. scaling: Vector3;
  26731. /**
  26732. * The uvs of the particle.
  26733. */
  26734. uvs: Vector4;
  26735. /**
  26736. * The current speed of the particle.
  26737. */
  26738. velocity: Vector3;
  26739. /**
  26740. * The pivot point in the particle local space.
  26741. */
  26742. pivot: Vector3;
  26743. /**
  26744. * Must the particle be translated from its pivot point in its local space ?
  26745. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  26746. * Default : false
  26747. */
  26748. translateFromPivot: boolean;
  26749. /**
  26750. * Is the particle active or not ?
  26751. */
  26752. alive: boolean;
  26753. /**
  26754. * Is the particle visible or not ?
  26755. */
  26756. isVisible: boolean;
  26757. /**
  26758. * Index of this particle in the global "positions" array (Internal use)
  26759. * @hidden
  26760. */
  26761. _pos: number;
  26762. /**
  26763. * @hidden Index of this particle in the global "indices" array (Internal use)
  26764. */
  26765. _ind: number;
  26766. /**
  26767. * @hidden ModelShape of this particle (Internal use)
  26768. */
  26769. _model: ModelShape;
  26770. /**
  26771. * ModelShape id of this particle
  26772. */
  26773. shapeId: number;
  26774. /**
  26775. * Index of the particle in its shape id
  26776. */
  26777. idxInShape: number;
  26778. /**
  26779. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26780. */
  26781. _modelBoundingInfo: BoundingInfo;
  26782. /**
  26783. * @hidden Particle BoundingInfo object (Internal use)
  26784. */
  26785. _boundingInfo: BoundingInfo;
  26786. /**
  26787. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26788. */
  26789. _sps: SolidParticleSystem;
  26790. /**
  26791. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26792. */
  26793. _stillInvisible: boolean;
  26794. /**
  26795. * @hidden Last computed particle rotation matrix
  26796. */
  26797. _rotationMatrix: number[];
  26798. /**
  26799. * Parent particle Id, if any.
  26800. * Default null.
  26801. */
  26802. parentId: Nullable<number>;
  26803. /**
  26804. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26805. * The possible values are :
  26806. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26807. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26808. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26809. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26810. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26811. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26812. * */
  26813. cullingStrategy: number;
  26814. /**
  26815. * @hidden Internal global position in the SPS.
  26816. */
  26817. _globalPosition: Vector3;
  26818. /**
  26819. * Creates a Solid Particle object.
  26820. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26821. * @param particleIndex (integer) is the particle index in the Solid Particle System pool.
  26822. * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.
  26823. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26824. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26825. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26826. * @param shapeId (integer) is the model shape identifier in the SPS.
  26827. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26828. * @param sps defines the sps it is associated to
  26829. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26830. */
  26831. constructor(particleIndex: number, particleId: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26832. /**
  26833. * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive
  26834. * @param target the particle target
  26835. * @returns the current particle
  26836. */
  26837. copyToRef(target: SolidParticle): SolidParticle;
  26838. /**
  26839. * Legacy support, changed scale to scaling
  26840. */
  26841. /**
  26842. * Legacy support, changed scale to scaling
  26843. */
  26844. scale: Vector3;
  26845. /**
  26846. * Legacy support, changed quaternion to rotationQuaternion
  26847. */
  26848. /**
  26849. * Legacy support, changed quaternion to rotationQuaternion
  26850. */
  26851. quaternion: Nullable<Quaternion>;
  26852. /**
  26853. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26854. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26855. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26856. * @returns true if it intersects
  26857. */
  26858. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26859. /**
  26860. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26861. * A particle is in the frustum if its bounding box intersects the frustum
  26862. * @param frustumPlanes defines the frustum to test
  26863. * @returns true if the particle is in the frustum planes
  26864. */
  26865. isInFrustum(frustumPlanes: Plane[]): boolean;
  26866. /**
  26867. * get the rotation matrix of the particle
  26868. * @hidden
  26869. */
  26870. getRotationMatrix(m: Matrix): void;
  26871. }
  26872. /**
  26873. * Represents the shape of the model used by one particle of a solid particle system.
  26874. * SPS internal tool, don't use it manually.
  26875. */
  26876. export class ModelShape {
  26877. /**
  26878. * The shape id
  26879. * @hidden
  26880. */
  26881. shapeID: number;
  26882. /**
  26883. * flat array of model positions (internal use)
  26884. * @hidden
  26885. */
  26886. _shape: Vector3[];
  26887. /**
  26888. * flat array of model UVs (internal use)
  26889. * @hidden
  26890. */
  26891. _shapeUV: number[];
  26892. /**
  26893. * color array of the model
  26894. * @hidden
  26895. */
  26896. _shapeColors: number[];
  26897. /**
  26898. * indices array of the model
  26899. * @hidden
  26900. */
  26901. _indices: number[];
  26902. /**
  26903. * normals array of the model
  26904. * @hidden
  26905. */
  26906. _normals: number[];
  26907. /**
  26908. * length of the shape in the model indices array (internal use)
  26909. * @hidden
  26910. */
  26911. _indicesLength: number;
  26912. /**
  26913. * Custom position function (internal use)
  26914. * @hidden
  26915. */
  26916. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26917. /**
  26918. * Custom vertex function (internal use)
  26919. * @hidden
  26920. */
  26921. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26922. /**
  26923. * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.
  26924. * SPS internal tool, don't use it manually.
  26925. * @hidden
  26926. */
  26927. constructor(id: number, shape: Vector3[], indices: number[], normals: number[], colors: number[], shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  26928. }
  26929. /**
  26930. * Represents a Depth Sorted Particle in the solid particle system.
  26931. */
  26932. export class DepthSortedParticle {
  26933. /**
  26934. * Index of the particle in the "indices" array
  26935. */
  26936. ind: number;
  26937. /**
  26938. * Length of the particle shape in the "indices" array
  26939. */
  26940. indicesLength: number;
  26941. /**
  26942. * Squared distance from the particle to the camera
  26943. */
  26944. sqDistance: number;
  26945. }
  26946. }
  26947. declare module "babylonjs/Collisions/meshCollisionData" {
  26948. import { Collider } from "babylonjs/Collisions/collider";
  26949. import { Vector3 } from "babylonjs/Maths/math.vector";
  26950. import { Nullable } from "babylonjs/types";
  26951. import { Observer } from "babylonjs/Misc/observable";
  26952. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26953. /**
  26954. * @hidden
  26955. */
  26956. export class _MeshCollisionData {
  26957. _checkCollisions: boolean;
  26958. _collisionMask: number;
  26959. _collisionGroup: number;
  26960. _collider: Nullable<Collider>;
  26961. _oldPositionForCollisions: Vector3;
  26962. _diffPositionForCollisions: Vector3;
  26963. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26964. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26965. }
  26966. }
  26967. declare module "babylonjs/Meshes/abstractMesh" {
  26968. import { Observable } from "babylonjs/Misc/observable";
  26969. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26970. import { Camera } from "babylonjs/Cameras/camera";
  26971. import { Scene, IDisposable } from "babylonjs/scene";
  26972. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26973. import { Node } from "babylonjs/node";
  26974. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26975. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26976. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26977. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26978. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26979. import { Material } from "babylonjs/Materials/material";
  26980. import { Light } from "babylonjs/Lights/light";
  26981. import { Skeleton } from "babylonjs/Bones/skeleton";
  26982. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26983. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26984. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26985. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26986. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26987. import { Plane } from "babylonjs/Maths/math.plane";
  26988. import { Ray } from "babylonjs/Culling/ray";
  26989. import { Collider } from "babylonjs/Collisions/collider";
  26990. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26991. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26992. /** @hidden */
  26993. class _FacetDataStorage {
  26994. facetPositions: Vector3[];
  26995. facetNormals: Vector3[];
  26996. facetPartitioning: number[][];
  26997. facetNb: number;
  26998. partitioningSubdivisions: number;
  26999. partitioningBBoxRatio: number;
  27000. facetDataEnabled: boolean;
  27001. facetParameters: any;
  27002. bbSize: Vector3;
  27003. subDiv: {
  27004. max: number;
  27005. X: number;
  27006. Y: number;
  27007. Z: number;
  27008. };
  27009. facetDepthSort: boolean;
  27010. facetDepthSortEnabled: boolean;
  27011. depthSortedIndices: IndicesArray;
  27012. depthSortedFacets: {
  27013. ind: number;
  27014. sqDistance: number;
  27015. }[];
  27016. facetDepthSortFunction: (f1: {
  27017. ind: number;
  27018. sqDistance: number;
  27019. }, f2: {
  27020. ind: number;
  27021. sqDistance: number;
  27022. }) => number;
  27023. facetDepthSortFrom: Vector3;
  27024. facetDepthSortOrigin: Vector3;
  27025. invertedMatrix: Matrix;
  27026. }
  27027. /**
  27028. * @hidden
  27029. **/
  27030. class _InternalAbstractMeshDataInfo {
  27031. _hasVertexAlpha: boolean;
  27032. _useVertexColors: boolean;
  27033. _numBoneInfluencers: number;
  27034. _applyFog: boolean;
  27035. _receiveShadows: boolean;
  27036. _facetData: _FacetDataStorage;
  27037. _visibility: number;
  27038. _skeleton: Nullable<Skeleton>;
  27039. _layerMask: number;
  27040. _computeBonesUsingShaders: boolean;
  27041. _isActive: boolean;
  27042. _onlyForInstances: boolean;
  27043. _isActiveIntermediate: boolean;
  27044. _onlyForInstancesIntermediate: boolean;
  27045. _actAsRegularMesh: boolean;
  27046. }
  27047. /**
  27048. * Class used to store all common mesh properties
  27049. */
  27050. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  27051. /** No occlusion */
  27052. static OCCLUSION_TYPE_NONE: number;
  27053. /** Occlusion set to optimisitic */
  27054. static OCCLUSION_TYPE_OPTIMISTIC: number;
  27055. /** Occlusion set to strict */
  27056. static OCCLUSION_TYPE_STRICT: number;
  27057. /** Use an accurante occlusion algorithm */
  27058. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  27059. /** Use a conservative occlusion algorithm */
  27060. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  27061. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  27062. * Test order :
  27063. * Is the bounding sphere outside the frustum ?
  27064. * If not, are the bounding box vertices outside the frustum ?
  27065. * It not, then the cullable object is in the frustum.
  27066. */
  27067. static readonly CULLINGSTRATEGY_STANDARD: number;
  27068. /** Culling strategy : Bounding Sphere Only.
  27069. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  27070. * It's also less accurate than the standard because some not visible objects can still be selected.
  27071. * Test : is the bounding sphere outside the frustum ?
  27072. * If not, then the cullable object is in the frustum.
  27073. */
  27074. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  27075. /** Culling strategy : Optimistic Inclusion.
  27076. * This in an inclusion test first, then the standard exclusion test.
  27077. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  27078. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  27079. * Anyway, it's as accurate as the standard strategy.
  27080. * Test :
  27081. * Is the cullable object bounding sphere center in the frustum ?
  27082. * If not, apply the default culling strategy.
  27083. */
  27084. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  27085. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  27086. * This in an inclusion test first, then the bounding sphere only exclusion test.
  27087. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  27088. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  27089. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  27090. * Test :
  27091. * Is the cullable object bounding sphere center in the frustum ?
  27092. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  27093. */
  27094. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  27095. /**
  27096. * No billboard
  27097. */
  27098. static readonly BILLBOARDMODE_NONE: number;
  27099. /** Billboard on X axis */
  27100. static readonly BILLBOARDMODE_X: number;
  27101. /** Billboard on Y axis */
  27102. static readonly BILLBOARDMODE_Y: number;
  27103. /** Billboard on Z axis */
  27104. static readonly BILLBOARDMODE_Z: number;
  27105. /** Billboard on all axes */
  27106. static readonly BILLBOARDMODE_ALL: number;
  27107. /** Billboard on using position instead of orientation */
  27108. static readonly BILLBOARDMODE_USE_POSITION: number;
  27109. /** @hidden */
  27110. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  27111. /**
  27112. * The culling strategy to use to check whether the mesh must be rendered or not.
  27113. * This value can be changed at any time and will be used on the next render mesh selection.
  27114. * The possible values are :
  27115. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  27116. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  27117. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  27118. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  27119. * Please read each static variable documentation to get details about the culling process.
  27120. * */
  27121. cullingStrategy: number;
  27122. /**
  27123. * Gets the number of facets in the mesh
  27124. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  27125. */
  27126. readonly facetNb: number;
  27127. /**
  27128. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  27129. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  27130. */
  27131. partitioningSubdivisions: number;
  27132. /**
  27133. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  27134. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  27135. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  27136. */
  27137. partitioningBBoxRatio: number;
  27138. /**
  27139. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  27140. * Works only for updatable meshes.
  27141. * Doesn't work with multi-materials
  27142. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  27143. */
  27144. mustDepthSortFacets: boolean;
  27145. /**
  27146. * The location (Vector3) where the facet depth sort must be computed from.
  27147. * By default, the active camera position.
  27148. * Used only when facet depth sort is enabled
  27149. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  27150. */
  27151. facetDepthSortFrom: Vector3;
  27152. /**
  27153. * gets a boolean indicating if facetData is enabled
  27154. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  27155. */
  27156. readonly isFacetDataEnabled: boolean;
  27157. /** @hidden */
  27158. _updateNonUniformScalingState(value: boolean): boolean;
  27159. /**
  27160. * An event triggered when this mesh collides with another one
  27161. */
  27162. onCollideObservable: Observable<AbstractMesh>;
  27163. /** Set a function to call when this mesh collides with another one */
  27164. onCollide: () => void;
  27165. /**
  27166. * An event triggered when the collision's position changes
  27167. */
  27168. onCollisionPositionChangeObservable: Observable<Vector3>;
  27169. /** Set a function to call when the collision's position changes */
  27170. onCollisionPositionChange: () => void;
  27171. /**
  27172. * An event triggered when material is changed
  27173. */
  27174. onMaterialChangedObservable: Observable<AbstractMesh>;
  27175. /**
  27176. * Gets or sets the orientation for POV movement & rotation
  27177. */
  27178. definedFacingForward: boolean;
  27179. /** @hidden */
  27180. _occlusionQuery: Nullable<WebGLQuery>;
  27181. /** @hidden */
  27182. _renderingGroup: Nullable<RenderingGroup>;
  27183. /**
  27184. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  27185. */
  27186. /**
  27187. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  27188. */
  27189. visibility: number;
  27190. /** Gets or sets the alpha index used to sort transparent meshes
  27191. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  27192. */
  27193. alphaIndex: number;
  27194. /**
  27195. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  27196. */
  27197. isVisible: boolean;
  27198. /**
  27199. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  27200. */
  27201. isPickable: boolean;
  27202. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  27203. showSubMeshesBoundingBox: boolean;
  27204. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  27205. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  27206. */
  27207. isBlocker: boolean;
  27208. /**
  27209. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  27210. */
  27211. enablePointerMoveEvents: boolean;
  27212. /**
  27213. * Specifies the rendering group id for this mesh (0 by default)
  27214. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  27215. */
  27216. renderingGroupId: number;
  27217. private _material;
  27218. /** Gets or sets current material */
  27219. material: Nullable<Material>;
  27220. /**
  27221. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  27222. * @see http://doc.babylonjs.com/babylon101/shadows
  27223. */
  27224. receiveShadows: boolean;
  27225. /** Defines color to use when rendering outline */
  27226. outlineColor: Color3;
  27227. /** Define width to use when rendering outline */
  27228. outlineWidth: number;
  27229. /** Defines color to use when rendering overlay */
  27230. overlayColor: Color3;
  27231. /** Defines alpha to use when rendering overlay */
  27232. overlayAlpha: number;
  27233. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  27234. hasVertexAlpha: boolean;
  27235. /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */
  27236. useVertexColors: boolean;
  27237. /**
  27238. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  27239. */
  27240. computeBonesUsingShaders: boolean;
  27241. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  27242. numBoneInfluencers: number;
  27243. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  27244. applyFog: boolean;
  27245. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  27246. useOctreeForRenderingSelection: boolean;
  27247. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  27248. useOctreeForPicking: boolean;
  27249. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  27250. useOctreeForCollisions: boolean;
  27251. /**
  27252. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  27253. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  27254. */
  27255. layerMask: number;
  27256. /**
  27257. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  27258. */
  27259. alwaysSelectAsActiveMesh: boolean;
  27260. /**
  27261. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  27262. */
  27263. doNotSyncBoundingInfo: boolean;
  27264. /**
  27265. * Gets or sets the current action manager
  27266. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27267. */
  27268. actionManager: Nullable<AbstractActionManager>;
  27269. private _meshCollisionData;
  27270. /**
  27271. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  27272. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27273. */
  27274. ellipsoid: Vector3;
  27275. /**
  27276. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  27277. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27278. */
  27279. ellipsoidOffset: Vector3;
  27280. /**
  27281. * Gets or sets a collision mask used to mask collisions (default is -1).
  27282. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  27283. */
  27284. collisionMask: number;
  27285. /**
  27286. * Gets or sets the current collision group mask (-1 by default).
  27287. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  27288. */
  27289. collisionGroup: number;
  27290. /**
  27291. * Defines edge width used when edgesRenderer is enabled
  27292. * @see https://www.babylonjs-playground.com/#10OJSG#13
  27293. */
  27294. edgesWidth: number;
  27295. /**
  27296. * Defines edge color used when edgesRenderer is enabled
  27297. * @see https://www.babylonjs-playground.com/#10OJSG#13
  27298. */
  27299. edgesColor: Color4;
  27300. /** @hidden */
  27301. _edgesRenderer: Nullable<IEdgesRenderer>;
  27302. /** @hidden */
  27303. _masterMesh: Nullable<AbstractMesh>;
  27304. /** @hidden */
  27305. _boundingInfo: Nullable<BoundingInfo>;
  27306. /** @hidden */
  27307. _renderId: number;
  27308. /**
  27309. * Gets or sets the list of subMeshes
  27310. * @see http://doc.babylonjs.com/how_to/multi_materials
  27311. */
  27312. subMeshes: SubMesh[];
  27313. /** @hidden */
  27314. _intersectionsInProgress: AbstractMesh[];
  27315. /** @hidden */
  27316. _unIndexed: boolean;
  27317. /** @hidden */
  27318. _lightSources: Light[];
  27319. /** Gets the list of lights affecting that mesh */
  27320. readonly lightSources: Light[];
  27321. /** @hidden */
  27322. readonly _positions: Nullable<Vector3[]>;
  27323. /** @hidden */
  27324. _waitingData: {
  27325. lods: Nullable<any>;
  27326. actions: Nullable<any>;
  27327. freezeWorldMatrix: Nullable<boolean>;
  27328. };
  27329. /** @hidden */
  27330. _bonesTransformMatrices: Nullable<Float32Array>;
  27331. /** @hidden */
  27332. _transformMatrixTexture: Nullable<RawTexture>;
  27333. /**
  27334. * Gets or sets a skeleton to apply skining transformations
  27335. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  27336. */
  27337. skeleton: Nullable<Skeleton>;
  27338. /**
  27339. * An event triggered when the mesh is rebuilt.
  27340. */
  27341. onRebuildObservable: Observable<AbstractMesh>;
  27342. /**
  27343. * Creates a new AbstractMesh
  27344. * @param name defines the name of the mesh
  27345. * @param scene defines the hosting scene
  27346. */
  27347. constructor(name: string, scene?: Nullable<Scene>);
  27348. /**
  27349. * Returns the string "AbstractMesh"
  27350. * @returns "AbstractMesh"
  27351. */
  27352. getClassName(): string;
  27353. /**
  27354. * Gets a string representation of the current mesh
  27355. * @param fullDetails defines a boolean indicating if full details must be included
  27356. * @returns a string representation of the current mesh
  27357. */
  27358. toString(fullDetails?: boolean): string;
  27359. /**
  27360. * @hidden
  27361. */
  27362. protected _getEffectiveParent(): Nullable<Node>;
  27363. /** @hidden */
  27364. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27365. /** @hidden */
  27366. _rebuild(): void;
  27367. /** @hidden */
  27368. _resyncLightSources(): void;
  27369. /** @hidden */
  27370. _resyncLighSource(light: Light): void;
  27371. /** @hidden */
  27372. _unBindEffect(): void;
  27373. /** @hidden */
  27374. _removeLightSource(light: Light, dispose: boolean): void;
  27375. private _markSubMeshesAsDirty;
  27376. /** @hidden */
  27377. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  27378. /** @hidden */
  27379. _markSubMeshesAsAttributesDirty(): void;
  27380. /** @hidden */
  27381. _markSubMeshesAsMiscDirty(): void;
  27382. /**
  27383. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  27384. */
  27385. scaling: Vector3;
  27386. /**
  27387. * Returns true if the mesh is blocked. Implemented by child classes
  27388. */
  27389. readonly isBlocked: boolean;
  27390. /**
  27391. * Returns the mesh itself by default. Implemented by child classes
  27392. * @param camera defines the camera to use to pick the right LOD level
  27393. * @returns the currentAbstractMesh
  27394. */
  27395. getLOD(camera: Camera): Nullable<AbstractMesh>;
  27396. /**
  27397. * Returns 0 by default. Implemented by child classes
  27398. * @returns an integer
  27399. */
  27400. getTotalVertices(): number;
  27401. /**
  27402. * Returns a positive integer : the total number of indices in this mesh geometry.
  27403. * @returns the numner of indices or zero if the mesh has no geometry.
  27404. */
  27405. getTotalIndices(): number;
  27406. /**
  27407. * Returns null by default. Implemented by child classes
  27408. * @returns null
  27409. */
  27410. getIndices(): Nullable<IndicesArray>;
  27411. /**
  27412. * Returns the array of the requested vertex data kind. Implemented by child classes
  27413. * @param kind defines the vertex data kind to use
  27414. * @returns null
  27415. */
  27416. getVerticesData(kind: string): Nullable<FloatArray>;
  27417. /**
  27418. * Sets the vertex data of the mesh geometry for the requested `kind`.
  27419. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  27420. * Note that a new underlying VertexBuffer object is created each call.
  27421. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  27422. * @param kind defines vertex data kind:
  27423. * * VertexBuffer.PositionKind
  27424. * * VertexBuffer.UVKind
  27425. * * VertexBuffer.UV2Kind
  27426. * * VertexBuffer.UV3Kind
  27427. * * VertexBuffer.UV4Kind
  27428. * * VertexBuffer.UV5Kind
  27429. * * VertexBuffer.UV6Kind
  27430. * * VertexBuffer.ColorKind
  27431. * * VertexBuffer.MatricesIndicesKind
  27432. * * VertexBuffer.MatricesIndicesExtraKind
  27433. * * VertexBuffer.MatricesWeightsKind
  27434. * * VertexBuffer.MatricesWeightsExtraKind
  27435. * @param data defines the data source
  27436. * @param updatable defines if the data must be flagged as updatable (or static)
  27437. * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind
  27438. * @returns the current mesh
  27439. */
  27440. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  27441. /**
  27442. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  27443. * If the mesh has no geometry, it is simply returned as it is.
  27444. * @param kind defines vertex data kind:
  27445. * * VertexBuffer.PositionKind
  27446. * * VertexBuffer.UVKind
  27447. * * VertexBuffer.UV2Kind
  27448. * * VertexBuffer.UV3Kind
  27449. * * VertexBuffer.UV4Kind
  27450. * * VertexBuffer.UV5Kind
  27451. * * VertexBuffer.UV6Kind
  27452. * * VertexBuffer.ColorKind
  27453. * * VertexBuffer.MatricesIndicesKind
  27454. * * VertexBuffer.MatricesIndicesExtraKind
  27455. * * VertexBuffer.MatricesWeightsKind
  27456. * * VertexBuffer.MatricesWeightsExtraKind
  27457. * @param data defines the data source
  27458. * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed
  27459. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  27460. * @returns the current mesh
  27461. */
  27462. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  27463. /**
  27464. * Sets the mesh indices,
  27465. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  27466. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  27467. * @param totalVertices Defines the total number of vertices
  27468. * @returns the current mesh
  27469. */
  27470. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  27471. /**
  27472. * Gets a boolean indicating if specific vertex data is present
  27473. * @param kind defines the vertex data kind to use
  27474. * @returns true is data kind is present
  27475. */
  27476. isVerticesDataPresent(kind: string): boolean;
  27477. /**
  27478. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  27479. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  27480. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  27481. * @returns a BoundingInfo
  27482. */
  27483. getBoundingInfo(): BoundingInfo;
  27484. /**
  27485. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  27486. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  27487. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  27488. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  27489. * @returns the current mesh
  27490. */
  27491. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  27492. /**
  27493. * Overwrite the current bounding info
  27494. * @param boundingInfo defines the new bounding info
  27495. * @returns the current mesh
  27496. */
  27497. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  27498. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  27499. readonly useBones: boolean;
  27500. /** @hidden */
  27501. _preActivate(): void;
  27502. /** @hidden */
  27503. _preActivateForIntermediateRendering(renderId: number): void;
  27504. /** @hidden */
  27505. _activate(renderId: number, intermediateRendering: boolean): boolean;
  27506. /** @hidden */
  27507. _postActivate(): void;
  27508. /** @hidden */
  27509. _freeze(): void;
  27510. /** @hidden */
  27511. _unFreeze(): void;
  27512. /**
  27513. * Gets the current world matrix
  27514. * @returns a Matrix
  27515. */
  27516. getWorldMatrix(): Matrix;
  27517. /** @hidden */
  27518. _getWorldMatrixDeterminant(): number;
  27519. /**
  27520. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  27521. */
  27522. readonly isAnInstance: boolean;
  27523. /**
  27524. * Gets a boolean indicating if this mesh has instances
  27525. */
  27526. readonly hasInstances: boolean;
  27527. /**
  27528. * Perform relative position change from the point of view of behind the front of the mesh.
  27529. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27530. * Supports definition of mesh facing forward or backward
  27531. * @param amountRight defines the distance on the right axis
  27532. * @param amountUp defines the distance on the up axis
  27533. * @param amountForward defines the distance on the forward axis
  27534. * @returns the current mesh
  27535. */
  27536. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  27537. /**
  27538. * Calculate relative position change from the point of view of behind the front of the mesh.
  27539. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27540. * Supports definition of mesh facing forward or backward
  27541. * @param amountRight defines the distance on the right axis
  27542. * @param amountUp defines the distance on the up axis
  27543. * @param amountForward defines the distance on the forward axis
  27544. * @returns the new displacement vector
  27545. */
  27546. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  27547. /**
  27548. * Perform relative rotation change from the point of view of behind the front of the mesh.
  27549. * Supports definition of mesh facing forward or backward
  27550. * @param flipBack defines the flip
  27551. * @param twirlClockwise defines the twirl
  27552. * @param tiltRight defines the tilt
  27553. * @returns the current mesh
  27554. */
  27555. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  27556. /**
  27557. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  27558. * Supports definition of mesh facing forward or backward.
  27559. * @param flipBack defines the flip
  27560. * @param twirlClockwise defines the twirl
  27561. * @param tiltRight defines the tilt
  27562. * @returns the new rotation vector
  27563. */
  27564. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  27565. /**
  27566. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  27567. * This means the mesh underlying bounding box and sphere are recomputed.
  27568. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  27569. * @returns the current mesh
  27570. */
  27571. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  27572. /** @hidden */
  27573. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  27574. /** @hidden */
  27575. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  27576. /** @hidden */
  27577. _updateBoundingInfo(): AbstractMesh;
  27578. /** @hidden */
  27579. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  27580. /** @hidden */
  27581. protected _afterComputeWorldMatrix(): void;
  27582. /** @hidden */
  27583. readonly _effectiveMesh: AbstractMesh;
  27584. /**
  27585. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  27586. * A mesh is in the frustum if its bounding box intersects the frustum
  27587. * @param frustumPlanes defines the frustum to test
  27588. * @returns true if the mesh is in the frustum planes
  27589. */
  27590. isInFrustum(frustumPlanes: Plane[]): boolean;
  27591. /**
  27592. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  27593. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  27594. * @param frustumPlanes defines the frustum to test
  27595. * @returns true if the mesh is completely in the frustum planes
  27596. */
  27597. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  27598. /**
  27599. * True if the mesh intersects another mesh or a SolidParticle object
  27600. * @param mesh defines a target mesh or SolidParticle to test
  27601. * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)
  27602. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  27603. * @returns true if there is an intersection
  27604. */
  27605. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  27606. /**
  27607. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  27608. * @param point defines the point to test
  27609. * @returns true if there is an intersection
  27610. */
  27611. intersectsPoint(point: Vector3): boolean;
  27612. /**
  27613. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  27614. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27615. */
  27616. checkCollisions: boolean;
  27617. /**
  27618. * Gets Collider object used to compute collisions (not physics)
  27619. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27620. */
  27621. readonly collider: Nullable<Collider>;
  27622. /**
  27623. * Move the mesh using collision engine
  27624. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27625. * @param displacement defines the requested displacement vector
  27626. * @returns the current mesh
  27627. */
  27628. moveWithCollisions(displacement: Vector3): AbstractMesh;
  27629. private _onCollisionPositionChange;
  27630. /** @hidden */
  27631. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  27632. /** @hidden */
  27633. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  27634. /** @hidden */
  27635. _checkCollision(collider: Collider): AbstractMesh;
  27636. /** @hidden */
  27637. _generatePointsArray(): boolean;
  27638. /**
  27639. * Checks if the passed Ray intersects with the mesh
  27640. * @param ray defines the ray to use
  27641. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  27642. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  27643. * @returns the picking info
  27644. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  27645. */
  27646. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  27647. /**
  27648. * Clones the current mesh
  27649. * @param name defines the mesh name
  27650. * @param newParent defines the new mesh parent
  27651. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  27652. * @returns the new mesh
  27653. */
  27654. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  27655. /**
  27656. * Disposes all the submeshes of the current meshnp
  27657. * @returns the current mesh
  27658. */
  27659. releaseSubMeshes(): AbstractMesh;
  27660. /**
  27661. * Releases resources associated with this abstract mesh.
  27662. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27663. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27664. */
  27665. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27666. /**
  27667. * Adds the passed mesh as a child to the current mesh
  27668. * @param mesh defines the child mesh
  27669. * @returns the current mesh
  27670. */
  27671. addChild(mesh: AbstractMesh): AbstractMesh;
  27672. /**
  27673. * Removes the passed mesh from the current mesh children list
  27674. * @param mesh defines the child mesh
  27675. * @returns the current mesh
  27676. */
  27677. removeChild(mesh: AbstractMesh): AbstractMesh;
  27678. /** @hidden */
  27679. private _initFacetData;
  27680. /**
  27681. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  27682. * This method can be called within the render loop.
  27683. * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
  27684. * @returns the current mesh
  27685. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27686. */
  27687. updateFacetData(): AbstractMesh;
  27688. /**
  27689. * Returns the facetLocalNormals array.
  27690. * The normals are expressed in the mesh local spac
  27691. * @returns an array of Vector3
  27692. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27693. */
  27694. getFacetLocalNormals(): Vector3[];
  27695. /**
  27696. * Returns the facetLocalPositions array.
  27697. * The facet positions are expressed in the mesh local space
  27698. * @returns an array of Vector3
  27699. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27700. */
  27701. getFacetLocalPositions(): Vector3[];
  27702. /**
  27703. * Returns the facetLocalPartioning array
  27704. * @returns an array of array of numbers
  27705. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27706. */
  27707. getFacetLocalPartitioning(): number[][];
  27708. /**
  27709. * Returns the i-th facet position in the world system.
  27710. * This method allocates a new Vector3 per call
  27711. * @param i defines the facet index
  27712. * @returns a new Vector3
  27713. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27714. */
  27715. getFacetPosition(i: number): Vector3;
  27716. /**
  27717. * Sets the reference Vector3 with the i-th facet position in the world system
  27718. * @param i defines the facet index
  27719. * @param ref defines the target vector
  27720. * @returns the current mesh
  27721. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27722. */
  27723. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  27724. /**
  27725. * Returns the i-th facet normal in the world system.
  27726. * This method allocates a new Vector3 per call
  27727. * @param i defines the facet index
  27728. * @returns a new Vector3
  27729. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27730. */
  27731. getFacetNormal(i: number): Vector3;
  27732. /**
  27733. * Sets the reference Vector3 with the i-th facet normal in the world system
  27734. * @param i defines the facet index
  27735. * @param ref defines the target vector
  27736. * @returns the current mesh
  27737. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27738. */
  27739. getFacetNormalToRef(i: number, ref: Vector3): this;
  27740. /**
  27741. * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
  27742. * @param x defines x coordinate
  27743. * @param y defines y coordinate
  27744. * @param z defines z coordinate
  27745. * @returns the array of facet indexes
  27746. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27747. */
  27748. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  27749. /**
  27750. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  27751. * @param projected sets as the (x,y,z) world projection on the facet
  27752. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  27753. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  27754. * @param x defines x coordinate
  27755. * @param y defines y coordinate
  27756. * @param z defines z coordinate
  27757. * @returns the face index if found (or null instead)
  27758. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27759. */
  27760. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27761. /**
  27762. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  27763. * @param projected sets as the (x,y,z) local projection on the facet
  27764. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  27765. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  27766. * @param x defines x coordinate
  27767. * @param y defines y coordinate
  27768. * @param z defines z coordinate
  27769. * @returns the face index if found (or null instead)
  27770. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27771. */
  27772. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27773. /**
  27774. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  27775. * @returns the parameters
  27776. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27777. */
  27778. getFacetDataParameters(): any;
  27779. /**
  27780. * Disables the feature FacetData and frees the related memory
  27781. * @returns the current mesh
  27782. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27783. */
  27784. disableFacetData(): AbstractMesh;
  27785. /**
  27786. * Updates the AbstractMesh indices array
  27787. * @param indices defines the data source
  27788. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27789. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  27790. * @returns the current mesh
  27791. */
  27792. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27793. /**
  27794. * Creates new normals data for the mesh
  27795. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27796. * @returns the current mesh
  27797. */
  27798. createNormals(updatable: boolean): AbstractMesh;
  27799. /**
  27800. * Align the mesh with a normal
  27801. * @param normal defines the normal to use
  27802. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27803. * @returns the current mesh
  27804. */
  27805. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27806. /** @hidden */
  27807. _checkOcclusionQuery(): boolean;
  27808. /**
  27809. * Disables the mesh edge rendering mode
  27810. * @returns the currentAbstractMesh
  27811. */
  27812. disableEdgesRendering(): AbstractMesh;
  27813. /**
  27814. * Enables the edge rendering mode on the mesh.
  27815. * This mode makes the mesh edges visible
  27816. * @param epsilon defines the maximal distance between two angles to detect a face
  27817. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27818. * @returns the currentAbstractMesh
  27819. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27820. */
  27821. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27822. }
  27823. }
  27824. declare module "babylonjs/Actions/actionEvent" {
  27825. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27826. import { Nullable } from "babylonjs/types";
  27827. import { Sprite } from "babylonjs/Sprites/sprite";
  27828. import { Scene } from "babylonjs/scene";
  27829. import { Vector2 } from "babylonjs/Maths/math.vector";
  27830. /**
  27831. * Interface used to define ActionEvent
  27832. */
  27833. export interface IActionEvent {
  27834. /** The mesh or sprite that triggered the action */
  27835. source: any;
  27836. /** The X mouse cursor position at the time of the event */
  27837. pointerX: number;
  27838. /** The Y mouse cursor position at the time of the event */
  27839. pointerY: number;
  27840. /** The mesh that is currently pointed at (can be null) */
  27841. meshUnderPointer: Nullable<AbstractMesh>;
  27842. /** the original (browser) event that triggered the ActionEvent */
  27843. sourceEvent?: any;
  27844. /** additional data for the event */
  27845. additionalData?: any;
  27846. }
  27847. /**
  27848. * ActionEvent is the event being sent when an action is triggered.
  27849. */
  27850. export class ActionEvent implements IActionEvent {
  27851. /** The mesh or sprite that triggered the action */
  27852. source: any;
  27853. /** The X mouse cursor position at the time of the event */
  27854. pointerX: number;
  27855. /** The Y mouse cursor position at the time of the event */
  27856. pointerY: number;
  27857. /** The mesh that is currently pointed at (can be null) */
  27858. meshUnderPointer: Nullable<AbstractMesh>;
  27859. /** the original (browser) event that triggered the ActionEvent */
  27860. sourceEvent?: any;
  27861. /** additional data for the event */
  27862. additionalData?: any;
  27863. /**
  27864. * Creates a new ActionEvent
  27865. * @param source The mesh or sprite that triggered the action
  27866. * @param pointerX The X mouse cursor position at the time of the event
  27867. * @param pointerY The Y mouse cursor position at the time of the event
  27868. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27869. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27870. * @param additionalData additional data for the event
  27871. */
  27872. constructor(
  27873. /** The mesh or sprite that triggered the action */
  27874. source: any,
  27875. /** The X mouse cursor position at the time of the event */
  27876. pointerX: number,
  27877. /** The Y mouse cursor position at the time of the event */
  27878. pointerY: number,
  27879. /** The mesh that is currently pointed at (can be null) */
  27880. meshUnderPointer: Nullable<AbstractMesh>,
  27881. /** the original (browser) event that triggered the ActionEvent */
  27882. sourceEvent?: any,
  27883. /** additional data for the event */
  27884. additionalData?: any);
  27885. /**
  27886. * Helper function to auto-create an ActionEvent from a source mesh.
  27887. * @param source The source mesh that triggered the event
  27888. * @param evt The original (browser) event
  27889. * @param additionalData additional data for the event
  27890. * @returns the new ActionEvent
  27891. */
  27892. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27893. /**
  27894. * Helper function to auto-create an ActionEvent from a source sprite
  27895. * @param source The source sprite that triggered the event
  27896. * @param scene Scene associated with the sprite
  27897. * @param evt The original (browser) event
  27898. * @param additionalData additional data for the event
  27899. * @returns the new ActionEvent
  27900. */
  27901. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27902. /**
  27903. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27904. * @param scene the scene where the event occurred
  27905. * @param evt The original (browser) event
  27906. * @returns the new ActionEvent
  27907. */
  27908. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27909. /**
  27910. * Helper function to auto-create an ActionEvent from a primitive
  27911. * @param prim defines the target primitive
  27912. * @param pointerPos defines the pointer position
  27913. * @param evt The original (browser) event
  27914. * @param additionalData additional data for the event
  27915. * @returns the new ActionEvent
  27916. */
  27917. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27918. }
  27919. }
  27920. declare module "babylonjs/Actions/abstractActionManager" {
  27921. import { IDisposable } from "babylonjs/scene";
  27922. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27923. import { IAction } from "babylonjs/Actions/action";
  27924. import { Nullable } from "babylonjs/types";
  27925. /**
  27926. * Abstract class used to decouple action Manager from scene and meshes.
  27927. * Do not instantiate.
  27928. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27929. */
  27930. export abstract class AbstractActionManager implements IDisposable {
  27931. /** Gets the list of active triggers */
  27932. static Triggers: {
  27933. [key: string]: number;
  27934. };
  27935. /** Gets the cursor to use when hovering items */
  27936. hoverCursor: string;
  27937. /** Gets the list of actions */
  27938. actions: IAction[];
  27939. /**
  27940. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27941. */
  27942. isRecursive: boolean;
  27943. /**
  27944. * Releases all associated resources
  27945. */
  27946. abstract dispose(): void;
  27947. /**
  27948. * Does this action manager has pointer triggers
  27949. */
  27950. abstract readonly hasPointerTriggers: boolean;
  27951. /**
  27952. * Does this action manager has pick triggers
  27953. */
  27954. abstract readonly hasPickTriggers: boolean;
  27955. /**
  27956. * Process a specific trigger
  27957. * @param trigger defines the trigger to process
  27958. * @param evt defines the event details to be processed
  27959. */
  27960. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27961. /**
  27962. * Does this action manager handles actions of any of the given triggers
  27963. * @param triggers defines the triggers to be tested
  27964. * @return a boolean indicating whether one (or more) of the triggers is handled
  27965. */
  27966. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27967. /**
  27968. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27969. * speed.
  27970. * @param triggerA defines the trigger to be tested
  27971. * @param triggerB defines the trigger to be tested
  27972. * @return a boolean indicating whether one (or more) of the triggers is handled
  27973. */
  27974. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27975. /**
  27976. * Does this action manager handles actions of a given trigger
  27977. * @param trigger defines the trigger to be tested
  27978. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27979. * @return whether the trigger is handled
  27980. */
  27981. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27982. /**
  27983. * Serialize this manager to a JSON object
  27984. * @param name defines the property name to store this manager
  27985. * @returns a JSON representation of this manager
  27986. */
  27987. abstract serialize(name: string): any;
  27988. /**
  27989. * Registers an action to this action manager
  27990. * @param action defines the action to be registered
  27991. * @return the action amended (prepared) after registration
  27992. */
  27993. abstract registerAction(action: IAction): Nullable<IAction>;
  27994. /**
  27995. * Unregisters an action to this action manager
  27996. * @param action defines the action to be unregistered
  27997. * @return a boolean indicating whether the action has been unregistered
  27998. */
  27999. abstract unregisterAction(action: IAction): Boolean;
  28000. /**
  28001. * Does exist one action manager with at least one trigger
  28002. **/
  28003. static readonly HasTriggers: boolean;
  28004. /**
  28005. * Does exist one action manager with at least one pick trigger
  28006. **/
  28007. static readonly HasPickTriggers: boolean;
  28008. /**
  28009. * Does exist one action manager that handles actions of a given trigger
  28010. * @param trigger defines the trigger to be tested
  28011. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  28012. **/
  28013. static HasSpecificTrigger(trigger: number): boolean;
  28014. }
  28015. }
  28016. declare module "babylonjs/node" {
  28017. import { Scene } from "babylonjs/scene";
  28018. import { Nullable } from "babylonjs/types";
  28019. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  28020. import { Engine } from "babylonjs/Engines/engine";
  28021. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  28022. import { Observable } from "babylonjs/Misc/observable";
  28023. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  28024. import { IInspectable } from "babylonjs/Misc/iInspectable";
  28025. import { Animatable } from "babylonjs/Animations/animatable";
  28026. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  28027. import { Animation } from "babylonjs/Animations/animation";
  28028. import { AnimationRange } from "babylonjs/Animations/animationRange";
  28029. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28030. /**
  28031. * Defines how a node can be built from a string name.
  28032. */
  28033. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  28034. /**
  28035. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  28036. */
  28037. export class Node implements IBehaviorAware<Node> {
  28038. /** @hidden */
  28039. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  28040. private static _NodeConstructors;
  28041. /**
  28042. * Add a new node constructor
  28043. * @param type defines the type name of the node to construct
  28044. * @param constructorFunc defines the constructor function
  28045. */
  28046. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  28047. /**
  28048. * Returns a node constructor based on type name
  28049. * @param type defines the type name
  28050. * @param name defines the new node name
  28051. * @param scene defines the hosting scene
  28052. * @param options defines optional options to transmit to constructors
  28053. * @returns the new constructor or null
  28054. */
  28055. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  28056. /**
  28057. * Gets or sets the name of the node
  28058. */
  28059. name: string;
  28060. /**
  28061. * Gets or sets the id of the node
  28062. */
  28063. id: string;
  28064. /**
  28065. * Gets or sets the unique id of the node
  28066. */
  28067. uniqueId: number;
  28068. /**
  28069. * Gets or sets a string used to store user defined state for the node
  28070. */
  28071. state: string;
  28072. /**
  28073. * Gets or sets an object used to store user defined information for the node
  28074. */
  28075. metadata: any;
  28076. /**
  28077. * For internal use only. Please do not use.
  28078. */
  28079. reservedDataStore: any;
  28080. /**
  28081. * List of inspectable custom properties (used by the Inspector)
  28082. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  28083. */
  28084. inspectableCustomProperties: IInspectable[];
  28085. private _doNotSerialize;
  28086. /**
  28087. * Gets or sets a boolean used to define if the node must be serialized
  28088. */
  28089. doNotSerialize: boolean;
  28090. /** @hidden */
  28091. _isDisposed: boolean;
  28092. /**
  28093. * Gets a list of Animations associated with the node
  28094. */
  28095. animations: import("babylonjs/Animations/animation").Animation[];
  28096. protected _ranges: {
  28097. [name: string]: Nullable<AnimationRange>;
  28098. };
  28099. /**
  28100. * Callback raised when the node is ready to be used
  28101. */
  28102. onReady: Nullable<(node: Node) => void>;
  28103. private _isEnabled;
  28104. private _isParentEnabled;
  28105. private _isReady;
  28106. /** @hidden */
  28107. _currentRenderId: number;
  28108. private _parentUpdateId;
  28109. /** @hidden */
  28110. _childUpdateId: number;
  28111. /** @hidden */
  28112. _waitingParentId: Nullable<string>;
  28113. /** @hidden */
  28114. _scene: Scene;
  28115. /** @hidden */
  28116. _cache: any;
  28117. private _parentNode;
  28118. private _children;
  28119. /** @hidden */
  28120. _worldMatrix: Matrix;
  28121. /** @hidden */
  28122. _worldMatrixDeterminant: number;
  28123. /** @hidden */
  28124. _worldMatrixDeterminantIsDirty: boolean;
  28125. /** @hidden */
  28126. private _sceneRootNodesIndex;
  28127. /**
  28128. * Gets a boolean indicating if the node has been disposed
  28129. * @returns true if the node was disposed
  28130. */
  28131. isDisposed(): boolean;
  28132. /**
  28133. * Gets or sets the parent of the node (without keeping the current position in the scene)
  28134. * @see https://doc.babylonjs.com/how_to/parenting
  28135. */
  28136. parent: Nullable<Node>;
  28137. /** @hidden */
  28138. _addToSceneRootNodes(): void;
  28139. /** @hidden */
  28140. _removeFromSceneRootNodes(): void;
  28141. private _animationPropertiesOverride;
  28142. /**
  28143. * Gets or sets the animation properties override
  28144. */
  28145. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  28146. /**
  28147. * Gets a string idenfifying the name of the class
  28148. * @returns "Node" string
  28149. */
  28150. getClassName(): string;
  28151. /** @hidden */
  28152. readonly _isNode: boolean;
  28153. /**
  28154. * An event triggered when the mesh is disposed
  28155. */
  28156. onDisposeObservable: Observable<Node>;
  28157. private _onDisposeObserver;
  28158. /**
  28159. * Sets a callback that will be raised when the node will be disposed
  28160. */
  28161. onDispose: () => void;
  28162. /**
  28163. * Creates a new Node
  28164. * @param name the name and id to be given to this node
  28165. * @param scene the scene this node will be added to
  28166. */
  28167. constructor(name: string, scene?: Nullable<Scene>);
  28168. /**
  28169. * Gets the scene of the node
  28170. * @returns a scene
  28171. */
  28172. getScene(): Scene;
  28173. /**
  28174. * Gets the engine of the node
  28175. * @returns a Engine
  28176. */
  28177. getEngine(): Engine;
  28178. private _behaviors;
  28179. /**
  28180. * Attach a behavior to the node
  28181. * @see http://doc.babylonjs.com/features/behaviour
  28182. * @param behavior defines the behavior to attach
  28183. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  28184. * @returns the current Node
  28185. */
  28186. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  28187. /**
  28188. * Remove an attached behavior
  28189. * @see http://doc.babylonjs.com/features/behaviour
  28190. * @param behavior defines the behavior to attach
  28191. * @returns the current Node
  28192. */
  28193. removeBehavior(behavior: Behavior<Node>): Node;
  28194. /**
  28195. * Gets the list of attached behaviors
  28196. * @see http://doc.babylonjs.com/features/behaviour
  28197. */
  28198. readonly behaviors: Behavior<Node>[];
  28199. /**
  28200. * Gets an attached behavior by name
  28201. * @param name defines the name of the behavior to look for
  28202. * @see http://doc.babylonjs.com/features/behaviour
  28203. * @returns null if behavior was not found else the requested behavior
  28204. */
  28205. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  28206. /**
  28207. * Returns the latest update of the World matrix
  28208. * @returns a Matrix
  28209. */
  28210. getWorldMatrix(): Matrix;
  28211. /** @hidden */
  28212. _getWorldMatrixDeterminant(): number;
  28213. /**
  28214. * Returns directly the latest state of the mesh World matrix.
  28215. * A Matrix is returned.
  28216. */
  28217. readonly worldMatrixFromCache: Matrix;
  28218. /** @hidden */
  28219. _initCache(): void;
  28220. /** @hidden */
  28221. updateCache(force?: boolean): void;
  28222. /** @hidden */
  28223. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  28224. /** @hidden */
  28225. _updateCache(ignoreParentClass?: boolean): void;
  28226. /** @hidden */
  28227. _isSynchronized(): boolean;
  28228. /** @hidden */
  28229. _markSyncedWithParent(): void;
  28230. /** @hidden */
  28231. isSynchronizedWithParent(): boolean;
  28232. /** @hidden */
  28233. isSynchronized(): boolean;
  28234. /**
  28235. * Is this node ready to be used/rendered
  28236. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  28237. * @return true if the node is ready
  28238. */
  28239. isReady(completeCheck?: boolean): boolean;
  28240. /**
  28241. * Is this node enabled?
  28242. * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
  28243. * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
  28244. * @return whether this node (and its parent) is enabled
  28245. */
  28246. isEnabled(checkAncestors?: boolean): boolean;
  28247. /** @hidden */
  28248. protected _syncParentEnabledState(): void;
  28249. /**
  28250. * Set the enabled state of this node
  28251. * @param value defines the new enabled state
  28252. */
  28253. setEnabled(value: boolean): void;
  28254. /**
  28255. * Is this node a descendant of the given node?
  28256. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  28257. * @param ancestor defines the parent node to inspect
  28258. * @returns a boolean indicating if this node is a descendant of the given node
  28259. */
  28260. isDescendantOf(ancestor: Node): boolean;
  28261. /** @hidden */
  28262. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  28263. /**
  28264. * Will return all nodes that have this node as ascendant
  28265. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  28266. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  28267. * @return all children nodes of all types
  28268. */
  28269. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  28270. /**
  28271. * Get all child-meshes of this node
  28272. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
  28273. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  28274. * @returns an array of AbstractMesh
  28275. */
  28276. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  28277. /**
  28278. * Get all direct children of this node
  28279. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  28280. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  28281. * @returns an array of Node
  28282. */
  28283. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  28284. /** @hidden */
  28285. _setReady(state: boolean): void;
  28286. /**
  28287. * Get an animation by name
  28288. * @param name defines the name of the animation to look for
  28289. * @returns null if not found else the requested animation
  28290. */
  28291. getAnimationByName(name: string): Nullable<Animation>;
  28292. /**
  28293. * Creates an animation range for this node
  28294. * @param name defines the name of the range
  28295. * @param from defines the starting key
  28296. * @param to defines the end key
  28297. */
  28298. createAnimationRange(name: string, from: number, to: number): void;
  28299. /**
  28300. * Delete a specific animation range
  28301. * @param name defines the name of the range to delete
  28302. * @param deleteFrames defines if animation frames from the range must be deleted as well
  28303. */
  28304. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  28305. /**
  28306. * Get an animation range by name
  28307. * @param name defines the name of the animation range to look for
  28308. * @returns null if not found else the requested animation range
  28309. */
  28310. getAnimationRange(name: string): Nullable<AnimationRange>;
  28311. /**
  28312. * Gets the list of all animation ranges defined on this node
  28313. * @returns an array
  28314. */
  28315. getAnimationRanges(): Nullable<AnimationRange>[];
  28316. /**
  28317. * Will start the animation sequence
  28318. * @param name defines the range frames for animation sequence
  28319. * @param loop defines if the animation should loop (false by default)
  28320. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  28321. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  28322. * @returns the object created for this animation. If range does not exist, it will return null
  28323. */
  28324. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  28325. /**
  28326. * Serialize animation ranges into a JSON compatible object
  28327. * @returns serialization object
  28328. */
  28329. serializeAnimationRanges(): any;
  28330. /**
  28331. * Computes the world matrix of the node
  28332. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  28333. * @returns the world matrix
  28334. */
  28335. computeWorldMatrix(force?: boolean): Matrix;
  28336. /**
  28337. * Releases resources associated with this node.
  28338. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  28339. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  28340. */
  28341. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  28342. /**
  28343. * Parse animation range data from a serialization object and store them into a given node
  28344. * @param node defines where to store the animation ranges
  28345. * @param parsedNode defines the serialization object to read data from
  28346. * @param scene defines the hosting scene
  28347. */
  28348. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  28349. /**
  28350. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  28351. * @param includeDescendants Include bounding info from descendants as well (true by default)
  28352. * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
  28353. * @returns the new bounding vectors
  28354. */
  28355. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  28356. min: Vector3;
  28357. max: Vector3;
  28358. };
  28359. }
  28360. }
  28361. declare module "babylonjs/Animations/animation" {
  28362. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  28363. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  28364. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  28365. import { Nullable } from "babylonjs/types";
  28366. import { Scene } from "babylonjs/scene";
  28367. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  28368. import { AnimationRange } from "babylonjs/Animations/animationRange";
  28369. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  28370. import { Node } from "babylonjs/node";
  28371. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28372. import { Size } from "babylonjs/Maths/math.size";
  28373. import { Animatable } from "babylonjs/Animations/animatable";
  28374. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  28375. /**
  28376. * @hidden
  28377. */
  28378. export class _IAnimationState {
  28379. key: number;
  28380. repeatCount: number;
  28381. workValue?: any;
  28382. loopMode?: number;
  28383. offsetValue?: any;
  28384. highLimitValue?: any;
  28385. }
  28386. /**
  28387. * Class used to store any kind of animation
  28388. */
  28389. export class Animation {
  28390. /**Name of the animation */
  28391. name: string;
  28392. /**Property to animate */
  28393. targetProperty: string;
  28394. /**The frames per second of the animation */
  28395. framePerSecond: number;
  28396. /**The data type of the animation */
  28397. dataType: number;
  28398. /**The loop mode of the animation */
  28399. loopMode?: number | undefined;
  28400. /**Specifies if blending should be enabled */
  28401. enableBlending?: boolean | undefined;
  28402. /**
  28403. * Use matrix interpolation instead of using direct key value when animating matrices
  28404. */
  28405. static AllowMatricesInterpolation: boolean;
  28406. /**
  28407. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  28408. */
  28409. static AllowMatrixDecomposeForInterpolation: boolean;
  28410. /**
  28411. * Stores the key frames of the animation
  28412. */
  28413. private _keys;
  28414. /**
  28415. * Stores the easing function of the animation
  28416. */
  28417. private _easingFunction;
  28418. /**
  28419. * @hidden Internal use only
  28420. */
  28421. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  28422. /**
  28423. * The set of event that will be linked to this animation
  28424. */
  28425. private _events;
  28426. /**
  28427. * Stores an array of target property paths
  28428. */
  28429. targetPropertyPath: string[];
  28430. /**
  28431. * Stores the blending speed of the animation
  28432. */
  28433. blendingSpeed: number;
  28434. /**
  28435. * Stores the animation ranges for the animation
  28436. */
  28437. private _ranges;
  28438. /**
  28439. * @hidden Internal use
  28440. */
  28441. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  28442. /**
  28443. * Sets up an animation
  28444. * @param property The property to animate
  28445. * @param animationType The animation type to apply
  28446. * @param framePerSecond The frames per second of the animation
  28447. * @param easingFunction The easing function used in the animation
  28448. * @returns The created animation
  28449. */
  28450. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  28451. /**
  28452. * Create and start an animation on a node
  28453. * @param name defines the name of the global animation that will be run on all nodes
  28454. * @param node defines the root node where the animation will take place
  28455. * @param targetProperty defines property to animate
  28456. * @param framePerSecond defines the number of frame per second yo use
  28457. * @param totalFrame defines the number of frames in total
  28458. * @param from defines the initial value
  28459. * @param to defines the final value
  28460. * @param loopMode defines which loop mode you want to use (off by default)
  28461. * @param easingFunction defines the easing function to use (linear by default)
  28462. * @param onAnimationEnd defines the callback to call when animation end
  28463. * @returns the animatable created for this animation
  28464. */
  28465. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28466. /**
  28467. * Create and start an animation on a node and its descendants
  28468. * @param name defines the name of the global animation that will be run on all nodes
  28469. * @param node defines the root node where the animation will take place
  28470. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used
  28471. * @param targetProperty defines property to animate
  28472. * @param framePerSecond defines the number of frame per second to use
  28473. * @param totalFrame defines the number of frames in total
  28474. * @param from defines the initial value
  28475. * @param to defines the final value
  28476. * @param loopMode defines which loop mode you want to use (off by default)
  28477. * @param easingFunction defines the easing function to use (linear by default)
  28478. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  28479. * @returns the list of animatables created for all nodes
  28480. * @example https://www.babylonjs-playground.com/#MH0VLI
  28481. */
  28482. static CreateAndStartHierarchyAnimation(name: string, node: Node, directDescendantsOnly: boolean, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable[]>;
  28483. /**
  28484. * Creates a new animation, merges it with the existing animations and starts it
  28485. * @param name Name of the animation
  28486. * @param node Node which contains the scene that begins the animations
  28487. * @param targetProperty Specifies which property to animate
  28488. * @param framePerSecond The frames per second of the animation
  28489. * @param totalFrame The total number of frames
  28490. * @param from The frame at the beginning of the animation
  28491. * @param to The frame at the end of the animation
  28492. * @param loopMode Specifies the loop mode of the animation
  28493. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  28494. * @param onAnimationEnd Callback to run once the animation is complete
  28495. * @returns Nullable animation
  28496. */
  28497. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28498. /**
  28499. * Transition property of an host to the target Value
  28500. * @param property The property to transition
  28501. * @param targetValue The target Value of the property
  28502. * @param host The object where the property to animate belongs
  28503. * @param scene Scene used to run the animation
  28504. * @param frameRate Framerate (in frame/s) to use
  28505. * @param transition The transition type we want to use
  28506. * @param duration The duration of the animation, in milliseconds
  28507. * @param onAnimationEnd Callback trigger at the end of the animation
  28508. * @returns Nullable animation
  28509. */
  28510. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  28511. /**
  28512. * Return the array of runtime animations currently using this animation
  28513. */
  28514. readonly runtimeAnimations: RuntimeAnimation[];
  28515. /**
  28516. * Specifies if any of the runtime animations are currently running
  28517. */
  28518. readonly hasRunningRuntimeAnimations: boolean;
  28519. /**
  28520. * Initializes the animation
  28521. * @param name Name of the animation
  28522. * @param targetProperty Property to animate
  28523. * @param framePerSecond The frames per second of the animation
  28524. * @param dataType The data type of the animation
  28525. * @param loopMode The loop mode of the animation
  28526. * @param enableBlending Specifies if blending should be enabled
  28527. */
  28528. constructor(
  28529. /**Name of the animation */
  28530. name: string,
  28531. /**Property to animate */
  28532. targetProperty: string,
  28533. /**The frames per second of the animation */
  28534. framePerSecond: number,
  28535. /**The data type of the animation */
  28536. dataType: number,
  28537. /**The loop mode of the animation */
  28538. loopMode?: number | undefined,
  28539. /**Specifies if blending should be enabled */
  28540. enableBlending?: boolean | undefined);
  28541. /**
  28542. * Converts the animation to a string
  28543. * @param fullDetails support for multiple levels of logging within scene loading
  28544. * @returns String form of the animation
  28545. */
  28546. toString(fullDetails?: boolean): string;
  28547. /**
  28548. * Add an event to this animation
  28549. * @param event Event to add
  28550. */
  28551. addEvent(event: AnimationEvent): void;
  28552. /**
  28553. * Remove all events found at the given frame
  28554. * @param frame The frame to remove events from
  28555. */
  28556. removeEvents(frame: number): void;
  28557. /**
  28558. * Retrieves all the events from the animation
  28559. * @returns Events from the animation
  28560. */
  28561. getEvents(): AnimationEvent[];
  28562. /**
  28563. * Creates an animation range
  28564. * @param name Name of the animation range
  28565. * @param from Starting frame of the animation range
  28566. * @param to Ending frame of the animation
  28567. */
  28568. createRange(name: string, from: number, to: number): void;
  28569. /**
  28570. * Deletes an animation range by name
  28571. * @param name Name of the animation range to delete
  28572. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  28573. */
  28574. deleteRange(name: string, deleteFrames?: boolean): void;
  28575. /**
  28576. * Gets the animation range by name, or null if not defined
  28577. * @param name Name of the animation range
  28578. * @returns Nullable animation range
  28579. */
  28580. getRange(name: string): Nullable<AnimationRange>;
  28581. /**
  28582. * Gets the key frames from the animation
  28583. * @returns The key frames of the animation
  28584. */
  28585. getKeys(): Array<IAnimationKey>;
  28586. /**
  28587. * Gets the highest frame rate of the animation
  28588. * @returns Highest frame rate of the animation
  28589. */
  28590. getHighestFrame(): number;
  28591. /**
  28592. * Gets the easing function of the animation
  28593. * @returns Easing function of the animation
  28594. */
  28595. getEasingFunction(): IEasingFunction;
  28596. /**
  28597. * Sets the easing function of the animation
  28598. * @param easingFunction A custom mathematical formula for animation
  28599. */
  28600. setEasingFunction(easingFunction: EasingFunction): void;
  28601. /**
  28602. * Interpolates a scalar linearly
  28603. * @param startValue Start value of the animation curve
  28604. * @param endValue End value of the animation curve
  28605. * @param gradient Scalar amount to interpolate
  28606. * @returns Interpolated scalar value
  28607. */
  28608. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  28609. /**
  28610. * Interpolates a scalar cubically
  28611. * @param startValue Start value of the animation curve
  28612. * @param outTangent End tangent of the animation
  28613. * @param endValue End value of the animation curve
  28614. * @param inTangent Start tangent of the animation curve
  28615. * @param gradient Scalar amount to interpolate
  28616. * @returns Interpolated scalar value
  28617. */
  28618. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  28619. /**
  28620. * Interpolates a quaternion using a spherical linear interpolation
  28621. * @param startValue Start value of the animation curve
  28622. * @param endValue End value of the animation curve
  28623. * @param gradient Scalar amount to interpolate
  28624. * @returns Interpolated quaternion value
  28625. */
  28626. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  28627. /**
  28628. * Interpolates a quaternion cubically
  28629. * @param startValue Start value of the animation curve
  28630. * @param outTangent End tangent of the animation curve
  28631. * @param endValue End value of the animation curve
  28632. * @param inTangent Start tangent of the animation curve
  28633. * @param gradient Scalar amount to interpolate
  28634. * @returns Interpolated quaternion value
  28635. */
  28636. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  28637. /**
  28638. * Interpolates a Vector3 linearl
  28639. * @param startValue Start value of the animation curve
  28640. * @param endValue End value of the animation curve
  28641. * @param gradient Scalar amount to interpolate
  28642. * @returns Interpolated scalar value
  28643. */
  28644. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  28645. /**
  28646. * Interpolates a Vector3 cubically
  28647. * @param startValue Start value of the animation curve
  28648. * @param outTangent End tangent of the animation
  28649. * @param endValue End value of the animation curve
  28650. * @param inTangent Start tangent of the animation curve
  28651. * @param gradient Scalar amount to interpolate
  28652. * @returns InterpolatedVector3 value
  28653. */
  28654. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  28655. /**
  28656. * Interpolates a Vector2 linearly
  28657. * @param startValue Start value of the animation curve
  28658. * @param endValue End value of the animation curve
  28659. * @param gradient Scalar amount to interpolate
  28660. * @returns Interpolated Vector2 value
  28661. */
  28662. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  28663. /**
  28664. * Interpolates a Vector2 cubically
  28665. * @param startValue Start value of the animation curve
  28666. * @param outTangent End tangent of the animation
  28667. * @param endValue End value of the animation curve
  28668. * @param inTangent Start tangent of the animation curve
  28669. * @param gradient Scalar amount to interpolate
  28670. * @returns Interpolated Vector2 value
  28671. */
  28672. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  28673. /**
  28674. * Interpolates a size linearly
  28675. * @param startValue Start value of the animation curve
  28676. * @param endValue End value of the animation curve
  28677. * @param gradient Scalar amount to interpolate
  28678. * @returns Interpolated Size value
  28679. */
  28680. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  28681. /**
  28682. * Interpolates a Color3 linearly
  28683. * @param startValue Start value of the animation curve
  28684. * @param endValue End value of the animation curve
  28685. * @param gradient Scalar amount to interpolate
  28686. * @returns Interpolated Color3 value
  28687. */
  28688. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  28689. /**
  28690. * Interpolates a Color4 linearly
  28691. * @param startValue Start value of the animation curve
  28692. * @param endValue End value of the animation curve
  28693. * @param gradient Scalar amount to interpolate
  28694. * @returns Interpolated Color3 value
  28695. */
  28696. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  28697. /**
  28698. * @hidden Internal use only
  28699. */
  28700. _getKeyValue(value: any): any;
  28701. /**
  28702. * @hidden Internal use only
  28703. */
  28704. _interpolate(currentFrame: number, state: _IAnimationState): any;
  28705. /**
  28706. * Defines the function to use to interpolate matrices
  28707. * @param startValue defines the start matrix
  28708. * @param endValue defines the end matrix
  28709. * @param gradient defines the gradient between both matrices
  28710. * @param result defines an optional target matrix where to store the interpolation
  28711. * @returns the interpolated matrix
  28712. */
  28713. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  28714. /**
  28715. * Makes a copy of the animation
  28716. * @returns Cloned animation
  28717. */
  28718. clone(): Animation;
  28719. /**
  28720. * Sets the key frames of the animation
  28721. * @param values The animation key frames to set
  28722. */
  28723. setKeys(values: Array<IAnimationKey>): void;
  28724. /**
  28725. * Serializes the animation to an object
  28726. * @returns Serialized object
  28727. */
  28728. serialize(): any;
  28729. /**
  28730. * Float animation type
  28731. */
  28732. static readonly ANIMATIONTYPE_FLOAT: number;
  28733. /**
  28734. * Vector3 animation type
  28735. */
  28736. static readonly ANIMATIONTYPE_VECTOR3: number;
  28737. /**
  28738. * Quaternion animation type
  28739. */
  28740. static readonly ANIMATIONTYPE_QUATERNION: number;
  28741. /**
  28742. * Matrix animation type
  28743. */
  28744. static readonly ANIMATIONTYPE_MATRIX: number;
  28745. /**
  28746. * Color3 animation type
  28747. */
  28748. static readonly ANIMATIONTYPE_COLOR3: number;
  28749. /**
  28750. * Color3 animation type
  28751. */
  28752. static readonly ANIMATIONTYPE_COLOR4: number;
  28753. /**
  28754. * Vector2 animation type
  28755. */
  28756. static readonly ANIMATIONTYPE_VECTOR2: number;
  28757. /**
  28758. * Size animation type
  28759. */
  28760. static readonly ANIMATIONTYPE_SIZE: number;
  28761. /**
  28762. * Relative Loop Mode
  28763. */
  28764. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28765. /**
  28766. * Cycle Loop Mode
  28767. */
  28768. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28769. /**
  28770. * Constant Loop Mode
  28771. */
  28772. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28773. /** @hidden */
  28774. static _UniversalLerp(left: any, right: any, amount: number): any;
  28775. /**
  28776. * Parses an animation object and creates an animation
  28777. * @param parsedAnimation Parsed animation object
  28778. * @returns Animation object
  28779. */
  28780. static Parse(parsedAnimation: any): Animation;
  28781. /**
  28782. * Appends the serialized animations from the source animations
  28783. * @param source Source containing the animations
  28784. * @param destination Target to store the animations
  28785. */
  28786. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28787. }
  28788. }
  28789. declare module "babylonjs/Animations/animatable.interface" {
  28790. import { Nullable } from "babylonjs/types";
  28791. import { Animation } from "babylonjs/Animations/animation";
  28792. /**
  28793. * Interface containing an array of animations
  28794. */
  28795. export interface IAnimatable {
  28796. /**
  28797. * Array of animations
  28798. */
  28799. animations: Nullable<Array<Animation>>;
  28800. }
  28801. }
  28802. declare module "babylonjs/Materials/fresnelParameters" {
  28803. import { Color3 } from "babylonjs/Maths/math.color";
  28804. /**
  28805. * This represents all the required information to add a fresnel effect on a material:
  28806. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28807. */
  28808. export class FresnelParameters {
  28809. private _isEnabled;
  28810. /**
  28811. * Define if the fresnel effect is enable or not.
  28812. */
  28813. isEnabled: boolean;
  28814. /**
  28815. * Define the color used on edges (grazing angle)
  28816. */
  28817. leftColor: Color3;
  28818. /**
  28819. * Define the color used on center
  28820. */
  28821. rightColor: Color3;
  28822. /**
  28823. * Define bias applied to computed fresnel term
  28824. */
  28825. bias: number;
  28826. /**
  28827. * Defined the power exponent applied to fresnel term
  28828. */
  28829. power: number;
  28830. /**
  28831. * Clones the current fresnel and its valuues
  28832. * @returns a clone fresnel configuration
  28833. */
  28834. clone(): FresnelParameters;
  28835. /**
  28836. * Serializes the current fresnel parameters to a JSON representation.
  28837. * @return the JSON serialization
  28838. */
  28839. serialize(): any;
  28840. /**
  28841. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28842. * @param parsedFresnelParameters Define the JSON representation
  28843. * @returns the parsed parameters
  28844. */
  28845. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28846. }
  28847. }
  28848. declare module "babylonjs/Misc/decorators" {
  28849. import { Nullable } from "babylonjs/types";
  28850. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28851. import { Scene } from "babylonjs/scene";
  28852. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28853. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28854. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28855. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28856. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28857. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28858. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28859. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28860. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28861. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28862. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28863. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28864. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28865. /**
  28866. * Decorator used to define property that can be serialized as reference to a camera
  28867. * @param sourceName defines the name of the property to decorate
  28868. */
  28869. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28870. /**
  28871. * Class used to help serialization objects
  28872. */
  28873. export class SerializationHelper {
  28874. /** @hidden */
  28875. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28876. /** @hidden */
  28877. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28878. /** @hidden */
  28879. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28880. /** @hidden */
  28881. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28882. /**
  28883. * Appends the serialized animations from the source animations
  28884. * @param source Source containing the animations
  28885. * @param destination Target to store the animations
  28886. */
  28887. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28888. /**
  28889. * Static function used to serialized a specific entity
  28890. * @param entity defines the entity to serialize
  28891. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28892. * @returns a JSON compatible object representing the serialization of the entity
  28893. */
  28894. static Serialize<T>(entity: T, serializationObject?: any): any;
  28895. /**
  28896. * Creates a new entity from a serialization data object
  28897. * @param creationFunction defines a function used to instanciated the new entity
  28898. * @param source defines the source serialization data
  28899. * @param scene defines the hosting scene
  28900. * @param rootUrl defines the root url for resources
  28901. * @returns a new entity
  28902. */
  28903. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28904. /**
  28905. * Clones an object
  28906. * @param creationFunction defines the function used to instanciate the new object
  28907. * @param source defines the source object
  28908. * @returns the cloned object
  28909. */
  28910. static Clone<T>(creationFunction: () => T, source: T): T;
  28911. /**
  28912. * Instanciates a new object based on a source one (some data will be shared between both object)
  28913. * @param creationFunction defines the function used to instanciate the new object
  28914. * @param source defines the source object
  28915. * @returns the new object
  28916. */
  28917. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28918. }
  28919. }
  28920. declare module "babylonjs/Misc/guid" {
  28921. /**
  28922. * Class used to manipulate GUIDs
  28923. */
  28924. export class GUID {
  28925. /**
  28926. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28927. * Be aware Math.random() could cause collisions, but:
  28928. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  28929. * @returns a pseudo random id
  28930. */
  28931. static RandomId(): string;
  28932. }
  28933. }
  28934. declare module "babylonjs/Materials/Textures/baseTexture" {
  28935. import { Observable } from "babylonjs/Misc/observable";
  28936. import { Nullable } from "babylonjs/types";
  28937. import { Scene } from "babylonjs/scene";
  28938. import { Matrix } from "babylonjs/Maths/math.vector";
  28939. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28940. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28941. import { ISize } from "babylonjs/Maths/math.size";
  28942. /**
  28943. * Base class of all the textures in babylon.
  28944. * It groups all the common properties the materials, post process, lights... might need
  28945. * in order to make a correct use of the texture.
  28946. */
  28947. export class BaseTexture implements IAnimatable {
  28948. /**
  28949. * Default anisotropic filtering level for the application.
  28950. * It is set to 4 as a good tradeoff between perf and quality.
  28951. */
  28952. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28953. /**
  28954. * Gets or sets the unique id of the texture
  28955. */
  28956. uniqueId: number;
  28957. /**
  28958. * Define the name of the texture.
  28959. */
  28960. name: string;
  28961. /**
  28962. * Gets or sets an object used to store user defined information.
  28963. */
  28964. metadata: any;
  28965. /**
  28966. * For internal use only. Please do not use.
  28967. */
  28968. reservedDataStore: any;
  28969. private _hasAlpha;
  28970. /**
  28971. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28972. */
  28973. hasAlpha: boolean;
  28974. /**
  28975. * Defines if the alpha value should be determined via the rgb values.
  28976. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28977. */
  28978. getAlphaFromRGB: boolean;
  28979. /**
  28980. * Intensity or strength of the texture.
  28981. * It is commonly used by materials to fine tune the intensity of the texture
  28982. */
  28983. level: number;
  28984. /**
  28985. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28986. * This is part of the texture as textures usually maps to one uv set.
  28987. */
  28988. coordinatesIndex: number;
  28989. private _coordinatesMode;
  28990. /**
  28991. * How a texture is mapped.
  28992. *
  28993. * | Value | Type | Description |
  28994. * | ----- | ----------------------------------- | ----------- |
  28995. * | 0 | EXPLICIT_MODE | |
  28996. * | 1 | SPHERICAL_MODE | |
  28997. * | 2 | PLANAR_MODE | |
  28998. * | 3 | CUBIC_MODE | |
  28999. * | 4 | PROJECTION_MODE | |
  29000. * | 5 | SKYBOX_MODE | |
  29001. * | 6 | INVCUBIC_MODE | |
  29002. * | 7 | EQUIRECTANGULAR_MODE | |
  29003. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  29004. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  29005. */
  29006. coordinatesMode: number;
  29007. /**
  29008. * | Value | Type | Description |
  29009. * | ----- | ------------------ | ----------- |
  29010. * | 0 | CLAMP_ADDRESSMODE | |
  29011. * | 1 | WRAP_ADDRESSMODE | |
  29012. * | 2 | MIRROR_ADDRESSMODE | |
  29013. */
  29014. wrapU: number;
  29015. /**
  29016. * | Value | Type | Description |
  29017. * | ----- | ------------------ | ----------- |
  29018. * | 0 | CLAMP_ADDRESSMODE | |
  29019. * | 1 | WRAP_ADDRESSMODE | |
  29020. * | 2 | MIRROR_ADDRESSMODE | |
  29021. */
  29022. wrapV: number;
  29023. /**
  29024. * | Value | Type | Description |
  29025. * | ----- | ------------------ | ----------- |
  29026. * | 0 | CLAMP_ADDRESSMODE | |
  29027. * | 1 | WRAP_ADDRESSMODE | |
  29028. * | 2 | MIRROR_ADDRESSMODE | |
  29029. */
  29030. wrapR: number;
  29031. /**
  29032. * With compliant hardware and browser (supporting anisotropic filtering)
  29033. * this defines the level of anisotropic filtering in the texture.
  29034. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  29035. */
  29036. anisotropicFilteringLevel: number;
  29037. /**
  29038. * Define if the texture is a cube texture or if false a 2d texture.
  29039. */
  29040. isCube: boolean;
  29041. /**
  29042. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  29043. */
  29044. is3D: boolean;
  29045. /**
  29046. * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
  29047. */
  29048. is2DArray: boolean;
  29049. /**
  29050. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  29051. * HDR texture are usually stored in linear space.
  29052. * This only impacts the PBR and Background materials
  29053. */
  29054. gammaSpace: boolean;
  29055. /**
  29056. * Gets or sets whether or not the texture contains RGBD data.
  29057. */
  29058. isRGBD: boolean;
  29059. /**
  29060. * Is Z inverted in the texture (useful in a cube texture).
  29061. */
  29062. invertZ: boolean;
  29063. /**
  29064. * Are mip maps generated for this texture or not.
  29065. */
  29066. readonly noMipmap: boolean;
  29067. /**
  29068. * @hidden
  29069. */
  29070. lodLevelInAlpha: boolean;
  29071. /**
  29072. * With prefiltered texture, defined the offset used during the prefiltering steps.
  29073. */
  29074. lodGenerationOffset: number;
  29075. /**
  29076. * With prefiltered texture, defined the scale used during the prefiltering steps.
  29077. */
  29078. lodGenerationScale: number;
  29079. /**
  29080. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  29081. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  29082. * average roughness values.
  29083. */
  29084. linearSpecularLOD: boolean;
  29085. /**
  29086. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  29087. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  29088. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  29089. */
  29090. irradianceTexture: Nullable<BaseTexture>;
  29091. /**
  29092. * Define if the texture is a render target.
  29093. */
  29094. isRenderTarget: boolean;
  29095. /**
  29096. * Define the unique id of the texture in the scene.
  29097. */
  29098. readonly uid: string;
  29099. /**
  29100. * Return a string representation of the texture.
  29101. * @returns the texture as a string
  29102. */
  29103. toString(): string;
  29104. /**
  29105. * Get the class name of the texture.
  29106. * @returns "BaseTexture"
  29107. */
  29108. getClassName(): string;
  29109. /**
  29110. * Define the list of animation attached to the texture.
  29111. */
  29112. animations: import("babylonjs/Animations/animation").Animation[];
  29113. /**
  29114. * An event triggered when the texture is disposed.
  29115. */
  29116. onDisposeObservable: Observable<BaseTexture>;
  29117. private _onDisposeObserver;
  29118. /**
  29119. * Callback triggered when the texture has been disposed.
  29120. * Kept for back compatibility, you can use the onDisposeObservable instead.
  29121. */
  29122. onDispose: () => void;
  29123. /**
  29124. * Define the current state of the loading sequence when in delayed load mode.
  29125. */
  29126. delayLoadState: number;
  29127. private _scene;
  29128. /** @hidden */
  29129. _texture: Nullable<InternalTexture>;
  29130. private _uid;
  29131. /**
  29132. * Define if the texture is preventinga material to render or not.
  29133. * If not and the texture is not ready, the engine will use a default black texture instead.
  29134. */
  29135. readonly isBlocking: boolean;
  29136. /**
  29137. * Instantiates a new BaseTexture.
  29138. * Base class of all the textures in babylon.
  29139. * It groups all the common properties the materials, post process, lights... might need
  29140. * in order to make a correct use of the texture.
  29141. * @param scene Define the scene the texture blongs to
  29142. */
  29143. constructor(scene: Nullable<Scene>);
  29144. /**
  29145. * Get the scene the texture belongs to.
  29146. * @returns the scene or null if undefined
  29147. */
  29148. getScene(): Nullable<Scene>;
  29149. /**
  29150. * Get the texture transform matrix used to offset tile the texture for istance.
  29151. * @returns the transformation matrix
  29152. */
  29153. getTextureMatrix(): Matrix;
  29154. /**
  29155. * Get the texture reflection matrix used to rotate/transform the reflection.
  29156. * @returns the reflection matrix
  29157. */
  29158. getReflectionTextureMatrix(): Matrix;
  29159. /**
  29160. * Get the underlying lower level texture from Babylon.
  29161. * @returns the insternal texture
  29162. */
  29163. getInternalTexture(): Nullable<InternalTexture>;
  29164. /**
  29165. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  29166. * @returns true if ready or not blocking
  29167. */
  29168. isReadyOrNotBlocking(): boolean;
  29169. /**
  29170. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  29171. * @returns true if fully ready
  29172. */
  29173. isReady(): boolean;
  29174. private _cachedSize;
  29175. /**
  29176. * Get the size of the texture.
  29177. * @returns the texture size.
  29178. */
  29179. getSize(): ISize;
  29180. /**
  29181. * Get the base size of the texture.
  29182. * It can be different from the size if the texture has been resized for POT for instance
  29183. * @returns the base size
  29184. */
  29185. getBaseSize(): ISize;
  29186. /**
  29187. * Update the sampling mode of the texture.
  29188. * Default is Trilinear mode.
  29189. *
  29190. * | Value | Type | Description |
  29191. * | ----- | ------------------ | ----------- |
  29192. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  29193. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  29194. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  29195. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  29196. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  29197. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  29198. * | 7 | NEAREST_LINEAR | |
  29199. * | 8 | NEAREST_NEAREST | |
  29200. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  29201. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  29202. * | 11 | LINEAR_LINEAR | |
  29203. * | 12 | LINEAR_NEAREST | |
  29204. *
  29205. * > _mag_: magnification filter (close to the viewer)
  29206. * > _min_: minification filter (far from the viewer)
  29207. * > _mip_: filter used between mip map levels
  29208. *@param samplingMode Define the new sampling mode of the texture
  29209. */
  29210. updateSamplingMode(samplingMode: number): void;
  29211. /**
  29212. * Scales the texture if is `canRescale()`
  29213. * @param ratio the resize factor we want to use to rescale
  29214. */
  29215. scale(ratio: number): void;
  29216. /**
  29217. * Get if the texture can rescale.
  29218. */
  29219. readonly canRescale: boolean;
  29220. /** @hidden */
  29221. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  29222. /** @hidden */
  29223. _rebuild(): void;
  29224. /**
  29225. * Triggers the load sequence in delayed load mode.
  29226. */
  29227. delayLoad(): void;
  29228. /**
  29229. * Clones the texture.
  29230. * @returns the cloned texture
  29231. */
  29232. clone(): Nullable<BaseTexture>;
  29233. /**
  29234. * Get the texture underlying type (INT, FLOAT...)
  29235. */
  29236. readonly textureType: number;
  29237. /**
  29238. * Get the texture underlying format (RGB, RGBA...)
  29239. */
  29240. readonly textureFormat: number;
  29241. /**
  29242. * Indicates that textures need to be re-calculated for all materials
  29243. */
  29244. protected _markAllSubMeshesAsTexturesDirty(): void;
  29245. /**
  29246. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  29247. * This will returns an RGBA array buffer containing either in values (0-255) or
  29248. * float values (0-1) depending of the underlying buffer type.
  29249. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  29250. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  29251. * @param buffer defines a user defined buffer to fill with data (can be null)
  29252. * @returns The Array buffer containing the pixels data.
  29253. */
  29254. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  29255. /**
  29256. * Release and destroy the underlying lower level texture aka internalTexture.
  29257. */
  29258. releaseInternalTexture(): void;
  29259. /** @hidden */
  29260. readonly _lodTextureHigh: Nullable<BaseTexture>;
  29261. /** @hidden */
  29262. readonly _lodTextureMid: Nullable<BaseTexture>;
  29263. /** @hidden */
  29264. readonly _lodTextureLow: Nullable<BaseTexture>;
  29265. /**
  29266. * Dispose the texture and release its associated resources.
  29267. */
  29268. dispose(): void;
  29269. /**
  29270. * Serialize the texture into a JSON representation that can be parsed later on.
  29271. * @returns the JSON representation of the texture
  29272. */
  29273. serialize(): any;
  29274. /**
  29275. * Helper function to be called back once a list of texture contains only ready textures.
  29276. * @param textures Define the list of textures to wait for
  29277. * @param callback Define the callback triggered once the entire list will be ready
  29278. */
  29279. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  29280. }
  29281. }
  29282. declare module "babylonjs/Materials/effect" {
  29283. import { Observable } from "babylonjs/Misc/observable";
  29284. import { Nullable } from "babylonjs/types";
  29285. import { IDisposable } from "babylonjs/scene";
  29286. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  29287. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29288. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  29289. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  29290. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  29291. import { Engine } from "babylonjs/Engines/engine";
  29292. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  29293. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29294. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  29295. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  29296. /**
  29297. * Options to be used when creating an effect.
  29298. */
  29299. export interface IEffectCreationOptions {
  29300. /**
  29301. * Atrributes that will be used in the shader.
  29302. */
  29303. attributes: string[];
  29304. /**
  29305. * Uniform varible names that will be set in the shader.
  29306. */
  29307. uniformsNames: string[];
  29308. /**
  29309. * Uniform buffer variable names that will be set in the shader.
  29310. */
  29311. uniformBuffersNames: string[];
  29312. /**
  29313. * Sampler texture variable names that will be set in the shader.
  29314. */
  29315. samplers: string[];
  29316. /**
  29317. * Define statements that will be set in the shader.
  29318. */
  29319. defines: any;
  29320. /**
  29321. * Possible fallbacks for this effect to improve performance when needed.
  29322. */
  29323. fallbacks: Nullable<IEffectFallbacks>;
  29324. /**
  29325. * Callback that will be called when the shader is compiled.
  29326. */
  29327. onCompiled: Nullable<(effect: Effect) => void>;
  29328. /**
  29329. * Callback that will be called if an error occurs during shader compilation.
  29330. */
  29331. onError: Nullable<(effect: Effect, errors: string) => void>;
  29332. /**
  29333. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29334. */
  29335. indexParameters?: any;
  29336. /**
  29337. * Max number of lights that can be used in the shader.
  29338. */
  29339. maxSimultaneousLights?: number;
  29340. /**
  29341. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  29342. */
  29343. transformFeedbackVaryings?: Nullable<string[]>;
  29344. }
  29345. /**
  29346. * Effect containing vertex and fragment shader that can be executed on an object.
  29347. */
  29348. export class Effect implements IDisposable {
  29349. /**
  29350. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29351. */
  29352. static ShadersRepository: string;
  29353. /**
  29354. * Name of the effect.
  29355. */
  29356. name: any;
  29357. /**
  29358. * String container all the define statements that should be set on the shader.
  29359. */
  29360. defines: string;
  29361. /**
  29362. * Callback that will be called when the shader is compiled.
  29363. */
  29364. onCompiled: Nullable<(effect: Effect) => void>;
  29365. /**
  29366. * Callback that will be called if an error occurs during shader compilation.
  29367. */
  29368. onError: Nullable<(effect: Effect, errors: string) => void>;
  29369. /**
  29370. * Callback that will be called when effect is bound.
  29371. */
  29372. onBind: Nullable<(effect: Effect) => void>;
  29373. /**
  29374. * Unique ID of the effect.
  29375. */
  29376. uniqueId: number;
  29377. /**
  29378. * Observable that will be called when the shader is compiled.
  29379. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29380. */
  29381. onCompileObservable: Observable<Effect>;
  29382. /**
  29383. * Observable that will be called if an error occurs during shader compilation.
  29384. */
  29385. onErrorObservable: Observable<Effect>;
  29386. /** @hidden */
  29387. _onBindObservable: Nullable<Observable<Effect>>;
  29388. /**
  29389. * Observable that will be called when effect is bound.
  29390. */
  29391. readonly onBindObservable: Observable<Effect>;
  29392. /** @hidden */
  29393. _bonesComputationForcedToCPU: boolean;
  29394. private static _uniqueIdSeed;
  29395. private _engine;
  29396. private _uniformBuffersNames;
  29397. private _uniformsNames;
  29398. private _samplerList;
  29399. private _samplers;
  29400. private _isReady;
  29401. private _compilationError;
  29402. private _allFallbacksProcessed;
  29403. private _attributesNames;
  29404. private _attributes;
  29405. private _uniforms;
  29406. /**
  29407. * Key for the effect.
  29408. * @hidden
  29409. */
  29410. _key: string;
  29411. private _indexParameters;
  29412. private _fallbacks;
  29413. private _vertexSourceCode;
  29414. private _fragmentSourceCode;
  29415. private _vertexSourceCodeOverride;
  29416. private _fragmentSourceCodeOverride;
  29417. private _transformFeedbackVaryings;
  29418. /**
  29419. * Compiled shader to webGL program.
  29420. * @hidden
  29421. */
  29422. _pipelineContext: Nullable<IPipelineContext>;
  29423. private _valueCache;
  29424. private static _baseCache;
  29425. /**
  29426. * Instantiates an effect.
  29427. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29428. * @param baseName Name of the effect.
  29429. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29430. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29431. * @param samplers List of sampler variables that will be passed to the shader.
  29432. * @param engine Engine to be used to render the effect
  29433. * @param defines Define statements to be added to the shader.
  29434. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29435. * @param onCompiled Callback that will be called when the shader is compiled.
  29436. * @param onError Callback that will be called if an error occurs during shader compilation.
  29437. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29438. */
  29439. constructor(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: Nullable<string[]>, engine?: ThinEngine, defines?: Nullable<string>, fallbacks?: Nullable<IEffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  29440. private _useFinalCode;
  29441. /**
  29442. * Unique key for this effect
  29443. */
  29444. readonly key: string;
  29445. /**
  29446. * If the effect has been compiled and prepared.
  29447. * @returns if the effect is compiled and prepared.
  29448. */
  29449. isReady(): boolean;
  29450. private _isReadyInternal;
  29451. /**
  29452. * The engine the effect was initialized with.
  29453. * @returns the engine.
  29454. */
  29455. getEngine(): Engine;
  29456. /**
  29457. * The pipeline context for this effect
  29458. * @returns the associated pipeline context
  29459. */
  29460. getPipelineContext(): Nullable<IPipelineContext>;
  29461. /**
  29462. * The set of names of attribute variables for the shader.
  29463. * @returns An array of attribute names.
  29464. */
  29465. getAttributesNames(): string[];
  29466. /**
  29467. * Returns the attribute at the given index.
  29468. * @param index The index of the attribute.
  29469. * @returns The location of the attribute.
  29470. */
  29471. getAttributeLocation(index: number): number;
  29472. /**
  29473. * Returns the attribute based on the name of the variable.
  29474. * @param name of the attribute to look up.
  29475. * @returns the attribute location.
  29476. */
  29477. getAttributeLocationByName(name: string): number;
  29478. /**
  29479. * The number of attributes.
  29480. * @returns the numnber of attributes.
  29481. */
  29482. getAttributesCount(): number;
  29483. /**
  29484. * Gets the index of a uniform variable.
  29485. * @param uniformName of the uniform to look up.
  29486. * @returns the index.
  29487. */
  29488. getUniformIndex(uniformName: string): number;
  29489. /**
  29490. * Returns the attribute based on the name of the variable.
  29491. * @param uniformName of the uniform to look up.
  29492. * @returns the location of the uniform.
  29493. */
  29494. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29495. /**
  29496. * Returns an array of sampler variable names
  29497. * @returns The array of sampler variable neames.
  29498. */
  29499. getSamplers(): string[];
  29500. /**
  29501. * The error from the last compilation.
  29502. * @returns the error string.
  29503. */
  29504. getCompilationError(): string;
  29505. /**
  29506. * Gets a boolean indicating that all fallbacks were used during compilation
  29507. * @returns true if all fallbacks were used
  29508. */
  29509. allFallbacksProcessed(): boolean;
  29510. /**
  29511. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29512. * @param func The callback to be used.
  29513. */
  29514. executeWhenCompiled(func: (effect: Effect) => void): void;
  29515. private _checkIsReady;
  29516. private _loadShader;
  29517. /**
  29518. * Recompiles the webGL program
  29519. * @param vertexSourceCode The source code for the vertex shader.
  29520. * @param fragmentSourceCode The source code for the fragment shader.
  29521. * @param onCompiled Callback called when completed.
  29522. * @param onError Callback called on error.
  29523. * @hidden
  29524. */
  29525. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29526. /**
  29527. * Prepares the effect
  29528. * @hidden
  29529. */
  29530. _prepareEffect(): void;
  29531. private _processCompilationErrors;
  29532. /**
  29533. * Checks if the effect is supported. (Must be called after compilation)
  29534. */
  29535. readonly isSupported: boolean;
  29536. /**
  29537. * Binds a texture to the engine to be used as output of the shader.
  29538. * @param channel Name of the output variable.
  29539. * @param texture Texture to bind.
  29540. * @hidden
  29541. */
  29542. _bindTexture(channel: string, texture: InternalTexture): void;
  29543. /**
  29544. * Sets a texture on the engine to be used in the shader.
  29545. * @param channel Name of the sampler variable.
  29546. * @param texture Texture to set.
  29547. */
  29548. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29549. /**
  29550. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29551. * @param channel Name of the sampler variable.
  29552. * @param texture Texture to set.
  29553. */
  29554. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29555. /**
  29556. * Sets an array of textures on the engine to be used in the shader.
  29557. * @param channel Name of the variable.
  29558. * @param textures Textures to set.
  29559. */
  29560. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29561. /**
  29562. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  29563. * @param channel Name of the sampler variable.
  29564. * @param postProcess Post process to get the input texture from.
  29565. */
  29566. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29567. /**
  29568. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29569. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  29570. * @param channel Name of the sampler variable.
  29571. * @param postProcess Post process to get the output texture from.
  29572. */
  29573. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29574. /** @hidden */
  29575. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29576. /** @hidden */
  29577. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29578. /** @hidden */
  29579. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29580. /** @hidden */
  29581. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29582. /**
  29583. * Binds a buffer to a uniform.
  29584. * @param buffer Buffer to bind.
  29585. * @param name Name of the uniform variable to bind to.
  29586. */
  29587. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29588. /**
  29589. * Binds block to a uniform.
  29590. * @param blockName Name of the block to bind.
  29591. * @param index Index to bind.
  29592. */
  29593. bindUniformBlock(blockName: string, index: number): void;
  29594. /**
  29595. * Sets an interger value on a uniform variable.
  29596. * @param uniformName Name of the variable.
  29597. * @param value Value to be set.
  29598. * @returns this effect.
  29599. */
  29600. setInt(uniformName: string, value: number): Effect;
  29601. /**
  29602. * Sets an int array on a uniform variable.
  29603. * @param uniformName Name of the variable.
  29604. * @param array array to be set.
  29605. * @returns this effect.
  29606. */
  29607. setIntArray(uniformName: string, array: Int32Array): Effect;
  29608. /**
  29609. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29610. * @param uniformName Name of the variable.
  29611. * @param array array to be set.
  29612. * @returns this effect.
  29613. */
  29614. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29615. /**
  29616. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29617. * @param uniformName Name of the variable.
  29618. * @param array array to be set.
  29619. * @returns this effect.
  29620. */
  29621. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29622. /**
  29623. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29624. * @param uniformName Name of the variable.
  29625. * @param array array to be set.
  29626. * @returns this effect.
  29627. */
  29628. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29629. /**
  29630. * Sets an float array on a uniform variable.
  29631. * @param uniformName Name of the variable.
  29632. * @param array array to be set.
  29633. * @returns this effect.
  29634. */
  29635. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29636. /**
  29637. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29638. * @param uniformName Name of the variable.
  29639. * @param array array to be set.
  29640. * @returns this effect.
  29641. */
  29642. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29643. /**
  29644. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29645. * @param uniformName Name of the variable.
  29646. * @param array array to be set.
  29647. * @returns this effect.
  29648. */
  29649. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29650. /**
  29651. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29652. * @param uniformName Name of the variable.
  29653. * @param array array to be set.
  29654. * @returns this effect.
  29655. */
  29656. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29657. /**
  29658. * Sets an array on a uniform variable.
  29659. * @param uniformName Name of the variable.
  29660. * @param array array to be set.
  29661. * @returns this effect.
  29662. */
  29663. setArray(uniformName: string, array: number[]): Effect;
  29664. /**
  29665. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29666. * @param uniformName Name of the variable.
  29667. * @param array array to be set.
  29668. * @returns this effect.
  29669. */
  29670. setArray2(uniformName: string, array: number[]): Effect;
  29671. /**
  29672. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29673. * @param uniformName Name of the variable.
  29674. * @param array array to be set.
  29675. * @returns this effect.
  29676. */
  29677. setArray3(uniformName: string, array: number[]): Effect;
  29678. /**
  29679. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29680. * @param uniformName Name of the variable.
  29681. * @param array array to be set.
  29682. * @returns this effect.
  29683. */
  29684. setArray4(uniformName: string, array: number[]): Effect;
  29685. /**
  29686. * Sets matrices on a uniform variable.
  29687. * @param uniformName Name of the variable.
  29688. * @param matrices matrices to be set.
  29689. * @returns this effect.
  29690. */
  29691. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29692. /**
  29693. * Sets matrix on a uniform variable.
  29694. * @param uniformName Name of the variable.
  29695. * @param matrix matrix to be set.
  29696. * @returns this effect.
  29697. */
  29698. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29699. /**
  29700. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  29701. * @param uniformName Name of the variable.
  29702. * @param matrix matrix to be set.
  29703. * @returns this effect.
  29704. */
  29705. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29706. /**
  29707. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29708. * @param uniformName Name of the variable.
  29709. * @param matrix matrix to be set.
  29710. * @returns this effect.
  29711. */
  29712. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29713. /**
  29714. * Sets a float on a uniform variable.
  29715. * @param uniformName Name of the variable.
  29716. * @param value value to be set.
  29717. * @returns this effect.
  29718. */
  29719. setFloat(uniformName: string, value: number): Effect;
  29720. /**
  29721. * Sets a boolean on a uniform variable.
  29722. * @param uniformName Name of the variable.
  29723. * @param bool value to be set.
  29724. * @returns this effect.
  29725. */
  29726. setBool(uniformName: string, bool: boolean): Effect;
  29727. /**
  29728. * Sets a Vector2 on a uniform variable.
  29729. * @param uniformName Name of the variable.
  29730. * @param vector2 vector2 to be set.
  29731. * @returns this effect.
  29732. */
  29733. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29734. /**
  29735. * Sets a float2 on a uniform variable.
  29736. * @param uniformName Name of the variable.
  29737. * @param x First float in float2.
  29738. * @param y Second float in float2.
  29739. * @returns this effect.
  29740. */
  29741. setFloat2(uniformName: string, x: number, y: number): Effect;
  29742. /**
  29743. * Sets a Vector3 on a uniform variable.
  29744. * @param uniformName Name of the variable.
  29745. * @param vector3 Value to be set.
  29746. * @returns this effect.
  29747. */
  29748. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29749. /**
  29750. * Sets a float3 on a uniform variable.
  29751. * @param uniformName Name of the variable.
  29752. * @param x First float in float3.
  29753. * @param y Second float in float3.
  29754. * @param z Third float in float3.
  29755. * @returns this effect.
  29756. */
  29757. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29758. /**
  29759. * Sets a Vector4 on a uniform variable.
  29760. * @param uniformName Name of the variable.
  29761. * @param vector4 Value to be set.
  29762. * @returns this effect.
  29763. */
  29764. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29765. /**
  29766. * Sets a float4 on a uniform variable.
  29767. * @param uniformName Name of the variable.
  29768. * @param x First float in float4.
  29769. * @param y Second float in float4.
  29770. * @param z Third float in float4.
  29771. * @param w Fourth float in float4.
  29772. * @returns this effect.
  29773. */
  29774. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29775. /**
  29776. * Sets a Color3 on a uniform variable.
  29777. * @param uniformName Name of the variable.
  29778. * @param color3 Value to be set.
  29779. * @returns this effect.
  29780. */
  29781. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29782. /**
  29783. * Sets a Color4 on a uniform variable.
  29784. * @param uniformName Name of the variable.
  29785. * @param color3 Value to be set.
  29786. * @param alpha Alpha value to be set.
  29787. * @returns this effect.
  29788. */
  29789. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29790. /**
  29791. * Sets a Color4 on a uniform variable
  29792. * @param uniformName defines the name of the variable
  29793. * @param color4 defines the value to be set
  29794. * @returns this effect.
  29795. */
  29796. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29797. /** Release all associated resources */
  29798. dispose(): void;
  29799. /**
  29800. * This function will add a new shader to the shader store
  29801. * @param name the name of the shader
  29802. * @param pixelShader optional pixel shader content
  29803. * @param vertexShader optional vertex shader content
  29804. */
  29805. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29806. /**
  29807. * Store of each shader (The can be looked up using effect.key)
  29808. */
  29809. static ShadersStore: {
  29810. [key: string]: string;
  29811. };
  29812. /**
  29813. * Store of each included file for a shader (The can be looked up using effect.key)
  29814. */
  29815. static IncludesShadersStore: {
  29816. [key: string]: string;
  29817. };
  29818. /**
  29819. * Resets the cache of effects.
  29820. */
  29821. static ResetCache(): void;
  29822. }
  29823. }
  29824. declare module "babylonjs/Engines/engineCapabilities" {
  29825. /**
  29826. * Interface used to describe the capabilities of the engine relatively to the current browser
  29827. */
  29828. export interface EngineCapabilities {
  29829. /** Maximum textures units per fragment shader */
  29830. maxTexturesImageUnits: number;
  29831. /** Maximum texture units per vertex shader */
  29832. maxVertexTextureImageUnits: number;
  29833. /** Maximum textures units in the entire pipeline */
  29834. maxCombinedTexturesImageUnits: number;
  29835. /** Maximum texture size */
  29836. maxTextureSize: number;
  29837. /** Maximum texture samples */
  29838. maxSamples?: number;
  29839. /** Maximum cube texture size */
  29840. maxCubemapTextureSize: number;
  29841. /** Maximum render texture size */
  29842. maxRenderTextureSize: number;
  29843. /** Maximum number of vertex attributes */
  29844. maxVertexAttribs: number;
  29845. /** Maximum number of varyings */
  29846. maxVaryingVectors: number;
  29847. /** Maximum number of uniforms per vertex shader */
  29848. maxVertexUniformVectors: number;
  29849. /** Maximum number of uniforms per fragment shader */
  29850. maxFragmentUniformVectors: number;
  29851. /** Defines if standard derivates (dx/dy) are supported */
  29852. standardDerivatives: boolean;
  29853. /** Defines if s3tc texture compression is supported */
  29854. s3tc?: WEBGL_compressed_texture_s3tc;
  29855. /** Defines if pvrtc texture compression is supported */
  29856. pvrtc: any;
  29857. /** Defines if etc1 texture compression is supported */
  29858. etc1: any;
  29859. /** Defines if etc2 texture compression is supported */
  29860. etc2: any;
  29861. /** Defines if astc texture compression is supported */
  29862. astc: any;
  29863. /** Defines if float textures are supported */
  29864. textureFloat: boolean;
  29865. /** Defines if vertex array objects are supported */
  29866. vertexArrayObject: boolean;
  29867. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  29868. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  29869. /** Gets the maximum level of anisotropy supported */
  29870. maxAnisotropy: number;
  29871. /** Defines if instancing is supported */
  29872. instancedArrays: boolean;
  29873. /** Defines if 32 bits indices are supported */
  29874. uintIndices: boolean;
  29875. /** Defines if high precision shaders are supported */
  29876. highPrecisionShaderSupported: boolean;
  29877. /** Defines if depth reading in the fragment shader is supported */
  29878. fragmentDepthSupported: boolean;
  29879. /** Defines if float texture linear filtering is supported*/
  29880. textureFloatLinearFiltering: boolean;
  29881. /** Defines if rendering to float textures is supported */
  29882. textureFloatRender: boolean;
  29883. /** Defines if half float textures are supported*/
  29884. textureHalfFloat: boolean;
  29885. /** Defines if half float texture linear filtering is supported*/
  29886. textureHalfFloatLinearFiltering: boolean;
  29887. /** Defines if rendering to half float textures is supported */
  29888. textureHalfFloatRender: boolean;
  29889. /** Defines if textureLOD shader command is supported */
  29890. textureLOD: boolean;
  29891. /** Defines if draw buffers extension is supported */
  29892. drawBuffersExtension: boolean;
  29893. /** Defines if depth textures are supported */
  29894. depthTextureExtension: boolean;
  29895. /** Defines if float color buffer are supported */
  29896. colorBufferFloat: boolean;
  29897. /** Gets disjoint timer query extension (null if not supported) */
  29898. timerQuery?: EXT_disjoint_timer_query;
  29899. /** Defines if timestamp can be used with timer query */
  29900. canUseTimestampForTimerQuery: boolean;
  29901. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  29902. multiview?: any;
  29903. /** Defines if oculus multiview is supported (https://developer.oculus.com/documentation/oculus-browser/latest/concepts/browser-multiview/) */
  29904. oculusMultiview?: any;
  29905. /** Function used to let the system compiles shaders in background */
  29906. parallelShaderCompile?: {
  29907. COMPLETION_STATUS_KHR: number;
  29908. };
  29909. /** Max number of texture samples for MSAA */
  29910. maxMSAASamples: number;
  29911. /** Defines if the blend min max extension is supported */
  29912. blendMinMax: boolean;
  29913. }
  29914. }
  29915. declare module "babylonjs/States/depthCullingState" {
  29916. import { Nullable } from "babylonjs/types";
  29917. /**
  29918. * @hidden
  29919. **/
  29920. export class DepthCullingState {
  29921. private _isDepthTestDirty;
  29922. private _isDepthMaskDirty;
  29923. private _isDepthFuncDirty;
  29924. private _isCullFaceDirty;
  29925. private _isCullDirty;
  29926. private _isZOffsetDirty;
  29927. private _isFrontFaceDirty;
  29928. private _depthTest;
  29929. private _depthMask;
  29930. private _depthFunc;
  29931. private _cull;
  29932. private _cullFace;
  29933. private _zOffset;
  29934. private _frontFace;
  29935. /**
  29936. * Initializes the state.
  29937. */
  29938. constructor();
  29939. readonly isDirty: boolean;
  29940. zOffset: number;
  29941. cullFace: Nullable<number>;
  29942. cull: Nullable<boolean>;
  29943. depthFunc: Nullable<number>;
  29944. depthMask: boolean;
  29945. depthTest: boolean;
  29946. frontFace: Nullable<number>;
  29947. reset(): void;
  29948. apply(gl: WebGLRenderingContext): void;
  29949. }
  29950. }
  29951. declare module "babylonjs/States/stencilState" {
  29952. /**
  29953. * @hidden
  29954. **/
  29955. export class StencilState {
  29956. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  29957. static readonly ALWAYS: number;
  29958. /** Passed to stencilOperation to specify that stencil value must be kept */
  29959. static readonly KEEP: number;
  29960. /** Passed to stencilOperation to specify that stencil value must be replaced */
  29961. static readonly REPLACE: number;
  29962. private _isStencilTestDirty;
  29963. private _isStencilMaskDirty;
  29964. private _isStencilFuncDirty;
  29965. private _isStencilOpDirty;
  29966. private _stencilTest;
  29967. private _stencilMask;
  29968. private _stencilFunc;
  29969. private _stencilFuncRef;
  29970. private _stencilFuncMask;
  29971. private _stencilOpStencilFail;
  29972. private _stencilOpDepthFail;
  29973. private _stencilOpStencilDepthPass;
  29974. readonly isDirty: boolean;
  29975. stencilFunc: number;
  29976. stencilFuncRef: number;
  29977. stencilFuncMask: number;
  29978. stencilOpStencilFail: number;
  29979. stencilOpDepthFail: number;
  29980. stencilOpStencilDepthPass: number;
  29981. stencilMask: number;
  29982. stencilTest: boolean;
  29983. constructor();
  29984. reset(): void;
  29985. apply(gl: WebGLRenderingContext): void;
  29986. }
  29987. }
  29988. declare module "babylonjs/States/alphaCullingState" {
  29989. /**
  29990. * @hidden
  29991. **/
  29992. export class AlphaState {
  29993. private _isAlphaBlendDirty;
  29994. private _isBlendFunctionParametersDirty;
  29995. private _isBlendEquationParametersDirty;
  29996. private _isBlendConstantsDirty;
  29997. private _alphaBlend;
  29998. private _blendFunctionParameters;
  29999. private _blendEquationParameters;
  30000. private _blendConstants;
  30001. /**
  30002. * Initializes the state.
  30003. */
  30004. constructor();
  30005. readonly isDirty: boolean;
  30006. alphaBlend: boolean;
  30007. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  30008. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  30009. setAlphaEquationParameters(rgb: number, alpha: number): void;
  30010. reset(): void;
  30011. apply(gl: WebGLRenderingContext): void;
  30012. }
  30013. }
  30014. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  30015. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30016. /** @hidden */
  30017. export class WebGL2ShaderProcessor implements IShaderProcessor {
  30018. attributeProcessor(attribute: string): string;
  30019. varyingProcessor(varying: string, isFragment: boolean): string;
  30020. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30021. }
  30022. }
  30023. declare module "babylonjs/Engines/instancingAttributeInfo" {
  30024. /**
  30025. * Interface for attribute information associated with buffer instanciation
  30026. */
  30027. export interface InstancingAttributeInfo {
  30028. /**
  30029. * Index/offset of the attribute in the vertex shader
  30030. */
  30031. index: number;
  30032. /**
  30033. * size of the attribute, 1, 2, 3 or 4
  30034. */
  30035. attributeSize: number;
  30036. /**
  30037. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30038. * default is FLOAT
  30039. */
  30040. attributeType: number;
  30041. /**
  30042. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30043. */
  30044. normalized: boolean;
  30045. /**
  30046. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30047. */
  30048. offset: number;
  30049. /**
  30050. * Name of the GLSL attribute, for debugging purpose only
  30051. */
  30052. attributeName: string;
  30053. }
  30054. }
  30055. declare module "babylonjs/Engines/Extensions/engine.videoTexture" {
  30056. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30057. import { Nullable } from "babylonjs/types";
  30058. module "babylonjs/Engines/thinEngine" {
  30059. interface ThinEngine {
  30060. /**
  30061. * Update a video texture
  30062. * @param texture defines the texture to update
  30063. * @param video defines the video element to use
  30064. * @param invertY defines if data must be stored with Y axis inverted
  30065. */
  30066. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  30067. }
  30068. }
  30069. }
  30070. declare module "babylonjs/Materials/Textures/videoTexture" {
  30071. import { Observable } from "babylonjs/Misc/observable";
  30072. import { Nullable } from "babylonjs/types";
  30073. import { Scene } from "babylonjs/scene";
  30074. import { Texture } from "babylonjs/Materials/Textures/texture";
  30075. import "babylonjs/Engines/Extensions/engine.videoTexture";
  30076. /**
  30077. * Settings for finer control over video usage
  30078. */
  30079. export interface VideoTextureSettings {
  30080. /**
  30081. * Applies `autoplay` to video, if specified
  30082. */
  30083. autoPlay?: boolean;
  30084. /**
  30085. * Applies `loop` to video, if specified
  30086. */
  30087. loop?: boolean;
  30088. /**
  30089. * Automatically updates internal texture from video at every frame in the render loop
  30090. */
  30091. autoUpdateTexture: boolean;
  30092. /**
  30093. * Image src displayed during the video loading or until the user interacts with the video.
  30094. */
  30095. poster?: string;
  30096. }
  30097. /**
  30098. * If you want to display a video in your scene, this is the special texture for that.
  30099. * This special texture works similar to other textures, with the exception of a few parameters.
  30100. * @see https://doc.babylonjs.com/how_to/video_texture
  30101. */
  30102. export class VideoTexture extends Texture {
  30103. /**
  30104. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30105. */
  30106. readonly autoUpdateTexture: boolean;
  30107. /**
  30108. * The video instance used by the texture internally
  30109. */
  30110. readonly video: HTMLVideoElement;
  30111. private _onUserActionRequestedObservable;
  30112. /**
  30113. * Event triggerd when a dom action is required by the user to play the video.
  30114. * This happens due to recent changes in browser policies preventing video to auto start.
  30115. */
  30116. readonly onUserActionRequestedObservable: Observable<Texture>;
  30117. private _generateMipMaps;
  30118. private _engine;
  30119. private _stillImageCaptured;
  30120. private _displayingPosterTexture;
  30121. private _settings;
  30122. private _createInternalTextureOnEvent;
  30123. private _frameId;
  30124. /**
  30125. * Creates a video texture.
  30126. * If you want to display a video in your scene, this is the special texture for that.
  30127. * This special texture works similar to other textures, with the exception of a few parameters.
  30128. * @see https://doc.babylonjs.com/how_to/video_texture
  30129. * @param name optional name, will detect from video source, if not defined
  30130. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30131. * @param scene is obviously the current scene.
  30132. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30133. * @param invertY is false by default but can be used to invert video on Y axis
  30134. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30135. * @param settings allows finer control over video usage
  30136. */
  30137. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30138. private _getName;
  30139. private _getVideo;
  30140. private _createInternalTexture;
  30141. private reset;
  30142. /**
  30143. * @hidden Internal method to initiate `update`.
  30144. */
  30145. _rebuild(): void;
  30146. /**
  30147. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30148. */
  30149. update(): void;
  30150. /**
  30151. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30152. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30153. */
  30154. updateTexture(isVisible: boolean): void;
  30155. protected _updateInternalTexture: () => void;
  30156. /**
  30157. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30158. * @param url New url.
  30159. */
  30160. updateURL(url: string): void;
  30161. /**
  30162. * Dispose the texture and release its associated resources.
  30163. */
  30164. dispose(): void;
  30165. /**
  30166. * Creates a video texture straight from a stream.
  30167. * @param scene Define the scene the texture should be created in
  30168. * @param stream Define the stream the texture should be created from
  30169. * @returns The created video texture as a promise
  30170. */
  30171. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30172. /**
  30173. * Creates a video texture straight from your WebCam video feed.
  30174. * @param scene Define the scene the texture should be created in
  30175. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30176. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30177. * @returns The created video texture as a promise
  30178. */
  30179. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30180. minWidth: number;
  30181. maxWidth: number;
  30182. minHeight: number;
  30183. maxHeight: number;
  30184. deviceId: string;
  30185. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30186. /**
  30187. * Creates a video texture straight from your WebCam video feed.
  30188. * @param scene Define the scene the texture should be created in
  30189. * @param onReady Define a callback to triggered once the texture will be ready
  30190. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30191. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30192. */
  30193. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30194. minWidth: number;
  30195. maxWidth: number;
  30196. minHeight: number;
  30197. maxHeight: number;
  30198. deviceId: string;
  30199. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30200. }
  30201. }
  30202. declare module "babylonjs/Engines/thinEngine" {
  30203. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30204. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  30205. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30206. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30207. import { Nullable, DataArray, IndicesArray } from "babylonjs/types";
  30208. import { EngineCapabilities } from "babylonjs/Engines/engineCapabilities";
  30209. import { Observable } from "babylonjs/Misc/observable";
  30210. import { DepthCullingState } from "babylonjs/States/depthCullingState";
  30211. import { StencilState } from "babylonjs/States/stencilState";
  30212. import { AlphaState } from "babylonjs/States/alphaCullingState";
  30213. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30214. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30215. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30216. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30217. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30218. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  30219. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30220. import { InstancingAttributeInfo } from "babylonjs/Engines/instancingAttributeInfo";
  30221. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30222. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30223. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  30224. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  30225. /**
  30226. * Defines the interface used by objects working like Scene
  30227. * @hidden
  30228. */
  30229. interface ISceneLike {
  30230. _addPendingData(data: any): void;
  30231. _removePendingData(data: any): void;
  30232. offlineProvider: IOfflineProvider;
  30233. }
  30234. /** Interface defining initialization parameters for Engine class */
  30235. export interface EngineOptions extends WebGLContextAttributes {
  30236. /**
  30237. * Defines if the engine should no exceed a specified device ratio
  30238. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30239. */
  30240. limitDeviceRatio?: number;
  30241. /**
  30242. * Defines if webvr should be enabled automatically
  30243. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30244. */
  30245. autoEnableWebVR?: boolean;
  30246. /**
  30247. * Defines if webgl2 should be turned off even if supported
  30248. * @see http://doc.babylonjs.com/features/webgl2
  30249. */
  30250. disableWebGL2Support?: boolean;
  30251. /**
  30252. * Defines if webaudio should be initialized as well
  30253. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30254. */
  30255. audioEngine?: boolean;
  30256. /**
  30257. * Defines if animations should run using a deterministic lock step
  30258. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30259. */
  30260. deterministicLockstep?: boolean;
  30261. /** Defines the maximum steps to use with deterministic lock step mode */
  30262. lockstepMaxSteps?: number;
  30263. /** Defines the seconds between each deterministic lock step */
  30264. timeStep?: number;
  30265. /**
  30266. * Defines that engine should ignore context lost events
  30267. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30268. */
  30269. doNotHandleContextLost?: boolean;
  30270. /**
  30271. * Defines that engine should ignore modifying touch action attribute and style
  30272. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30273. */
  30274. doNotHandleTouchAction?: boolean;
  30275. /**
  30276. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30277. */
  30278. useHighPrecisionFloats?: boolean;
  30279. }
  30280. /**
  30281. * The base engine class (root of all engines)
  30282. */
  30283. export class ThinEngine {
  30284. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30285. static ExceptionList: ({
  30286. key: string;
  30287. capture: string;
  30288. captureConstraint: number;
  30289. targets: string[];
  30290. } | {
  30291. key: string;
  30292. capture: null;
  30293. captureConstraint: null;
  30294. targets: string[];
  30295. })[];
  30296. /** @hidden */
  30297. static _TextureLoaders: IInternalTextureLoader[];
  30298. /**
  30299. * Returns the current npm package of the sdk
  30300. */
  30301. static readonly NpmPackage: string;
  30302. /**
  30303. * Returns the current version of the framework
  30304. */
  30305. static readonly Version: string;
  30306. /**
  30307. * Returns a string describing the current engine
  30308. */
  30309. readonly description: string;
  30310. /**
  30311. * Gets or sets the epsilon value used by collision engine
  30312. */
  30313. static CollisionsEpsilon: number;
  30314. /**
  30315. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30316. */
  30317. static ShadersRepository: string;
  30318. /** @hidden */
  30319. _shaderProcessor: IShaderProcessor;
  30320. /**
  30321. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30322. */
  30323. forcePOTTextures: boolean;
  30324. /**
  30325. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30326. */
  30327. isFullscreen: boolean;
  30328. /**
  30329. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30330. */
  30331. cullBackFaces: boolean;
  30332. /**
  30333. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30334. */
  30335. renderEvenInBackground: boolean;
  30336. /**
  30337. * Gets or sets a boolean indicating that cache can be kept between frames
  30338. */
  30339. preventCacheWipeBetweenFrames: boolean;
  30340. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30341. validateShaderPrograms: boolean;
  30342. /**
  30343. * Gets or sets a boolean indicating if depth buffer should be reverse, going from far to near.
  30344. * This can provide greater z depth for distant objects.
  30345. */
  30346. useReverseDepthBuffer: boolean;
  30347. /**
  30348. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30349. */
  30350. disableUniformBuffers: boolean;
  30351. /** @hidden */
  30352. _uniformBuffers: UniformBuffer[];
  30353. /**
  30354. * Gets a boolean indicating that the engine supports uniform buffers
  30355. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30356. */
  30357. readonly supportsUniformBuffers: boolean;
  30358. /** @hidden */
  30359. _gl: WebGLRenderingContext;
  30360. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  30361. protected _windowIsBackground: boolean;
  30362. protected _webGLVersion: number;
  30363. protected _creationOptions: EngineOptions;
  30364. protected _highPrecisionShadersAllowed: boolean;
  30365. /** @hidden */
  30366. readonly _shouldUseHighPrecisionShader: boolean;
  30367. /**
  30368. * Gets a boolean indicating that only power of 2 textures are supported
  30369. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30370. */
  30371. readonly needPOTTextures: boolean;
  30372. /** @hidden */
  30373. _badOS: boolean;
  30374. /** @hidden */
  30375. _badDesktopOS: boolean;
  30376. private _hardwareScalingLevel;
  30377. /** @hidden */
  30378. _caps: EngineCapabilities;
  30379. private _isStencilEnable;
  30380. protected _colorWrite: boolean;
  30381. private _glVersion;
  30382. private _glRenderer;
  30383. private _glVendor;
  30384. /** @hidden */
  30385. _videoTextureSupported: boolean;
  30386. protected _renderingQueueLaunched: boolean;
  30387. protected _activeRenderLoops: (() => void)[];
  30388. /**
  30389. * Observable signaled when a context lost event is raised
  30390. */
  30391. onContextLostObservable: Observable<ThinEngine>;
  30392. /**
  30393. * Observable signaled when a context restored event is raised
  30394. */
  30395. onContextRestoredObservable: Observable<ThinEngine>;
  30396. private _onContextLost;
  30397. private _onContextRestored;
  30398. protected _contextWasLost: boolean;
  30399. /** @hidden */
  30400. _doNotHandleContextLost: boolean;
  30401. /**
  30402. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  30403. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  30404. */
  30405. doNotHandleContextLost: boolean;
  30406. /**
  30407. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  30408. */
  30409. disableVertexArrayObjects: boolean;
  30410. /** @hidden */
  30411. protected _depthCullingState: DepthCullingState;
  30412. /** @hidden */
  30413. protected _stencilState: StencilState;
  30414. /** @hidden */
  30415. protected _alphaState: AlphaState;
  30416. /** @hidden */
  30417. _internalTexturesCache: InternalTexture[];
  30418. /** @hidden */
  30419. protected _activeChannel: number;
  30420. private _currentTextureChannel;
  30421. /** @hidden */
  30422. protected _boundTexturesCache: {
  30423. [key: string]: Nullable<InternalTexture>;
  30424. };
  30425. /** @hidden */
  30426. protected _currentEffect: Nullable<Effect>;
  30427. /** @hidden */
  30428. protected _currentProgram: Nullable<WebGLProgram>;
  30429. private _compiledEffects;
  30430. private _vertexAttribArraysEnabled;
  30431. /** @hidden */
  30432. protected _cachedViewport: Nullable<IViewportLike>;
  30433. private _cachedVertexArrayObject;
  30434. /** @hidden */
  30435. protected _cachedVertexBuffers: any;
  30436. /** @hidden */
  30437. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  30438. /** @hidden */
  30439. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  30440. /** @hidden */
  30441. _currentRenderTarget: Nullable<InternalTexture>;
  30442. private _uintIndicesCurrentlySet;
  30443. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  30444. /** @hidden */
  30445. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  30446. private _currentBufferPointers;
  30447. private _currentInstanceLocations;
  30448. private _currentInstanceBuffers;
  30449. private _textureUnits;
  30450. /** @hidden */
  30451. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  30452. /** @hidden */
  30453. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  30454. /** @hidden */
  30455. _boundRenderFunction: any;
  30456. private _vaoRecordInProgress;
  30457. private _mustWipeVertexAttributes;
  30458. private _emptyTexture;
  30459. private _emptyCubeTexture;
  30460. private _emptyTexture3D;
  30461. private _emptyTexture2DArray;
  30462. /** @hidden */
  30463. _frameHandler: number;
  30464. private _nextFreeTextureSlots;
  30465. private _maxSimultaneousTextures;
  30466. private _activeRequests;
  30467. protected _texturesSupported: string[];
  30468. /** @hidden */
  30469. _textureFormatInUse: Nullable<string>;
  30470. protected readonly _supportsHardwareTextureRescaling: boolean;
  30471. /**
  30472. * Gets the list of texture formats supported
  30473. */
  30474. readonly texturesSupported: Array<string>;
  30475. /**
  30476. * Gets the list of texture formats in use
  30477. */
  30478. readonly textureFormatInUse: Nullable<string>;
  30479. /**
  30480. * Gets the current viewport
  30481. */
  30482. readonly currentViewport: Nullable<IViewportLike>;
  30483. /**
  30484. * Gets the default empty texture
  30485. */
  30486. readonly emptyTexture: InternalTexture;
  30487. /**
  30488. * Gets the default empty 3D texture
  30489. */
  30490. readonly emptyTexture3D: InternalTexture;
  30491. /**
  30492. * Gets the default empty 2D array texture
  30493. */
  30494. readonly emptyTexture2DArray: InternalTexture;
  30495. /**
  30496. * Gets the default empty cube texture
  30497. */
  30498. readonly emptyCubeTexture: InternalTexture;
  30499. /**
  30500. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  30501. */
  30502. readonly premultipliedAlpha: boolean;
  30503. /**
  30504. * Observable event triggered before each texture is initialized
  30505. */
  30506. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30507. /**
  30508. * Creates a new engine
  30509. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  30510. * @param antialias defines enable antialiasing (default: false)
  30511. * @param options defines further options to be sent to the getContext() function
  30512. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  30513. */
  30514. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  30515. private _rebuildInternalTextures;
  30516. private _rebuildEffects;
  30517. /**
  30518. * Gets a boolean indicating if all created effects are ready
  30519. * @returns true if all effects are ready
  30520. */
  30521. areAllEffectsReady(): boolean;
  30522. protected _rebuildBuffers(): void;
  30523. private _initGLContext;
  30524. /**
  30525. * Gets version of the current webGL context
  30526. */
  30527. readonly webGLVersion: number;
  30528. /**
  30529. * Gets a string idenfifying the name of the class
  30530. * @returns "Engine" string
  30531. */
  30532. getClassName(): string;
  30533. /**
  30534. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  30535. */
  30536. readonly isStencilEnable: boolean;
  30537. /** @hidden */
  30538. _prepareWorkingCanvas(): void;
  30539. /**
  30540. * Reset the texture cache to empty state
  30541. */
  30542. resetTextureCache(): void;
  30543. /**
  30544. * Gets an object containing information about the current webGL context
  30545. * @returns an object containing the vender, the renderer and the version of the current webGL context
  30546. */
  30547. getGlInfo(): {
  30548. vendor: string;
  30549. renderer: string;
  30550. version: string;
  30551. };
  30552. /**
  30553. * Defines the hardware scaling level.
  30554. * By default the hardware scaling level is computed from the window device ratio.
  30555. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  30556. * @param level defines the level to use
  30557. */
  30558. setHardwareScalingLevel(level: number): void;
  30559. /**
  30560. * Gets the current hardware scaling level.
  30561. * By default the hardware scaling level is computed from the window device ratio.
  30562. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  30563. * @returns a number indicating the current hardware scaling level
  30564. */
  30565. getHardwareScalingLevel(): number;
  30566. /**
  30567. * Gets the list of loaded textures
  30568. * @returns an array containing all loaded textures
  30569. */
  30570. getLoadedTexturesCache(): InternalTexture[];
  30571. /**
  30572. * Gets the object containing all engine capabilities
  30573. * @returns the EngineCapabilities object
  30574. */
  30575. getCaps(): EngineCapabilities;
  30576. /**
  30577. * stop executing a render loop function and remove it from the execution array
  30578. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  30579. */
  30580. stopRenderLoop(renderFunction?: () => void): void;
  30581. /** @hidden */
  30582. _renderLoop(): void;
  30583. /**
  30584. * Gets the HTML canvas attached with the current webGL context
  30585. * @returns a HTML canvas
  30586. */
  30587. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  30588. /**
  30589. * Gets host window
  30590. * @returns the host window object
  30591. */
  30592. getHostWindow(): Nullable<Window>;
  30593. /**
  30594. * Gets the current render width
  30595. * @param useScreen defines if screen size must be used (or the current render target if any)
  30596. * @returns a number defining the current render width
  30597. */
  30598. getRenderWidth(useScreen?: boolean): number;
  30599. /**
  30600. * Gets the current render height
  30601. * @param useScreen defines if screen size must be used (or the current render target if any)
  30602. * @returns a number defining the current render height
  30603. */
  30604. getRenderHeight(useScreen?: boolean): number;
  30605. /**
  30606. * Can be used to override the current requestAnimationFrame requester.
  30607. * @hidden
  30608. */
  30609. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  30610. /**
  30611. * Register and execute a render loop. The engine can have more than one render function
  30612. * @param renderFunction defines the function to continuously execute
  30613. */
  30614. runRenderLoop(renderFunction: () => void): void;
  30615. /**
  30616. * Clear the current render buffer or the current render target (if any is set up)
  30617. * @param color defines the color to use
  30618. * @param backBuffer defines if the back buffer must be cleared
  30619. * @param depth defines if the depth buffer must be cleared
  30620. * @param stencil defines if the stencil buffer must be cleared
  30621. */
  30622. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  30623. private _viewportCached;
  30624. /** @hidden */
  30625. _viewport(x: number, y: number, width: number, height: number): void;
  30626. /**
  30627. * Set the WebGL's viewport
  30628. * @param viewport defines the viewport element to be used
  30629. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  30630. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  30631. */
  30632. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  30633. /**
  30634. * Begin a new frame
  30635. */
  30636. beginFrame(): void;
  30637. /**
  30638. * Enf the current frame
  30639. */
  30640. endFrame(): void;
  30641. /**
  30642. * Resize the view according to the canvas' size
  30643. */
  30644. resize(): void;
  30645. /**
  30646. * Force a specific size of the canvas
  30647. * @param width defines the new canvas' width
  30648. * @param height defines the new canvas' height
  30649. */
  30650. setSize(width: number, height: number): void;
  30651. /**
  30652. * Binds the frame buffer to the specified texture.
  30653. * @param texture The texture to render to or null for the default canvas
  30654. * @param faceIndex The face of the texture to render to in case of cube texture
  30655. * @param requiredWidth The width of the target to render to
  30656. * @param requiredHeight The height of the target to render to
  30657. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  30658. * @param depthStencilTexture The depth stencil texture to use to render
  30659. * @param lodLevel defines le lod level to bind to the frame buffer
  30660. */
  30661. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  30662. /** @hidden */
  30663. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  30664. /**
  30665. * Unbind the current render target texture from the webGL context
  30666. * @param texture defines the render target texture to unbind
  30667. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  30668. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  30669. */
  30670. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  30671. /**
  30672. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  30673. */
  30674. flushFramebuffer(): void;
  30675. /**
  30676. * Unbind the current render target and bind the default framebuffer
  30677. */
  30678. restoreDefaultFramebuffer(): void;
  30679. /** @hidden */
  30680. protected _resetVertexBufferBinding(): void;
  30681. /**
  30682. * Creates a vertex buffer
  30683. * @param data the data for the vertex buffer
  30684. * @returns the new WebGL static buffer
  30685. */
  30686. createVertexBuffer(data: DataArray): DataBuffer;
  30687. private _createVertexBuffer;
  30688. /**
  30689. * Creates a dynamic vertex buffer
  30690. * @param data the data for the dynamic vertex buffer
  30691. * @returns the new WebGL dynamic buffer
  30692. */
  30693. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  30694. protected _resetIndexBufferBinding(): void;
  30695. /**
  30696. * Creates a new index buffer
  30697. * @param indices defines the content of the index buffer
  30698. * @param updatable defines if the index buffer must be updatable
  30699. * @returns a new webGL buffer
  30700. */
  30701. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  30702. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  30703. /**
  30704. * Bind a webGL buffer to the webGL context
  30705. * @param buffer defines the buffer to bind
  30706. */
  30707. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  30708. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  30709. private bindBuffer;
  30710. /**
  30711. * update the bound buffer with the given data
  30712. * @param data defines the data to update
  30713. */
  30714. updateArrayBuffer(data: Float32Array): void;
  30715. private _vertexAttribPointer;
  30716. private _bindIndexBufferWithCache;
  30717. private _bindVertexBuffersAttributes;
  30718. /**
  30719. * Records a vertex array object
  30720. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30721. * @param vertexBuffers defines the list of vertex buffers to store
  30722. * @param indexBuffer defines the index buffer to store
  30723. * @param effect defines the effect to store
  30724. * @returns the new vertex array object
  30725. */
  30726. recordVertexArrayObject(vertexBuffers: {
  30727. [key: string]: VertexBuffer;
  30728. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  30729. /**
  30730. * Bind a specific vertex array object
  30731. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30732. * @param vertexArrayObject defines the vertex array object to bind
  30733. * @param indexBuffer defines the index buffer to bind
  30734. */
  30735. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  30736. /**
  30737. * Bind webGl buffers directly to the webGL context
  30738. * @param vertexBuffer defines the vertex buffer to bind
  30739. * @param indexBuffer defines the index buffer to bind
  30740. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  30741. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  30742. * @param effect defines the effect associated with the vertex buffer
  30743. */
  30744. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  30745. private _unbindVertexArrayObject;
  30746. /**
  30747. * Bind a list of vertex buffers to the webGL context
  30748. * @param vertexBuffers defines the list of vertex buffers to bind
  30749. * @param indexBuffer defines the index buffer to bind
  30750. * @param effect defines the effect associated with the vertex buffers
  30751. */
  30752. bindBuffers(vertexBuffers: {
  30753. [key: string]: Nullable<VertexBuffer>;
  30754. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  30755. /**
  30756. * Unbind all instance attributes
  30757. */
  30758. unbindInstanceAttributes(): void;
  30759. /**
  30760. * Release and free the memory of a vertex array object
  30761. * @param vao defines the vertex array object to delete
  30762. */
  30763. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  30764. /** @hidden */
  30765. _releaseBuffer(buffer: DataBuffer): boolean;
  30766. protected _deleteBuffer(buffer: DataBuffer): void;
  30767. /**
  30768. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  30769. * @param instancesBuffer defines the webGL buffer to update and bind
  30770. * @param data defines the data to store in the buffer
  30771. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  30772. */
  30773. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  30774. /**
  30775. * Apply all cached states (depth, culling, stencil and alpha)
  30776. */
  30777. applyStates(): void;
  30778. /**
  30779. * Send a draw order
  30780. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30781. * @param indexStart defines the starting index
  30782. * @param indexCount defines the number of index to draw
  30783. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30784. */
  30785. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  30786. /**
  30787. * Draw a list of points
  30788. * @param verticesStart defines the index of first vertex to draw
  30789. * @param verticesCount defines the count of vertices to draw
  30790. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30791. */
  30792. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30793. /**
  30794. * Draw a list of unindexed primitives
  30795. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30796. * @param verticesStart defines the index of first vertex to draw
  30797. * @param verticesCount defines the count of vertices to draw
  30798. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30799. */
  30800. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30801. /**
  30802. * Draw a list of indexed primitives
  30803. * @param fillMode defines the primitive to use
  30804. * @param indexStart defines the starting index
  30805. * @param indexCount defines the number of index to draw
  30806. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30807. */
  30808. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  30809. /**
  30810. * Draw a list of unindexed primitives
  30811. * @param fillMode defines the primitive to use
  30812. * @param verticesStart defines the index of first vertex to draw
  30813. * @param verticesCount defines the count of vertices to draw
  30814. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30815. */
  30816. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30817. private _drawMode;
  30818. /** @hidden */
  30819. protected _reportDrawCall(): void;
  30820. /** @hidden */
  30821. _releaseEffect(effect: Effect): void;
  30822. /** @hidden */
  30823. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  30824. /**
  30825. * Create a new effect (used to store vertex/fragment shaders)
  30826. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  30827. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  30828. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  30829. * @param samplers defines an array of string used to represent textures
  30830. * @param defines defines the string containing the defines to use to compile the shaders
  30831. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  30832. * @param onCompiled defines a function to call when the effect creation is successful
  30833. * @param onError defines a function to call when the effect creation has failed
  30834. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  30835. * @returns the new Effect
  30836. */
  30837. createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  30838. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  30839. private _compileShader;
  30840. private _compileRawShader;
  30841. /**
  30842. * Directly creates a webGL program
  30843. * @param pipelineContext defines the pipeline context to attach to
  30844. * @param vertexCode defines the vertex shader code to use
  30845. * @param fragmentCode defines the fragment shader code to use
  30846. * @param context defines the webGL context to use (if not set, the current one will be used)
  30847. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30848. * @returns the new webGL program
  30849. */
  30850. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30851. /**
  30852. * Creates a webGL program
  30853. * @param pipelineContext defines the pipeline context to attach to
  30854. * @param vertexCode defines the vertex shader code to use
  30855. * @param fragmentCode defines the fragment shader code to use
  30856. * @param defines defines the string containing the defines to use to compile the shaders
  30857. * @param context defines the webGL context to use (if not set, the current one will be used)
  30858. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30859. * @returns the new webGL program
  30860. */
  30861. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30862. /**
  30863. * Creates a new pipeline context
  30864. * @returns the new pipeline
  30865. */
  30866. createPipelineContext(): IPipelineContext;
  30867. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30868. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  30869. /** @hidden */
  30870. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  30871. /** @hidden */
  30872. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  30873. /** @hidden */
  30874. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  30875. /**
  30876. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  30877. * @param pipelineContext defines the pipeline context to use
  30878. * @param uniformsNames defines the list of uniform names
  30879. * @returns an array of webGL uniform locations
  30880. */
  30881. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  30882. /**
  30883. * Gets the lsit of active attributes for a given webGL program
  30884. * @param pipelineContext defines the pipeline context to use
  30885. * @param attributesNames defines the list of attribute names to get
  30886. * @returns an array of indices indicating the offset of each attribute
  30887. */
  30888. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  30889. /**
  30890. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  30891. * @param effect defines the effect to activate
  30892. */
  30893. enableEffect(effect: Nullable<Effect>): void;
  30894. /**
  30895. * Set the value of an uniform to a number (int)
  30896. * @param uniform defines the webGL uniform location where to store the value
  30897. * @param value defines the int number to store
  30898. */
  30899. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  30900. /**
  30901. * Set the value of an uniform to an array of int32
  30902. * @param uniform defines the webGL uniform location where to store the value
  30903. * @param array defines the array of int32 to store
  30904. */
  30905. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30906. /**
  30907. * Set the value of an uniform to an array of int32 (stored as vec2)
  30908. * @param uniform defines the webGL uniform location where to store the value
  30909. * @param array defines the array of int32 to store
  30910. */
  30911. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30912. /**
  30913. * Set the value of an uniform to an array of int32 (stored as vec3)
  30914. * @param uniform defines the webGL uniform location where to store the value
  30915. * @param array defines the array of int32 to store
  30916. */
  30917. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30918. /**
  30919. * Set the value of an uniform to an array of int32 (stored as vec4)
  30920. * @param uniform defines the webGL uniform location where to store the value
  30921. * @param array defines the array of int32 to store
  30922. */
  30923. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30924. /**
  30925. * Set the value of an uniform to an array of number
  30926. * @param uniform defines the webGL uniform location where to store the value
  30927. * @param array defines the array of number to store
  30928. */
  30929. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30930. /**
  30931. * Set the value of an uniform to an array of number (stored as vec2)
  30932. * @param uniform defines the webGL uniform location where to store the value
  30933. * @param array defines the array of number to store
  30934. */
  30935. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30936. /**
  30937. * Set the value of an uniform to an array of number (stored as vec3)
  30938. * @param uniform defines the webGL uniform location where to store the value
  30939. * @param array defines the array of number to store
  30940. */
  30941. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30942. /**
  30943. * Set the value of an uniform to an array of number (stored as vec4)
  30944. * @param uniform defines the webGL uniform location where to store the value
  30945. * @param array defines the array of number to store
  30946. */
  30947. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30948. /**
  30949. * Set the value of an uniform to an array of float32 (stored as matrices)
  30950. * @param uniform defines the webGL uniform location where to store the value
  30951. * @param matrices defines the array of float32 to store
  30952. */
  30953. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  30954. /**
  30955. * Set the value of an uniform to a matrix (3x3)
  30956. * @param uniform defines the webGL uniform location where to store the value
  30957. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  30958. */
  30959. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  30960. /**
  30961. * Set the value of an uniform to a matrix (2x2)
  30962. * @param uniform defines the webGL uniform location where to store the value
  30963. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  30964. */
  30965. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  30966. /**
  30967. * Set the value of an uniform to a number (float)
  30968. * @param uniform defines the webGL uniform location where to store the value
  30969. * @param value defines the float number to store
  30970. */
  30971. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  30972. /**
  30973. * Set the value of an uniform to a vec2
  30974. * @param uniform defines the webGL uniform location where to store the value
  30975. * @param x defines the 1st component of the value
  30976. * @param y defines the 2nd component of the value
  30977. */
  30978. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  30979. /**
  30980. * Set the value of an uniform to a vec3
  30981. * @param uniform defines the webGL uniform location where to store the value
  30982. * @param x defines the 1st component of the value
  30983. * @param y defines the 2nd component of the value
  30984. * @param z defines the 3rd component of the value
  30985. */
  30986. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  30987. /**
  30988. * Set the value of an uniform to a vec4
  30989. * @param uniform defines the webGL uniform location where to store the value
  30990. * @param x defines the 1st component of the value
  30991. * @param y defines the 2nd component of the value
  30992. * @param z defines the 3rd component of the value
  30993. * @param w defines the 4th component of the value
  30994. */
  30995. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  30996. /**
  30997. * Gets the depth culling state manager
  30998. */
  30999. readonly depthCullingState: DepthCullingState;
  31000. /**
  31001. * Gets the alpha state manager
  31002. */
  31003. readonly alphaState: AlphaState;
  31004. /**
  31005. * Gets the stencil state manager
  31006. */
  31007. readonly stencilState: StencilState;
  31008. /**
  31009. * Clears the list of texture accessible through engine.
  31010. * This can help preventing texture load conflict due to name collision.
  31011. */
  31012. clearInternalTexturesCache(): void;
  31013. /**
  31014. * Force the entire cache to be cleared
  31015. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  31016. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  31017. */
  31018. wipeCaches(bruteForce?: boolean): void;
  31019. /** @hidden */
  31020. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  31021. min: number;
  31022. mag: number;
  31023. };
  31024. /** @hidden */
  31025. _createTexture(): WebGLTexture;
  31026. /**
  31027. * Usually called from Texture.ts.
  31028. * Passed information to create a WebGLTexture
  31029. * @param urlArg defines a value which contains one of the following:
  31030. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  31031. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  31032. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  31033. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  31034. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  31035. * @param scene needed for loading to the correct scene
  31036. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  31037. * @param onLoad optional callback to be called upon successful completion
  31038. * @param onError optional callback to be called upon failure
  31039. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  31040. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  31041. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  31042. * @param forcedExtension defines the extension to use to pick the right loader
  31043. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  31044. * @param mimeType defines an optional mime type
  31045. * @returns a InternalTexture for assignment back into BABYLON.Texture
  31046. */
  31047. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>, mimeType?: string): InternalTexture;
  31048. /**
  31049. * @hidden
  31050. */
  31051. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  31052. /**
  31053. * Creates a raw texture
  31054. * @param data defines the data to store in the texture
  31055. * @param width defines the width of the texture
  31056. * @param height defines the height of the texture
  31057. * @param format defines the format of the data
  31058. * @param generateMipMaps defines if the engine should generate the mip levels
  31059. * @param invertY defines if data must be stored with Y axis inverted
  31060. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  31061. * @param compression defines the compression used (null by default)
  31062. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  31063. * @returns the raw texture inside an InternalTexture
  31064. */
  31065. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  31066. /**
  31067. * Creates a new raw cube texture
  31068. * @param data defines the array of data to use to create each face
  31069. * @param size defines the size of the textures
  31070. * @param format defines the format of the data
  31071. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  31072. * @param generateMipMaps defines if the engine should generate the mip levels
  31073. * @param invertY defines if data must be stored with Y axis inverted
  31074. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  31075. * @param compression defines the compression used (null by default)
  31076. * @returns the cube texture as an InternalTexture
  31077. */
  31078. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  31079. /**
  31080. * Creates a new raw 3D texture
  31081. * @param data defines the data used to create the texture
  31082. * @param width defines the width of the texture
  31083. * @param height defines the height of the texture
  31084. * @param depth defines the depth of the texture
  31085. * @param format defines the format of the texture
  31086. * @param generateMipMaps defines if the engine must generate mip levels
  31087. * @param invertY defines if data must be stored with Y axis inverted
  31088. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  31089. * @param compression defines the compressed used (can be null)
  31090. * @param textureType defines the compressed used (can be null)
  31091. * @returns a new raw 3D texture (stored in an InternalTexture)
  31092. */
  31093. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  31094. /**
  31095. * Creates a new raw 2D array texture
  31096. * @param data defines the data used to create the texture
  31097. * @param width defines the width of the texture
  31098. * @param height defines the height of the texture
  31099. * @param depth defines the number of layers of the texture
  31100. * @param format defines the format of the texture
  31101. * @param generateMipMaps defines if the engine must generate mip levels
  31102. * @param invertY defines if data must be stored with Y axis inverted
  31103. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  31104. * @param compression defines the compressed used (can be null)
  31105. * @param textureType defines the compressed used (can be null)
  31106. * @returns a new raw 2D array texture (stored in an InternalTexture)
  31107. */
  31108. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  31109. private _unpackFlipYCached;
  31110. /**
  31111. * In case you are sharing the context with other applications, it might
  31112. * be interested to not cache the unpack flip y state to ensure a consistent
  31113. * value would be set.
  31114. */
  31115. enableUnpackFlipYCached: boolean;
  31116. /** @hidden */
  31117. _unpackFlipY(value: boolean): void;
  31118. /** @hidden */
  31119. _getUnpackAlignement(): number;
  31120. /**
  31121. * Update the sampling mode of a given texture
  31122. * @param samplingMode defines the required sampling mode
  31123. * @param texture defines the texture to update
  31124. */
  31125. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  31126. /** @hidden */
  31127. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  31128. width: number;
  31129. height: number;
  31130. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  31131. /** @hidden */
  31132. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  31133. /** @hidden */
  31134. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  31135. /** @hidden */
  31136. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  31137. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  31138. private _prepareWebGLTexture;
  31139. /** @hidden */
  31140. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  31141. /** @hidden */
  31142. _releaseFramebufferObjects(texture: InternalTexture): void;
  31143. /** @hidden */
  31144. _releaseTexture(texture: InternalTexture): void;
  31145. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  31146. protected _setProgram(program: WebGLProgram): void;
  31147. protected _boundUniforms: {
  31148. [key: number]: WebGLUniformLocation;
  31149. };
  31150. /**
  31151. * Binds an effect to the webGL context
  31152. * @param effect defines the effect to bind
  31153. */
  31154. bindSamplers(effect: Effect): void;
  31155. private _activateCurrentTexture;
  31156. /** @hidden */
  31157. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  31158. /** @hidden */
  31159. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  31160. /**
  31161. * Unbind all textures from the webGL context
  31162. */
  31163. unbindAllTextures(): void;
  31164. /**
  31165. * Sets a texture to the according uniform.
  31166. * @param channel The texture channel
  31167. * @param uniform The uniform to set
  31168. * @param texture The texture to apply
  31169. */
  31170. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  31171. private _bindSamplerUniformToChannel;
  31172. private _getTextureWrapMode;
  31173. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  31174. /**
  31175. * Sets an array of texture to the webGL context
  31176. * @param channel defines the channel where the texture array must be set
  31177. * @param uniform defines the associated uniform location
  31178. * @param textures defines the array of textures to bind
  31179. */
  31180. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  31181. /** @hidden */
  31182. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  31183. private _setTextureParameterFloat;
  31184. private _setTextureParameterInteger;
  31185. /**
  31186. * Unbind all vertex attributes from the webGL context
  31187. */
  31188. unbindAllAttributes(): void;
  31189. /**
  31190. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  31191. */
  31192. releaseEffects(): void;
  31193. /**
  31194. * Dispose and release all associated resources
  31195. */
  31196. dispose(): void;
  31197. /**
  31198. * Attach a new callback raised when context lost event is fired
  31199. * @param callback defines the callback to call
  31200. */
  31201. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  31202. /**
  31203. * Attach a new callback raised when context restored event is fired
  31204. * @param callback defines the callback to call
  31205. */
  31206. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  31207. /**
  31208. * Get the current error code of the webGL context
  31209. * @returns the error code
  31210. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  31211. */
  31212. getError(): number;
  31213. private _canRenderToFloatFramebuffer;
  31214. private _canRenderToHalfFloatFramebuffer;
  31215. private _canRenderToFramebuffer;
  31216. /** @hidden */
  31217. _getWebGLTextureType(type: number): number;
  31218. /** @hidden */
  31219. _getInternalFormat(format: number): number;
  31220. /** @hidden */
  31221. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  31222. /** @hidden */
  31223. _getRGBAMultiSampleBufferFormat(type: number): number;
  31224. /** @hidden */
  31225. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: IWebRequest, exception?: any) => void): IFileRequest;
  31226. /**
  31227. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  31228. * @returns true if the engine can be created
  31229. * @ignorenaming
  31230. */
  31231. static isSupported(): boolean;
  31232. /**
  31233. * Find the next highest power of two.
  31234. * @param x Number to start search from.
  31235. * @return Next highest power of two.
  31236. */
  31237. static CeilingPOT(x: number): number;
  31238. /**
  31239. * Find the next lowest power of two.
  31240. * @param x Number to start search from.
  31241. * @return Next lowest power of two.
  31242. */
  31243. static FloorPOT(x: number): number;
  31244. /**
  31245. * Find the nearest power of two.
  31246. * @param x Number to start search from.
  31247. * @return Next nearest power of two.
  31248. */
  31249. static NearestPOT(x: number): number;
  31250. /**
  31251. * Get the closest exponent of two
  31252. * @param value defines the value to approximate
  31253. * @param max defines the maximum value to return
  31254. * @param mode defines how to define the closest value
  31255. * @returns closest exponent of two of the given value
  31256. */
  31257. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  31258. /**
  31259. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  31260. * @param func - the function to be called
  31261. * @param requester - the object that will request the next frame. Falls back to window.
  31262. * @returns frame number
  31263. */
  31264. static QueueNewFrame(func: () => void, requester?: any): number;
  31265. /**
  31266. * Gets host document
  31267. * @returns the host document object
  31268. */
  31269. getHostDocument(): Document;
  31270. }
  31271. }
  31272. declare module "babylonjs/Maths/sphericalPolynomial" {
  31273. import { Vector3 } from "babylonjs/Maths/math.vector";
  31274. import { Color3 } from "babylonjs/Maths/math.color";
  31275. /**
  31276. * Class representing spherical harmonics coefficients to the 3rd degree
  31277. */
  31278. export class SphericalHarmonics {
  31279. /**
  31280. * Defines whether or not the harmonics have been prescaled for rendering.
  31281. */
  31282. preScaled: boolean;
  31283. /**
  31284. * The l0,0 coefficients of the spherical harmonics
  31285. */
  31286. l00: Vector3;
  31287. /**
  31288. * The l1,-1 coefficients of the spherical harmonics
  31289. */
  31290. l1_1: Vector3;
  31291. /**
  31292. * The l1,0 coefficients of the spherical harmonics
  31293. */
  31294. l10: Vector3;
  31295. /**
  31296. * The l1,1 coefficients of the spherical harmonics
  31297. */
  31298. l11: Vector3;
  31299. /**
  31300. * The l2,-2 coefficients of the spherical harmonics
  31301. */
  31302. l2_2: Vector3;
  31303. /**
  31304. * The l2,-1 coefficients of the spherical harmonics
  31305. */
  31306. l2_1: Vector3;
  31307. /**
  31308. * The l2,0 coefficients of the spherical harmonics
  31309. */
  31310. l20: Vector3;
  31311. /**
  31312. * The l2,1 coefficients of the spherical harmonics
  31313. */
  31314. l21: Vector3;
  31315. /**
  31316. * The l2,2 coefficients of the spherical harmonics
  31317. */
  31318. l22: Vector3;
  31319. /**
  31320. * Adds a light to the spherical harmonics
  31321. * @param direction the direction of the light
  31322. * @param color the color of the light
  31323. * @param deltaSolidAngle the delta solid angle of the light
  31324. */
  31325. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  31326. /**
  31327. * Scales the spherical harmonics by the given amount
  31328. * @param scale the amount to scale
  31329. */
  31330. scaleInPlace(scale: number): void;
  31331. /**
  31332. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  31333. *
  31334. * ```
  31335. * E_lm = A_l * L_lm
  31336. * ```
  31337. *
  31338. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  31339. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  31340. * the scaling factors are given in equation 9.
  31341. */
  31342. convertIncidentRadianceToIrradiance(): void;
  31343. /**
  31344. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  31345. *
  31346. * ```
  31347. * L = (1/pi) * E * rho
  31348. * ```
  31349. *
  31350. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  31351. */
  31352. convertIrradianceToLambertianRadiance(): void;
  31353. /**
  31354. * Integrates the reconstruction coefficients directly in to the SH preventing further
  31355. * required operations at run time.
  31356. *
  31357. * This is simply done by scaling back the SH with Ylm constants parameter.
  31358. * The trigonometric part being applied by the shader at run time.
  31359. */
  31360. preScaleForRendering(): void;
  31361. /**
  31362. * Constructs a spherical harmonics from an array.
  31363. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  31364. * @returns the spherical harmonics
  31365. */
  31366. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  31367. /**
  31368. * Gets the spherical harmonics from polynomial
  31369. * @param polynomial the spherical polynomial
  31370. * @returns the spherical harmonics
  31371. */
  31372. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  31373. }
  31374. /**
  31375. * Class representing spherical polynomial coefficients to the 3rd degree
  31376. */
  31377. export class SphericalPolynomial {
  31378. private _harmonics;
  31379. /**
  31380. * The spherical harmonics used to create the polynomials.
  31381. */
  31382. readonly preScaledHarmonics: SphericalHarmonics;
  31383. /**
  31384. * The x coefficients of the spherical polynomial
  31385. */
  31386. x: Vector3;
  31387. /**
  31388. * The y coefficients of the spherical polynomial
  31389. */
  31390. y: Vector3;
  31391. /**
  31392. * The z coefficients of the spherical polynomial
  31393. */
  31394. z: Vector3;
  31395. /**
  31396. * The xx coefficients of the spherical polynomial
  31397. */
  31398. xx: Vector3;
  31399. /**
  31400. * The yy coefficients of the spherical polynomial
  31401. */
  31402. yy: Vector3;
  31403. /**
  31404. * The zz coefficients of the spherical polynomial
  31405. */
  31406. zz: Vector3;
  31407. /**
  31408. * The xy coefficients of the spherical polynomial
  31409. */
  31410. xy: Vector3;
  31411. /**
  31412. * The yz coefficients of the spherical polynomial
  31413. */
  31414. yz: Vector3;
  31415. /**
  31416. * The zx coefficients of the spherical polynomial
  31417. */
  31418. zx: Vector3;
  31419. /**
  31420. * Adds an ambient color to the spherical polynomial
  31421. * @param color the color to add
  31422. */
  31423. addAmbient(color: Color3): void;
  31424. /**
  31425. * Scales the spherical polynomial by the given amount
  31426. * @param scale the amount to scale
  31427. */
  31428. scaleInPlace(scale: number): void;
  31429. /**
  31430. * Gets the spherical polynomial from harmonics
  31431. * @param harmonics the spherical harmonics
  31432. * @returns the spherical polynomial
  31433. */
  31434. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  31435. /**
  31436. * Constructs a spherical polynomial from an array.
  31437. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  31438. * @returns the spherical polynomial
  31439. */
  31440. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  31441. }
  31442. }
  31443. declare module "babylonjs/Materials/Textures/internalTexture" {
  31444. import { Observable } from "babylonjs/Misc/observable";
  31445. import { Nullable, int } from "babylonjs/types";
  31446. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  31447. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  31448. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  31449. /**
  31450. * Defines the source of the internal texture
  31451. */
  31452. export enum InternalTextureSource {
  31453. /**
  31454. * The source of the texture data is unknown
  31455. */
  31456. Unknown = 0,
  31457. /**
  31458. * Texture data comes from an URL
  31459. */
  31460. Url = 1,
  31461. /**
  31462. * Texture data is only used for temporary storage
  31463. */
  31464. Temp = 2,
  31465. /**
  31466. * Texture data comes from raw data (ArrayBuffer)
  31467. */
  31468. Raw = 3,
  31469. /**
  31470. * Texture content is dynamic (video or dynamic texture)
  31471. */
  31472. Dynamic = 4,
  31473. /**
  31474. * Texture content is generated by rendering to it
  31475. */
  31476. RenderTarget = 5,
  31477. /**
  31478. * Texture content is part of a multi render target process
  31479. */
  31480. MultiRenderTarget = 6,
  31481. /**
  31482. * Texture data comes from a cube data file
  31483. */
  31484. Cube = 7,
  31485. /**
  31486. * Texture data comes from a raw cube data
  31487. */
  31488. CubeRaw = 8,
  31489. /**
  31490. * Texture data come from a prefiltered cube data file
  31491. */
  31492. CubePrefiltered = 9,
  31493. /**
  31494. * Texture content is raw 3D data
  31495. */
  31496. Raw3D = 10,
  31497. /**
  31498. * Texture content is raw 2D array data
  31499. */
  31500. Raw2DArray = 11,
  31501. /**
  31502. * Texture content is a depth texture
  31503. */
  31504. Depth = 12,
  31505. /**
  31506. * Texture data comes from a raw cube data encoded with RGBD
  31507. */
  31508. CubeRawRGBD = 13
  31509. }
  31510. /**
  31511. * Class used to store data associated with WebGL texture data for the engine
  31512. * This class should not be used directly
  31513. */
  31514. export class InternalTexture {
  31515. /** @hidden */
  31516. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<import("babylonjs/Maths/sphericalPolynomial").SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  31517. /**
  31518. * Defines if the texture is ready
  31519. */
  31520. isReady: boolean;
  31521. /**
  31522. * Defines if the texture is a cube texture
  31523. */
  31524. isCube: boolean;
  31525. /**
  31526. * Defines if the texture contains 3D data
  31527. */
  31528. is3D: boolean;
  31529. /**
  31530. * Defines if the texture contains 2D array data
  31531. */
  31532. is2DArray: boolean;
  31533. /**
  31534. * Defines if the texture contains multiview data
  31535. */
  31536. isMultiview: boolean;
  31537. /**
  31538. * Gets the URL used to load this texture
  31539. */
  31540. url: string;
  31541. /**
  31542. * Gets the sampling mode of the texture
  31543. */
  31544. samplingMode: number;
  31545. /**
  31546. * Gets a boolean indicating if the texture needs mipmaps generation
  31547. */
  31548. generateMipMaps: boolean;
  31549. /**
  31550. * Gets the number of samples used by the texture (WebGL2+ only)
  31551. */
  31552. samples: number;
  31553. /**
  31554. * Gets the type of the texture (int, float...)
  31555. */
  31556. type: number;
  31557. /**
  31558. * Gets the format of the texture (RGB, RGBA...)
  31559. */
  31560. format: number;
  31561. /**
  31562. * Observable called when the texture is loaded
  31563. */
  31564. onLoadedObservable: Observable<InternalTexture>;
  31565. /**
  31566. * Gets the width of the texture
  31567. */
  31568. width: number;
  31569. /**
  31570. * Gets the height of the texture
  31571. */
  31572. height: number;
  31573. /**
  31574. * Gets the depth of the texture
  31575. */
  31576. depth: number;
  31577. /**
  31578. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  31579. */
  31580. baseWidth: number;
  31581. /**
  31582. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  31583. */
  31584. baseHeight: number;
  31585. /**
  31586. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  31587. */
  31588. baseDepth: number;
  31589. /**
  31590. * Gets a boolean indicating if the texture is inverted on Y axis
  31591. */
  31592. invertY: boolean;
  31593. /** @hidden */
  31594. _invertVScale: boolean;
  31595. /** @hidden */
  31596. _associatedChannel: number;
  31597. /** @hidden */
  31598. _source: InternalTextureSource;
  31599. /** @hidden */
  31600. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  31601. /** @hidden */
  31602. _bufferView: Nullable<ArrayBufferView>;
  31603. /** @hidden */
  31604. _bufferViewArray: Nullable<ArrayBufferView[]>;
  31605. /** @hidden */
  31606. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  31607. /** @hidden */
  31608. _size: number;
  31609. /** @hidden */
  31610. _extension: string;
  31611. /** @hidden */
  31612. _files: Nullable<string[]>;
  31613. /** @hidden */
  31614. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  31615. /** @hidden */
  31616. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  31617. /** @hidden */
  31618. _framebuffer: Nullable<WebGLFramebuffer>;
  31619. /** @hidden */
  31620. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  31621. /** @hidden */
  31622. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  31623. /** @hidden */
  31624. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  31625. /** @hidden */
  31626. _attachments: Nullable<number[]>;
  31627. /** @hidden */
  31628. _cachedCoordinatesMode: Nullable<number>;
  31629. /** @hidden */
  31630. _cachedWrapU: Nullable<number>;
  31631. /** @hidden */
  31632. _cachedWrapV: Nullable<number>;
  31633. /** @hidden */
  31634. _cachedWrapR: Nullable<number>;
  31635. /** @hidden */
  31636. _cachedAnisotropicFilteringLevel: Nullable<number>;
  31637. /** @hidden */
  31638. _isDisabled: boolean;
  31639. /** @hidden */
  31640. _compression: Nullable<string>;
  31641. /** @hidden */
  31642. _generateStencilBuffer: boolean;
  31643. /** @hidden */
  31644. _generateDepthBuffer: boolean;
  31645. /** @hidden */
  31646. _comparisonFunction: number;
  31647. /** @hidden */
  31648. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  31649. /** @hidden */
  31650. _lodGenerationScale: number;
  31651. /** @hidden */
  31652. _lodGenerationOffset: number;
  31653. /** @hidden */
  31654. _colorTextureArray: Nullable<WebGLTexture>;
  31655. /** @hidden */
  31656. _depthStencilTextureArray: Nullable<WebGLTexture>;
  31657. /** @hidden */
  31658. _lodTextureHigh: Nullable<BaseTexture>;
  31659. /** @hidden */
  31660. _lodTextureMid: Nullable<BaseTexture>;
  31661. /** @hidden */
  31662. _lodTextureLow: Nullable<BaseTexture>;
  31663. /** @hidden */
  31664. _isRGBD: boolean;
  31665. /** @hidden */
  31666. _linearSpecularLOD: boolean;
  31667. /** @hidden */
  31668. _irradianceTexture: Nullable<BaseTexture>;
  31669. /** @hidden */
  31670. _webGLTexture: Nullable<WebGLTexture>;
  31671. /** @hidden */
  31672. _references: number;
  31673. private _engine;
  31674. /**
  31675. * Gets the Engine the texture belongs to.
  31676. * @returns The babylon engine
  31677. */
  31678. getEngine(): ThinEngine;
  31679. /**
  31680. * Gets the data source type of the texture
  31681. */
  31682. readonly source: InternalTextureSource;
  31683. /**
  31684. * Creates a new InternalTexture
  31685. * @param engine defines the engine to use
  31686. * @param source defines the type of data that will be used
  31687. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31688. */
  31689. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  31690. /**
  31691. * Increments the number of references (ie. the number of Texture that point to it)
  31692. */
  31693. incrementReferences(): void;
  31694. /**
  31695. * Change the size of the texture (not the size of the content)
  31696. * @param width defines the new width
  31697. * @param height defines the new height
  31698. * @param depth defines the new depth (1 by default)
  31699. */
  31700. updateSize(width: int, height: int, depth?: int): void;
  31701. /** @hidden */
  31702. _rebuild(): void;
  31703. /** @hidden */
  31704. _swapAndDie(target: InternalTexture): void;
  31705. /**
  31706. * Dispose the current allocated resources
  31707. */
  31708. dispose(): void;
  31709. }
  31710. }
  31711. declare module "babylonjs/Audio/analyser" {
  31712. import { Scene } from "babylonjs/scene";
  31713. /**
  31714. * Class used to work with sound analyzer using fast fourier transform (FFT)
  31715. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31716. */
  31717. export class Analyser {
  31718. /**
  31719. * Gets or sets the smoothing
  31720. * @ignorenaming
  31721. */
  31722. SMOOTHING: number;
  31723. /**
  31724. * Gets or sets the FFT table size
  31725. * @ignorenaming
  31726. */
  31727. FFT_SIZE: number;
  31728. /**
  31729. * Gets or sets the bar graph amplitude
  31730. * @ignorenaming
  31731. */
  31732. BARGRAPHAMPLITUDE: number;
  31733. /**
  31734. * Gets or sets the position of the debug canvas
  31735. * @ignorenaming
  31736. */
  31737. DEBUGCANVASPOS: {
  31738. x: number;
  31739. y: number;
  31740. };
  31741. /**
  31742. * Gets or sets the debug canvas size
  31743. * @ignorenaming
  31744. */
  31745. DEBUGCANVASSIZE: {
  31746. width: number;
  31747. height: number;
  31748. };
  31749. private _byteFreqs;
  31750. private _byteTime;
  31751. private _floatFreqs;
  31752. private _webAudioAnalyser;
  31753. private _debugCanvas;
  31754. private _debugCanvasContext;
  31755. private _scene;
  31756. private _registerFunc;
  31757. private _audioEngine;
  31758. /**
  31759. * Creates a new analyser
  31760. * @param scene defines hosting scene
  31761. */
  31762. constructor(scene: Scene);
  31763. /**
  31764. * Get the number of data values you will have to play with for the visualization
  31765. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  31766. * @returns a number
  31767. */
  31768. getFrequencyBinCount(): number;
  31769. /**
  31770. * Gets the current frequency data as a byte array
  31771. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31772. * @returns a Uint8Array
  31773. */
  31774. getByteFrequencyData(): Uint8Array;
  31775. /**
  31776. * Gets the current waveform as a byte array
  31777. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  31778. * @returns a Uint8Array
  31779. */
  31780. getByteTimeDomainData(): Uint8Array;
  31781. /**
  31782. * Gets the current frequency data as a float array
  31783. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31784. * @returns a Float32Array
  31785. */
  31786. getFloatFrequencyData(): Float32Array;
  31787. /**
  31788. * Renders the debug canvas
  31789. */
  31790. drawDebugCanvas(): void;
  31791. /**
  31792. * Stops rendering the debug canvas and removes it
  31793. */
  31794. stopDebugCanvas(): void;
  31795. /**
  31796. * Connects two audio nodes
  31797. * @param inputAudioNode defines first node to connect
  31798. * @param outputAudioNode defines second node to connect
  31799. */
  31800. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  31801. /**
  31802. * Releases all associated resources
  31803. */
  31804. dispose(): void;
  31805. }
  31806. }
  31807. declare module "babylonjs/Audio/audioEngine" {
  31808. import { IDisposable } from "babylonjs/scene";
  31809. import { Analyser } from "babylonjs/Audio/analyser";
  31810. import { Nullable } from "babylonjs/types";
  31811. import { Observable } from "babylonjs/Misc/observable";
  31812. /**
  31813. * This represents an audio engine and it is responsible
  31814. * to play, synchronize and analyse sounds throughout the application.
  31815. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31816. */
  31817. export interface IAudioEngine extends IDisposable {
  31818. /**
  31819. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31820. */
  31821. readonly canUseWebAudio: boolean;
  31822. /**
  31823. * Gets the current AudioContext if available.
  31824. */
  31825. readonly audioContext: Nullable<AudioContext>;
  31826. /**
  31827. * The master gain node defines the global audio volume of your audio engine.
  31828. */
  31829. readonly masterGain: GainNode;
  31830. /**
  31831. * Gets whether or not mp3 are supported by your browser.
  31832. */
  31833. readonly isMP3supported: boolean;
  31834. /**
  31835. * Gets whether or not ogg are supported by your browser.
  31836. */
  31837. readonly isOGGsupported: boolean;
  31838. /**
  31839. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31840. * @ignoreNaming
  31841. */
  31842. WarnedWebAudioUnsupported: boolean;
  31843. /**
  31844. * Defines if the audio engine relies on a custom unlocked button.
  31845. * In this case, the embedded button will not be displayed.
  31846. */
  31847. useCustomUnlockedButton: boolean;
  31848. /**
  31849. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  31850. */
  31851. readonly unlocked: boolean;
  31852. /**
  31853. * Event raised when audio has been unlocked on the browser.
  31854. */
  31855. onAudioUnlockedObservable: Observable<AudioEngine>;
  31856. /**
  31857. * Event raised when audio has been locked on the browser.
  31858. */
  31859. onAudioLockedObservable: Observable<AudioEngine>;
  31860. /**
  31861. * Flags the audio engine in Locked state.
  31862. * This happens due to new browser policies preventing audio to autoplay.
  31863. */
  31864. lock(): void;
  31865. /**
  31866. * Unlocks the audio engine once a user action has been done on the dom.
  31867. * This is helpful to resume play once browser policies have been satisfied.
  31868. */
  31869. unlock(): void;
  31870. }
  31871. /**
  31872. * This represents the default audio engine used in babylon.
  31873. * It is responsible to play, synchronize and analyse sounds throughout the application.
  31874. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31875. */
  31876. export class AudioEngine implements IAudioEngine {
  31877. private _audioContext;
  31878. private _audioContextInitialized;
  31879. private _muteButton;
  31880. private _hostElement;
  31881. /**
  31882. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31883. */
  31884. canUseWebAudio: boolean;
  31885. /**
  31886. * The master gain node defines the global audio volume of your audio engine.
  31887. */
  31888. masterGain: GainNode;
  31889. /**
  31890. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31891. * @ignoreNaming
  31892. */
  31893. WarnedWebAudioUnsupported: boolean;
  31894. /**
  31895. * Gets whether or not mp3 are supported by your browser.
  31896. */
  31897. isMP3supported: boolean;
  31898. /**
  31899. * Gets whether or not ogg are supported by your browser.
  31900. */
  31901. isOGGsupported: boolean;
  31902. /**
  31903. * Gets whether audio has been unlocked on the device.
  31904. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  31905. * a user interaction has happened.
  31906. */
  31907. unlocked: boolean;
  31908. /**
  31909. * Defines if the audio engine relies on a custom unlocked button.
  31910. * In this case, the embedded button will not be displayed.
  31911. */
  31912. useCustomUnlockedButton: boolean;
  31913. /**
  31914. * Event raised when audio has been unlocked on the browser.
  31915. */
  31916. onAudioUnlockedObservable: Observable<AudioEngine>;
  31917. /**
  31918. * Event raised when audio has been locked on the browser.
  31919. */
  31920. onAudioLockedObservable: Observable<AudioEngine>;
  31921. /**
  31922. * Gets the current AudioContext if available.
  31923. */
  31924. readonly audioContext: Nullable<AudioContext>;
  31925. private _connectedAnalyser;
  31926. /**
  31927. * Instantiates a new audio engine.
  31928. *
  31929. * There should be only one per page as some browsers restrict the number
  31930. * of audio contexts you can create.
  31931. * @param hostElement defines the host element where to display the mute icon if necessary
  31932. */
  31933. constructor(hostElement?: Nullable<HTMLElement>);
  31934. /**
  31935. * Flags the audio engine in Locked state.
  31936. * This happens due to new browser policies preventing audio to autoplay.
  31937. */
  31938. lock(): void;
  31939. /**
  31940. * Unlocks the audio engine once a user action has been done on the dom.
  31941. * This is helpful to resume play once browser policies have been satisfied.
  31942. */
  31943. unlock(): void;
  31944. private _resumeAudioContext;
  31945. private _initializeAudioContext;
  31946. private _tryToRun;
  31947. private _triggerRunningState;
  31948. private _triggerSuspendedState;
  31949. private _displayMuteButton;
  31950. private _moveButtonToTopLeft;
  31951. private _onResize;
  31952. private _hideMuteButton;
  31953. /**
  31954. * Destroy and release the resources associated with the audio ccontext.
  31955. */
  31956. dispose(): void;
  31957. /**
  31958. * Gets the global volume sets on the master gain.
  31959. * @returns the global volume if set or -1 otherwise
  31960. */
  31961. getGlobalVolume(): number;
  31962. /**
  31963. * Sets the global volume of your experience (sets on the master gain).
  31964. * @param newVolume Defines the new global volume of the application
  31965. */
  31966. setGlobalVolume(newVolume: number): void;
  31967. /**
  31968. * Connect the audio engine to an audio analyser allowing some amazing
  31969. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  31970. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  31971. * @param analyser The analyser to connect to the engine
  31972. */
  31973. connectToAnalyser(analyser: Analyser): void;
  31974. }
  31975. }
  31976. declare module "babylonjs/Loading/loadingScreen" {
  31977. /**
  31978. * Interface used to present a loading screen while loading a scene
  31979. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31980. */
  31981. export interface ILoadingScreen {
  31982. /**
  31983. * Function called to display the loading screen
  31984. */
  31985. displayLoadingUI: () => void;
  31986. /**
  31987. * Function called to hide the loading screen
  31988. */
  31989. hideLoadingUI: () => void;
  31990. /**
  31991. * Gets or sets the color to use for the background
  31992. */
  31993. loadingUIBackgroundColor: string;
  31994. /**
  31995. * Gets or sets the text to display while loading
  31996. */
  31997. loadingUIText: string;
  31998. }
  31999. /**
  32000. * Class used for the default loading screen
  32001. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32002. */
  32003. export class DefaultLoadingScreen implements ILoadingScreen {
  32004. private _renderingCanvas;
  32005. private _loadingText;
  32006. private _loadingDivBackgroundColor;
  32007. private _loadingDiv;
  32008. private _loadingTextDiv;
  32009. /** Gets or sets the logo url to use for the default loading screen */
  32010. static DefaultLogoUrl: string;
  32011. /** Gets or sets the spinner url to use for the default loading screen */
  32012. static DefaultSpinnerUrl: string;
  32013. /**
  32014. * Creates a new default loading screen
  32015. * @param _renderingCanvas defines the canvas used to render the scene
  32016. * @param _loadingText defines the default text to display
  32017. * @param _loadingDivBackgroundColor defines the default background color
  32018. */
  32019. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  32020. /**
  32021. * Function called to display the loading screen
  32022. */
  32023. displayLoadingUI(): void;
  32024. /**
  32025. * Function called to hide the loading screen
  32026. */
  32027. hideLoadingUI(): void;
  32028. /**
  32029. * Gets or sets the text to display while loading
  32030. */
  32031. loadingUIText: string;
  32032. /**
  32033. * Gets or sets the color to use for the background
  32034. */
  32035. loadingUIBackgroundColor: string;
  32036. private _resizeLoadingUI;
  32037. }
  32038. }
  32039. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  32040. /**
  32041. * Interface for any object that can request an animation frame
  32042. */
  32043. export interface ICustomAnimationFrameRequester {
  32044. /**
  32045. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  32046. */
  32047. renderFunction?: Function;
  32048. /**
  32049. * Called to request the next frame to render to
  32050. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  32051. */
  32052. requestAnimationFrame: Function;
  32053. /**
  32054. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  32055. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  32056. */
  32057. requestID?: number;
  32058. }
  32059. }
  32060. declare module "babylonjs/Misc/performanceMonitor" {
  32061. /**
  32062. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  32063. */
  32064. export class PerformanceMonitor {
  32065. private _enabled;
  32066. private _rollingFrameTime;
  32067. private _lastFrameTimeMs;
  32068. /**
  32069. * constructor
  32070. * @param frameSampleSize The number of samples required to saturate the sliding window
  32071. */
  32072. constructor(frameSampleSize?: number);
  32073. /**
  32074. * Samples current frame
  32075. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  32076. */
  32077. sampleFrame(timeMs?: number): void;
  32078. /**
  32079. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  32080. */
  32081. readonly averageFrameTime: number;
  32082. /**
  32083. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  32084. */
  32085. readonly averageFrameTimeVariance: number;
  32086. /**
  32087. * Returns the frame time of the most recent frame
  32088. */
  32089. readonly instantaneousFrameTime: number;
  32090. /**
  32091. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  32092. */
  32093. readonly averageFPS: number;
  32094. /**
  32095. * Returns the average framerate in frames per second using the most recent frame time
  32096. */
  32097. readonly instantaneousFPS: number;
  32098. /**
  32099. * Returns true if enough samples have been taken to completely fill the sliding window
  32100. */
  32101. readonly isSaturated: boolean;
  32102. /**
  32103. * Enables contributions to the sliding window sample set
  32104. */
  32105. enable(): void;
  32106. /**
  32107. * Disables contributions to the sliding window sample set
  32108. * Samples will not be interpolated over the disabled period
  32109. */
  32110. disable(): void;
  32111. /**
  32112. * Returns true if sampling is enabled
  32113. */
  32114. readonly isEnabled: boolean;
  32115. /**
  32116. * Resets performance monitor
  32117. */
  32118. reset(): void;
  32119. }
  32120. /**
  32121. * RollingAverage
  32122. *
  32123. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  32124. */
  32125. export class RollingAverage {
  32126. /**
  32127. * Current average
  32128. */
  32129. average: number;
  32130. /**
  32131. * Current variance
  32132. */
  32133. variance: number;
  32134. protected _samples: Array<number>;
  32135. protected _sampleCount: number;
  32136. protected _pos: number;
  32137. protected _m2: number;
  32138. /**
  32139. * constructor
  32140. * @param length The number of samples required to saturate the sliding window
  32141. */
  32142. constructor(length: number);
  32143. /**
  32144. * Adds a sample to the sample set
  32145. * @param v The sample value
  32146. */
  32147. add(v: number): void;
  32148. /**
  32149. * Returns previously added values or null if outside of history or outside the sliding window domain
  32150. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  32151. * @return Value previously recorded with add() or null if outside of range
  32152. */
  32153. history(i: number): number;
  32154. /**
  32155. * Returns true if enough samples have been taken to completely fill the sliding window
  32156. * @return true if sample-set saturated
  32157. */
  32158. isSaturated(): boolean;
  32159. /**
  32160. * Resets the rolling average (equivalent to 0 samples taken so far)
  32161. */
  32162. reset(): void;
  32163. /**
  32164. * Wraps a value around the sample range boundaries
  32165. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  32166. * @return Wrapped position in sample range
  32167. */
  32168. protected _wrapPosition(i: number): number;
  32169. }
  32170. }
  32171. declare module "babylonjs/Misc/perfCounter" {
  32172. /**
  32173. * This class is used to track a performance counter which is number based.
  32174. * The user has access to many properties which give statistics of different nature.
  32175. *
  32176. * The implementer can track two kinds of Performance Counter: time and count.
  32177. * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
  32178. * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
  32179. */
  32180. export class PerfCounter {
  32181. /**
  32182. * Gets or sets a global boolean to turn on and off all the counters
  32183. */
  32184. static Enabled: boolean;
  32185. /**
  32186. * Returns the smallest value ever
  32187. */
  32188. readonly min: number;
  32189. /**
  32190. * Returns the biggest value ever
  32191. */
  32192. readonly max: number;
  32193. /**
  32194. * Returns the average value since the performance counter is running
  32195. */
  32196. readonly average: number;
  32197. /**
  32198. * Returns the average value of the last second the counter was monitored
  32199. */
  32200. readonly lastSecAverage: number;
  32201. /**
  32202. * Returns the current value
  32203. */
  32204. readonly current: number;
  32205. /**
  32206. * Gets the accumulated total
  32207. */
  32208. readonly total: number;
  32209. /**
  32210. * Gets the total value count
  32211. */
  32212. readonly count: number;
  32213. /**
  32214. * Creates a new counter
  32215. */
  32216. constructor();
  32217. /**
  32218. * Call this method to start monitoring a new frame.
  32219. * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
  32220. */
  32221. fetchNewFrame(): void;
  32222. /**
  32223. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  32224. * @param newCount the count value to add to the monitored count
  32225. * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
  32226. */
  32227. addCount(newCount: number, fetchResult: boolean): void;
  32228. /**
  32229. * Start monitoring this performance counter
  32230. */
  32231. beginMonitoring(): void;
  32232. /**
  32233. * Compute the time lapsed since the previous beginMonitoring() call.
  32234. * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
  32235. */
  32236. endMonitoring(newFrame?: boolean): void;
  32237. private _fetchResult;
  32238. private _startMonitoringTime;
  32239. private _min;
  32240. private _max;
  32241. private _average;
  32242. private _current;
  32243. private _totalValueCount;
  32244. private _totalAccumulated;
  32245. private _lastSecAverage;
  32246. private _lastSecAccumulated;
  32247. private _lastSecTime;
  32248. private _lastSecValueCount;
  32249. }
  32250. }
  32251. declare module "babylonjs/Engines/engine" {
  32252. import { Observable } from "babylonjs/Misc/observable";
  32253. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  32254. import { Scene } from "babylonjs/scene";
  32255. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  32256. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  32257. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32258. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  32259. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  32260. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  32261. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  32262. import { ThinEngine, EngineOptions } from "babylonjs/Engines/thinEngine";
  32263. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  32264. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  32265. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  32266. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  32267. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  32268. import { Material } from "babylonjs/Materials/material";
  32269. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  32270. /**
  32271. * Defines the interface used by display changed events
  32272. */
  32273. export interface IDisplayChangedEventArgs {
  32274. /** Gets the vrDisplay object (if any) */
  32275. vrDisplay: Nullable<any>;
  32276. /** Gets a boolean indicating if webVR is supported */
  32277. vrSupported: boolean;
  32278. }
  32279. /**
  32280. * Defines the interface used by objects containing a viewport (like a camera)
  32281. */
  32282. interface IViewportOwnerLike {
  32283. /**
  32284. * Gets or sets the viewport
  32285. */
  32286. viewport: IViewportLike;
  32287. }
  32288. /**
  32289. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  32290. */
  32291. export class Engine extends ThinEngine {
  32292. /** Defines that alpha blending is disabled */
  32293. static readonly ALPHA_DISABLE: number;
  32294. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  32295. static readonly ALPHA_ADD: number;
  32296. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  32297. static readonly ALPHA_COMBINE: number;
  32298. /** Defines that alpha blending to DEST - SRC * DEST */
  32299. static readonly ALPHA_SUBTRACT: number;
  32300. /** Defines that alpha blending to SRC * DEST */
  32301. static readonly ALPHA_MULTIPLY: number;
  32302. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  32303. static readonly ALPHA_MAXIMIZED: number;
  32304. /** Defines that alpha blending to SRC + DEST */
  32305. static readonly ALPHA_ONEONE: number;
  32306. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  32307. static readonly ALPHA_PREMULTIPLIED: number;
  32308. /**
  32309. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  32310. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  32311. */
  32312. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  32313. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  32314. static readonly ALPHA_INTERPOLATE: number;
  32315. /**
  32316. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  32317. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  32318. */
  32319. static readonly ALPHA_SCREENMODE: number;
  32320. /** Defines that the ressource is not delayed*/
  32321. static readonly DELAYLOADSTATE_NONE: number;
  32322. /** Defines that the ressource was successfully delay loaded */
  32323. static readonly DELAYLOADSTATE_LOADED: number;
  32324. /** Defines that the ressource is currently delay loading */
  32325. static readonly DELAYLOADSTATE_LOADING: number;
  32326. /** Defines that the ressource is delayed and has not started loading */
  32327. static readonly DELAYLOADSTATE_NOTLOADED: number;
  32328. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  32329. static readonly NEVER: number;
  32330. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  32331. static readonly ALWAYS: number;
  32332. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  32333. static readonly LESS: number;
  32334. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  32335. static readonly EQUAL: number;
  32336. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  32337. static readonly LEQUAL: number;
  32338. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  32339. static readonly GREATER: number;
  32340. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  32341. static readonly GEQUAL: number;
  32342. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  32343. static readonly NOTEQUAL: number;
  32344. /** Passed to stencilOperation to specify that stencil value must be kept */
  32345. static readonly KEEP: number;
  32346. /** Passed to stencilOperation to specify that stencil value must be replaced */
  32347. static readonly REPLACE: number;
  32348. /** Passed to stencilOperation to specify that stencil value must be incremented */
  32349. static readonly INCR: number;
  32350. /** Passed to stencilOperation to specify that stencil value must be decremented */
  32351. static readonly DECR: number;
  32352. /** Passed to stencilOperation to specify that stencil value must be inverted */
  32353. static readonly INVERT: number;
  32354. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  32355. static readonly INCR_WRAP: number;
  32356. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  32357. static readonly DECR_WRAP: number;
  32358. /** Texture is not repeating outside of 0..1 UVs */
  32359. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  32360. /** Texture is repeating outside of 0..1 UVs */
  32361. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  32362. /** Texture is repeating and mirrored */
  32363. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  32364. /** ALPHA */
  32365. static readonly TEXTUREFORMAT_ALPHA: number;
  32366. /** LUMINANCE */
  32367. static readonly TEXTUREFORMAT_LUMINANCE: number;
  32368. /** LUMINANCE_ALPHA */
  32369. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  32370. /** RGB */
  32371. static readonly TEXTUREFORMAT_RGB: number;
  32372. /** RGBA */
  32373. static readonly TEXTUREFORMAT_RGBA: number;
  32374. /** RED */
  32375. static readonly TEXTUREFORMAT_RED: number;
  32376. /** RED (2nd reference) */
  32377. static readonly TEXTUREFORMAT_R: number;
  32378. /** RG */
  32379. static readonly TEXTUREFORMAT_RG: number;
  32380. /** RED_INTEGER */
  32381. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  32382. /** RED_INTEGER (2nd reference) */
  32383. static readonly TEXTUREFORMAT_R_INTEGER: number;
  32384. /** RG_INTEGER */
  32385. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  32386. /** RGB_INTEGER */
  32387. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  32388. /** RGBA_INTEGER */
  32389. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  32390. /** UNSIGNED_BYTE */
  32391. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  32392. /** UNSIGNED_BYTE (2nd reference) */
  32393. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  32394. /** FLOAT */
  32395. static readonly TEXTURETYPE_FLOAT: number;
  32396. /** HALF_FLOAT */
  32397. static readonly TEXTURETYPE_HALF_FLOAT: number;
  32398. /** BYTE */
  32399. static readonly TEXTURETYPE_BYTE: number;
  32400. /** SHORT */
  32401. static readonly TEXTURETYPE_SHORT: number;
  32402. /** UNSIGNED_SHORT */
  32403. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  32404. /** INT */
  32405. static readonly TEXTURETYPE_INT: number;
  32406. /** UNSIGNED_INT */
  32407. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  32408. /** UNSIGNED_SHORT_4_4_4_4 */
  32409. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  32410. /** UNSIGNED_SHORT_5_5_5_1 */
  32411. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  32412. /** UNSIGNED_SHORT_5_6_5 */
  32413. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  32414. /** UNSIGNED_INT_2_10_10_10_REV */
  32415. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  32416. /** UNSIGNED_INT_24_8 */
  32417. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  32418. /** UNSIGNED_INT_10F_11F_11F_REV */
  32419. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  32420. /** UNSIGNED_INT_5_9_9_9_REV */
  32421. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  32422. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  32423. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  32424. /** nearest is mag = nearest and min = nearest and mip = linear */
  32425. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  32426. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32427. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  32428. /** Trilinear is mag = linear and min = linear and mip = linear */
  32429. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  32430. /** nearest is mag = nearest and min = nearest and mip = linear */
  32431. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  32432. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32433. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  32434. /** Trilinear is mag = linear and min = linear and mip = linear */
  32435. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  32436. /** mag = nearest and min = nearest and mip = nearest */
  32437. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  32438. /** mag = nearest and min = linear and mip = nearest */
  32439. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  32440. /** mag = nearest and min = linear and mip = linear */
  32441. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  32442. /** mag = nearest and min = linear and mip = none */
  32443. static readonly TEXTURE_NEAREST_LINEAR: number;
  32444. /** mag = nearest and min = nearest and mip = none */
  32445. static readonly TEXTURE_NEAREST_NEAREST: number;
  32446. /** mag = linear and min = nearest and mip = nearest */
  32447. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  32448. /** mag = linear and min = nearest and mip = linear */
  32449. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  32450. /** mag = linear and min = linear and mip = none */
  32451. static readonly TEXTURE_LINEAR_LINEAR: number;
  32452. /** mag = linear and min = nearest and mip = none */
  32453. static readonly TEXTURE_LINEAR_NEAREST: number;
  32454. /** Explicit coordinates mode */
  32455. static readonly TEXTURE_EXPLICIT_MODE: number;
  32456. /** Spherical coordinates mode */
  32457. static readonly TEXTURE_SPHERICAL_MODE: number;
  32458. /** Planar coordinates mode */
  32459. static readonly TEXTURE_PLANAR_MODE: number;
  32460. /** Cubic coordinates mode */
  32461. static readonly TEXTURE_CUBIC_MODE: number;
  32462. /** Projection coordinates mode */
  32463. static readonly TEXTURE_PROJECTION_MODE: number;
  32464. /** Skybox coordinates mode */
  32465. static readonly TEXTURE_SKYBOX_MODE: number;
  32466. /** Inverse Cubic coordinates mode */
  32467. static readonly TEXTURE_INVCUBIC_MODE: number;
  32468. /** Equirectangular coordinates mode */
  32469. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  32470. /** Equirectangular Fixed coordinates mode */
  32471. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  32472. /** Equirectangular Fixed Mirrored coordinates mode */
  32473. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  32474. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  32475. static readonly SCALEMODE_FLOOR: number;
  32476. /** Defines that texture rescaling will look for the nearest power of 2 size */
  32477. static readonly SCALEMODE_NEAREST: number;
  32478. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  32479. static readonly SCALEMODE_CEILING: number;
  32480. /**
  32481. * Returns the current npm package of the sdk
  32482. */
  32483. static readonly NpmPackage: string;
  32484. /**
  32485. * Returns the current version of the framework
  32486. */
  32487. static readonly Version: string;
  32488. /** Gets the list of created engines */
  32489. static readonly Instances: Engine[];
  32490. /**
  32491. * Gets the latest created engine
  32492. */
  32493. static readonly LastCreatedEngine: Nullable<Engine>;
  32494. /**
  32495. * Gets the latest created scene
  32496. */
  32497. static readonly LastCreatedScene: Nullable<Scene>;
  32498. /**
  32499. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  32500. * @param flag defines which part of the materials must be marked as dirty
  32501. * @param predicate defines a predicate used to filter which materials should be affected
  32502. */
  32503. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  32504. /**
  32505. * Method called to create the default loading screen.
  32506. * This can be overriden in your own app.
  32507. * @param canvas The rendering canvas element
  32508. * @returns The loading screen
  32509. */
  32510. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  32511. /**
  32512. * Method called to create the default rescale post process on each engine.
  32513. */
  32514. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  32515. /**
  32516. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  32517. **/
  32518. enableOfflineSupport: boolean;
  32519. /**
  32520. * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)
  32521. **/
  32522. disableManifestCheck: boolean;
  32523. /**
  32524. * Gets the list of created scenes
  32525. */
  32526. scenes: Scene[];
  32527. /**
  32528. * Event raised when a new scene is created
  32529. */
  32530. onNewSceneAddedObservable: Observable<Scene>;
  32531. /**
  32532. * Gets the list of created postprocesses
  32533. */
  32534. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  32535. /**
  32536. * Gets a boolean indicating if the pointer is currently locked
  32537. */
  32538. isPointerLock: boolean;
  32539. /**
  32540. * Observable event triggered each time the rendering canvas is resized
  32541. */
  32542. onResizeObservable: Observable<Engine>;
  32543. /**
  32544. * Observable event triggered each time the canvas loses focus
  32545. */
  32546. onCanvasBlurObservable: Observable<Engine>;
  32547. /**
  32548. * Observable event triggered each time the canvas gains focus
  32549. */
  32550. onCanvasFocusObservable: Observable<Engine>;
  32551. /**
  32552. * Observable event triggered each time the canvas receives pointerout event
  32553. */
  32554. onCanvasPointerOutObservable: Observable<PointerEvent>;
  32555. /**
  32556. * Observable raised when the engine begins a new frame
  32557. */
  32558. onBeginFrameObservable: Observable<Engine>;
  32559. /**
  32560. * If set, will be used to request the next animation frame for the render loop
  32561. */
  32562. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  32563. /**
  32564. * Observable raised when the engine ends the current frame
  32565. */
  32566. onEndFrameObservable: Observable<Engine>;
  32567. /**
  32568. * Observable raised when the engine is about to compile a shader
  32569. */
  32570. onBeforeShaderCompilationObservable: Observable<Engine>;
  32571. /**
  32572. * Observable raised when the engine has jsut compiled a shader
  32573. */
  32574. onAfterShaderCompilationObservable: Observable<Engine>;
  32575. /**
  32576. * Gets the audio engine
  32577. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  32578. * @ignorenaming
  32579. */
  32580. static audioEngine: IAudioEngine;
  32581. /**
  32582. * Default AudioEngine factory responsible of creating the Audio Engine.
  32583. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  32584. */
  32585. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  32586. /**
  32587. * Default offline support factory responsible of creating a tool used to store data locally.
  32588. * By default, this will create a Database object if the workload has been embedded.
  32589. */
  32590. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  32591. private _loadingScreen;
  32592. private _pointerLockRequested;
  32593. private _dummyFramebuffer;
  32594. private _rescalePostProcess;
  32595. /** @hidden */
  32596. protected _alphaMode: number;
  32597. /** @hidden */
  32598. protected _alphaEquation: number;
  32599. private _deterministicLockstep;
  32600. private _lockstepMaxSteps;
  32601. private _timeStep;
  32602. protected readonly _supportsHardwareTextureRescaling: boolean;
  32603. private _fps;
  32604. private _deltaTime;
  32605. /** @hidden */
  32606. _drawCalls: PerfCounter;
  32607. /**
  32608. * Turn this value on if you want to pause FPS computation when in background
  32609. */
  32610. disablePerformanceMonitorInBackground: boolean;
  32611. private _performanceMonitor;
  32612. /**
  32613. * Gets the performance monitor attached to this engine
  32614. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  32615. */
  32616. readonly performanceMonitor: PerformanceMonitor;
  32617. private _onFocus;
  32618. private _onBlur;
  32619. private _onCanvasPointerOut;
  32620. private _onCanvasBlur;
  32621. private _onCanvasFocus;
  32622. private _onFullscreenChange;
  32623. private _onPointerLockChange;
  32624. /**
  32625. * Gets the HTML element used to attach event listeners
  32626. * @returns a HTML element
  32627. */
  32628. getInputElement(): Nullable<HTMLElement>;
  32629. /**
  32630. * Creates a new engine
  32631. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  32632. * @param antialias defines enable antialiasing (default: false)
  32633. * @param options defines further options to be sent to the getContext() function
  32634. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  32635. */
  32636. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  32637. /**
  32638. * Gets current aspect ratio
  32639. * @param viewportOwner defines the camera to use to get the aspect ratio
  32640. * @param useScreen defines if screen size must be used (or the current render target if any)
  32641. * @returns a number defining the aspect ratio
  32642. */
  32643. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  32644. /**
  32645. * Gets current screen aspect ratio
  32646. * @returns a number defining the aspect ratio
  32647. */
  32648. getScreenAspectRatio(): number;
  32649. /**
  32650. * Gets the client rect of the HTML canvas attached with the current webGL context
  32651. * @returns a client rectanglee
  32652. */
  32653. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  32654. /**
  32655. * Gets the client rect of the HTML element used for events
  32656. * @returns a client rectanglee
  32657. */
  32658. getInputElementClientRect(): Nullable<ClientRect>;
  32659. /**
  32660. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  32661. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32662. * @returns true if engine is in deterministic lock step mode
  32663. */
  32664. isDeterministicLockStep(): boolean;
  32665. /**
  32666. * Gets the max steps when engine is running in deterministic lock step
  32667. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32668. * @returns the max steps
  32669. */
  32670. getLockstepMaxSteps(): number;
  32671. /**
  32672. * Returns the time in ms between steps when using deterministic lock step.
  32673. * @returns time step in (ms)
  32674. */
  32675. getTimeStep(): number;
  32676. /**
  32677. * Force the mipmap generation for the given render target texture
  32678. * @param texture defines the render target texture to use
  32679. */
  32680. generateMipMapsForCubemap(texture: InternalTexture): void;
  32681. /** States */
  32682. /**
  32683. * Set various states to the webGL context
  32684. * @param culling defines backface culling state
  32685. * @param zOffset defines the value to apply to zOffset (0 by default)
  32686. * @param force defines if states must be applied even if cache is up to date
  32687. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  32688. */
  32689. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  32690. /**
  32691. * Set the z offset to apply to current rendering
  32692. * @param value defines the offset to apply
  32693. */
  32694. setZOffset(value: number): void;
  32695. /**
  32696. * Gets the current value of the zOffset
  32697. * @returns the current zOffset state
  32698. */
  32699. getZOffset(): number;
  32700. /**
  32701. * Enable or disable depth buffering
  32702. * @param enable defines the state to set
  32703. */
  32704. setDepthBuffer(enable: boolean): void;
  32705. /**
  32706. * Gets a boolean indicating if depth writing is enabled
  32707. * @returns the current depth writing state
  32708. */
  32709. getDepthWrite(): boolean;
  32710. /**
  32711. * Enable or disable depth writing
  32712. * @param enable defines the state to set
  32713. */
  32714. setDepthWrite(enable: boolean): void;
  32715. /**
  32716. * Enable or disable color writing
  32717. * @param enable defines the state to set
  32718. */
  32719. setColorWrite(enable: boolean): void;
  32720. /**
  32721. * Gets a boolean indicating if color writing is enabled
  32722. * @returns the current color writing state
  32723. */
  32724. getColorWrite(): boolean;
  32725. /**
  32726. * Sets alpha constants used by some alpha blending modes
  32727. * @param r defines the red component
  32728. * @param g defines the green component
  32729. * @param b defines the blue component
  32730. * @param a defines the alpha component
  32731. */
  32732. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  32733. /**
  32734. * Sets the current alpha mode
  32735. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  32736. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  32737. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32738. */
  32739. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  32740. /**
  32741. * Gets the current alpha mode
  32742. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32743. * @returns the current alpha mode
  32744. */
  32745. getAlphaMode(): number;
  32746. /**
  32747. * Sets the current alpha equation
  32748. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  32749. */
  32750. setAlphaEquation(equation: number): void;
  32751. /**
  32752. * Gets the current alpha equation.
  32753. * @returns the current alpha equation
  32754. */
  32755. getAlphaEquation(): number;
  32756. /**
  32757. * Gets a boolean indicating if stencil buffer is enabled
  32758. * @returns the current stencil buffer state
  32759. */
  32760. getStencilBuffer(): boolean;
  32761. /**
  32762. * Enable or disable the stencil buffer
  32763. * @param enable defines if the stencil buffer must be enabled or disabled
  32764. */
  32765. setStencilBuffer(enable: boolean): void;
  32766. /**
  32767. * Gets the current stencil mask
  32768. * @returns a number defining the new stencil mask to use
  32769. */
  32770. getStencilMask(): number;
  32771. /**
  32772. * Sets the current stencil mask
  32773. * @param mask defines the new stencil mask to use
  32774. */
  32775. setStencilMask(mask: number): void;
  32776. /**
  32777. * Gets the current stencil function
  32778. * @returns a number defining the stencil function to use
  32779. */
  32780. getStencilFunction(): number;
  32781. /**
  32782. * Gets the current stencil reference value
  32783. * @returns a number defining the stencil reference value to use
  32784. */
  32785. getStencilFunctionReference(): number;
  32786. /**
  32787. * Gets the current stencil mask
  32788. * @returns a number defining the stencil mask to use
  32789. */
  32790. getStencilFunctionMask(): number;
  32791. /**
  32792. * Sets the current stencil function
  32793. * @param stencilFunc defines the new stencil function to use
  32794. */
  32795. setStencilFunction(stencilFunc: number): void;
  32796. /**
  32797. * Sets the current stencil reference
  32798. * @param reference defines the new stencil reference to use
  32799. */
  32800. setStencilFunctionReference(reference: number): void;
  32801. /**
  32802. * Sets the current stencil mask
  32803. * @param mask defines the new stencil mask to use
  32804. */
  32805. setStencilFunctionMask(mask: number): void;
  32806. /**
  32807. * Gets the current stencil operation when stencil fails
  32808. * @returns a number defining stencil operation to use when stencil fails
  32809. */
  32810. getStencilOperationFail(): number;
  32811. /**
  32812. * Gets the current stencil operation when depth fails
  32813. * @returns a number defining stencil operation to use when depth fails
  32814. */
  32815. getStencilOperationDepthFail(): number;
  32816. /**
  32817. * Gets the current stencil operation when stencil passes
  32818. * @returns a number defining stencil operation to use when stencil passes
  32819. */
  32820. getStencilOperationPass(): number;
  32821. /**
  32822. * Sets the stencil operation to use when stencil fails
  32823. * @param operation defines the stencil operation to use when stencil fails
  32824. */
  32825. setStencilOperationFail(operation: number): void;
  32826. /**
  32827. * Sets the stencil operation to use when depth fails
  32828. * @param operation defines the stencil operation to use when depth fails
  32829. */
  32830. setStencilOperationDepthFail(operation: number): void;
  32831. /**
  32832. * Sets the stencil operation to use when stencil passes
  32833. * @param operation defines the stencil operation to use when stencil passes
  32834. */
  32835. setStencilOperationPass(operation: number): void;
  32836. /**
  32837. * Sets a boolean indicating if the dithering state is enabled or disabled
  32838. * @param value defines the dithering state
  32839. */
  32840. setDitheringState(value: boolean): void;
  32841. /**
  32842. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  32843. * @param value defines the rasterizer state
  32844. */
  32845. setRasterizerState(value: boolean): void;
  32846. /**
  32847. * Gets the current depth function
  32848. * @returns a number defining the depth function
  32849. */
  32850. getDepthFunction(): Nullable<number>;
  32851. /**
  32852. * Sets the current depth function
  32853. * @param depthFunc defines the function to use
  32854. */
  32855. setDepthFunction(depthFunc: number): void;
  32856. /**
  32857. * Sets the current depth function to GREATER
  32858. */
  32859. setDepthFunctionToGreater(): void;
  32860. /**
  32861. * Sets the current depth function to GEQUAL
  32862. */
  32863. setDepthFunctionToGreaterOrEqual(): void;
  32864. /**
  32865. * Sets the current depth function to LESS
  32866. */
  32867. setDepthFunctionToLess(): void;
  32868. /**
  32869. * Sets the current depth function to LEQUAL
  32870. */
  32871. setDepthFunctionToLessOrEqual(): void;
  32872. private _cachedStencilBuffer;
  32873. private _cachedStencilFunction;
  32874. private _cachedStencilMask;
  32875. private _cachedStencilOperationPass;
  32876. private _cachedStencilOperationFail;
  32877. private _cachedStencilOperationDepthFail;
  32878. private _cachedStencilReference;
  32879. /**
  32880. * Caches the the state of the stencil buffer
  32881. */
  32882. cacheStencilState(): void;
  32883. /**
  32884. * Restores the state of the stencil buffer
  32885. */
  32886. restoreStencilState(): void;
  32887. /**
  32888. * Directly set the WebGL Viewport
  32889. * @param x defines the x coordinate of the viewport (in screen space)
  32890. * @param y defines the y coordinate of the viewport (in screen space)
  32891. * @param width defines the width of the viewport (in screen space)
  32892. * @param height defines the height of the viewport (in screen space)
  32893. * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state
  32894. */
  32895. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  32896. /**
  32897. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  32898. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32899. * @param y defines the y-coordinate of the corner of the clear rectangle
  32900. * @param width defines the width of the clear rectangle
  32901. * @param height defines the height of the clear rectangle
  32902. * @param clearColor defines the clear color
  32903. */
  32904. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  32905. /**
  32906. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  32907. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32908. * @param y defines the y-coordinate of the corner of the clear rectangle
  32909. * @param width defines the width of the clear rectangle
  32910. * @param height defines the height of the clear rectangle
  32911. */
  32912. enableScissor(x: number, y: number, width: number, height: number): void;
  32913. /**
  32914. * Disable previously set scissor test rectangle
  32915. */
  32916. disableScissor(): void;
  32917. protected _reportDrawCall(): void;
  32918. /**
  32919. * Initializes a webVR display and starts listening to display change events
  32920. * The onVRDisplayChangedObservable will be notified upon these changes
  32921. * @returns The onVRDisplayChangedObservable
  32922. */
  32923. initWebVR(): Observable<IDisplayChangedEventArgs>;
  32924. /** @hidden */
  32925. _prepareVRComponent(): void;
  32926. /** @hidden */
  32927. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  32928. /** @hidden */
  32929. _submitVRFrame(): void;
  32930. /**
  32931. * Call this function to leave webVR mode
  32932. * Will do nothing if webVR is not supported or if there is no webVR device
  32933. * @see http://doc.babylonjs.com/how_to/webvr_camera
  32934. */
  32935. disableVR(): void;
  32936. /**
  32937. * Gets a boolean indicating that the system is in VR mode and is presenting
  32938. * @returns true if VR mode is engaged
  32939. */
  32940. isVRPresenting(): boolean;
  32941. /** @hidden */
  32942. _requestVRFrame(): void;
  32943. /** @hidden */
  32944. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32945. /**
  32946. * Gets the source code of the vertex shader associated with a specific webGL program
  32947. * @param program defines the program to use
  32948. * @returns a string containing the source code of the vertex shader associated with the program
  32949. */
  32950. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32951. /**
  32952. * Gets the source code of the fragment shader associated with a specific webGL program
  32953. * @param program defines the program to use
  32954. * @returns a string containing the source code of the fragment shader associated with the program
  32955. */
  32956. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32957. /**
  32958. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32959. * @param x defines the x coordinate of the rectangle where pixels must be read
  32960. * @param y defines the y coordinate of the rectangle where pixels must be read
  32961. * @param width defines the width of the rectangle where pixels must be read
  32962. * @param height defines the height of the rectangle where pixels must be read
  32963. * @returns a Uint8Array containing RGBA colors
  32964. */
  32965. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32966. /**
  32967. * Sets a depth stencil texture from a render target to the according uniform.
  32968. * @param channel The texture channel
  32969. * @param uniform The uniform to set
  32970. * @param texture The render target texture containing the depth stencil texture to apply
  32971. */
  32972. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32973. /**
  32974. * Sets a texture to the webGL context from a postprocess
  32975. * @param channel defines the channel to use
  32976. * @param postProcess defines the source postprocess
  32977. */
  32978. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32979. /**
  32980. * Binds the output of the passed in post process to the texture channel specified
  32981. * @param channel The channel the texture should be bound to
  32982. * @param postProcess The post process which's output should be bound
  32983. */
  32984. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32985. /** @hidden */
  32986. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32987. protected _rebuildBuffers(): void;
  32988. /** @hidden */
  32989. _renderFrame(): void;
  32990. _renderLoop(): void;
  32991. /** @hidden */
  32992. _renderViews(): boolean;
  32993. /**
  32994. * Toggle full screen mode
  32995. * @param requestPointerLock defines if a pointer lock should be requested from the user
  32996. */
  32997. switchFullscreen(requestPointerLock: boolean): void;
  32998. /**
  32999. * Enters full screen mode
  33000. * @param requestPointerLock defines if a pointer lock should be requested from the user
  33001. */
  33002. enterFullscreen(requestPointerLock: boolean): void;
  33003. /**
  33004. * Exits full screen mode
  33005. */
  33006. exitFullscreen(): void;
  33007. /**
  33008. * Enters Pointerlock mode
  33009. */
  33010. enterPointerlock(): void;
  33011. /**
  33012. * Exits Pointerlock mode
  33013. */
  33014. exitPointerlock(): void;
  33015. /**
  33016. * Begin a new frame
  33017. */
  33018. beginFrame(): void;
  33019. /**
  33020. * Enf the current frame
  33021. */
  33022. endFrame(): void;
  33023. resize(): void;
  33024. /**
  33025. * Set the compressed texture format to use, based on the formats you have, and the formats
  33026. * supported by the hardware / browser.
  33027. *
  33028. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  33029. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  33030. * to API arguments needed to compressed textures. This puts the burden on the container
  33031. * generator to house the arcane code for determining these for current & future formats.
  33032. *
  33033. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  33034. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  33035. *
  33036. * Note: The result of this call is not taken into account when a texture is base64.
  33037. *
  33038. * @param formatsAvailable defines the list of those format families you have created
  33039. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  33040. *
  33041. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  33042. * @returns The extension selected.
  33043. */
  33044. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  33045. /**
  33046. * Force a specific size of the canvas
  33047. * @param width defines the new canvas' width
  33048. * @param height defines the new canvas' height
  33049. */
  33050. setSize(width: number, height: number): void;
  33051. /**
  33052. * Updates a dynamic vertex buffer.
  33053. * @param vertexBuffer the vertex buffer to update
  33054. * @param data the data used to update the vertex buffer
  33055. * @param byteOffset the byte offset of the data
  33056. * @param byteLength the byte length of the data
  33057. */
  33058. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  33059. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  33060. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  33061. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  33062. _releaseTexture(texture: InternalTexture): void;
  33063. /**
  33064. * @hidden
  33065. * Rescales a texture
  33066. * @param source input texutre
  33067. * @param destination destination texture
  33068. * @param scene scene to use to render the resize
  33069. * @param internalFormat format to use when resizing
  33070. * @param onComplete callback to be called when resize has completed
  33071. */
  33072. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  33073. /**
  33074. * Gets the current framerate
  33075. * @returns a number representing the framerate
  33076. */
  33077. getFps(): number;
  33078. /**
  33079. * Gets the time spent between current and previous frame
  33080. * @returns a number representing the delta time in ms
  33081. */
  33082. getDeltaTime(): number;
  33083. private _measureFps;
  33084. /** @hidden */
  33085. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  33086. /**
  33087. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  33088. * @param renderTarget The render target to set the frame buffer for
  33089. */
  33090. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  33091. /**
  33092. * Update a dynamic index buffer
  33093. * @param indexBuffer defines the target index buffer
  33094. * @param indices defines the data to update
  33095. * @param offset defines the offset in the target index buffer where update should start
  33096. */
  33097. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  33098. /**
  33099. * Updates the sample count of a render target texture
  33100. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  33101. * @param texture defines the texture to update
  33102. * @param samples defines the sample count to set
  33103. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  33104. */
  33105. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  33106. /**
  33107. * Updates a depth texture Comparison Mode and Function.
  33108. * If the comparison Function is equal to 0, the mode will be set to none.
  33109. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  33110. * @param texture The texture to set the comparison function for
  33111. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  33112. */
  33113. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  33114. /**
  33115. * Creates a webGL buffer to use with instanciation
  33116. * @param capacity defines the size of the buffer
  33117. * @returns the webGL buffer
  33118. */
  33119. createInstancesBuffer(capacity: number): DataBuffer;
  33120. /**
  33121. * Delete a webGL buffer used with instanciation
  33122. * @param buffer defines the webGL buffer to delete
  33123. */
  33124. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  33125. /** @hidden */
  33126. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  33127. dispose(): void;
  33128. private _disableTouchAction;
  33129. /**
  33130. * Display the loading screen
  33131. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33132. */
  33133. displayLoadingUI(): void;
  33134. /**
  33135. * Hide the loading screen
  33136. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33137. */
  33138. hideLoadingUI(): void;
  33139. /**
  33140. * Gets the current loading screen object
  33141. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33142. */
  33143. /**
  33144. * Sets the current loading screen object
  33145. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33146. */
  33147. loadingScreen: ILoadingScreen;
  33148. /**
  33149. * Sets the current loading screen text
  33150. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33151. */
  33152. loadingUIText: string;
  33153. /**
  33154. * Sets the current loading screen background color
  33155. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33156. */
  33157. loadingUIBackgroundColor: string;
  33158. /** Pointerlock and fullscreen */
  33159. /**
  33160. * Ask the browser to promote the current element to pointerlock mode
  33161. * @param element defines the DOM element to promote
  33162. */
  33163. static _RequestPointerlock(element: HTMLElement): void;
  33164. /**
  33165. * Asks the browser to exit pointerlock mode
  33166. */
  33167. static _ExitPointerlock(): void;
  33168. /**
  33169. * Ask the browser to promote the current element to fullscreen rendering mode
  33170. * @param element defines the DOM element to promote
  33171. */
  33172. static _RequestFullscreen(element: HTMLElement): void;
  33173. /**
  33174. * Asks the browser to exit fullscreen mode
  33175. */
  33176. static _ExitFullscreen(): void;
  33177. }
  33178. }
  33179. declare module "babylonjs/Engines/engineStore" {
  33180. import { Nullable } from "babylonjs/types";
  33181. import { Engine } from "babylonjs/Engines/engine";
  33182. import { Scene } from "babylonjs/scene";
  33183. /**
  33184. * The engine store class is responsible to hold all the instances of Engine and Scene created
  33185. * during the life time of the application.
  33186. */
  33187. export class EngineStore {
  33188. /** Gets the list of created engines */
  33189. static Instances: import("babylonjs/Engines/engine").Engine[];
  33190. /** @hidden */
  33191. static _LastCreatedScene: Nullable<Scene>;
  33192. /**
  33193. * Gets the latest created engine
  33194. */
  33195. static readonly LastCreatedEngine: Nullable<Engine>;
  33196. /**
  33197. * Gets the latest created scene
  33198. */
  33199. static readonly LastCreatedScene: Nullable<Scene>;
  33200. /**
  33201. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  33202. * @ignorenaming
  33203. */
  33204. static UseFallbackTexture: boolean;
  33205. /**
  33206. * Texture content used if a texture cannot loaded
  33207. * @ignorenaming
  33208. */
  33209. static FallbackTexture: string;
  33210. }
  33211. }
  33212. declare module "babylonjs/Misc/promise" {
  33213. /**
  33214. * Helper class that provides a small promise polyfill
  33215. */
  33216. export class PromisePolyfill {
  33217. /**
  33218. * Static function used to check if the polyfill is required
  33219. * If this is the case then the function will inject the polyfill to window.Promise
  33220. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  33221. */
  33222. static Apply(force?: boolean): void;
  33223. }
  33224. }
  33225. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  33226. /**
  33227. * Interface for screenshot methods with describe argument called `size` as object with options
  33228. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  33229. */
  33230. export interface IScreenshotSize {
  33231. /**
  33232. * number in pixels for canvas height
  33233. */
  33234. height?: number;
  33235. /**
  33236. * multiplier allowing render at a higher or lower resolution
  33237. * If value is defined then height and width will be ignored and taken from camera
  33238. */
  33239. precision?: number;
  33240. /**
  33241. * number in pixels for canvas width
  33242. */
  33243. width?: number;
  33244. }
  33245. }
  33246. declare module "babylonjs/Misc/tools" {
  33247. import { Nullable, float } from "babylonjs/types";
  33248. import { DomManagement } from "babylonjs/Misc/domManagement";
  33249. import { WebRequest } from "babylonjs/Misc/webRequest";
  33250. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33251. import { ReadFileError } from "babylonjs/Misc/fileTools";
  33252. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33253. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  33254. import { Camera } from "babylonjs/Cameras/camera";
  33255. import { Engine } from "babylonjs/Engines/engine";
  33256. interface IColor4Like {
  33257. r: float;
  33258. g: float;
  33259. b: float;
  33260. a: float;
  33261. }
  33262. /**
  33263. * Class containing a set of static utilities functions
  33264. */
  33265. export class Tools {
  33266. /**
  33267. * Gets or sets the base URL to use to load assets
  33268. */
  33269. static BaseUrl: string;
  33270. /**
  33271. * Enable/Disable Custom HTTP Request Headers globally.
  33272. * default = false
  33273. * @see CustomRequestHeaders
  33274. */
  33275. static UseCustomRequestHeaders: boolean;
  33276. /**
  33277. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  33278. * i.e. when loading files, where the server/service expects an Authorization header
  33279. */
  33280. static CustomRequestHeaders: {
  33281. [key: string]: string;
  33282. };
  33283. /**
  33284. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  33285. */
  33286. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  33287. /**
  33288. * Default behaviour for cors in the application.
  33289. * It can be a string if the expected behavior is identical in the entire app.
  33290. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  33291. */
  33292. static CorsBehavior: string | ((url: string | string[]) => string);
  33293. /**
  33294. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  33295. * @ignorenaming
  33296. */
  33297. static UseFallbackTexture: boolean;
  33298. /**
  33299. * Use this object to register external classes like custom textures or material
  33300. * to allow the laoders to instantiate them
  33301. */
  33302. static RegisteredExternalClasses: {
  33303. [key: string]: Object;
  33304. };
  33305. /**
  33306. * Texture content used if a texture cannot loaded
  33307. * @ignorenaming
  33308. */
  33309. static fallbackTexture: string;
  33310. /**
  33311. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  33312. * @param u defines the coordinate on X axis
  33313. * @param v defines the coordinate on Y axis
  33314. * @param width defines the width of the source data
  33315. * @param height defines the height of the source data
  33316. * @param pixels defines the source byte array
  33317. * @param color defines the output color
  33318. */
  33319. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  33320. /**
  33321. * Interpolates between a and b via alpha
  33322. * @param a The lower value (returned when alpha = 0)
  33323. * @param b The upper value (returned when alpha = 1)
  33324. * @param alpha The interpolation-factor
  33325. * @return The mixed value
  33326. */
  33327. static Mix(a: number, b: number, alpha: number): number;
  33328. /**
  33329. * Tries to instantiate a new object from a given class name
  33330. * @param className defines the class name to instantiate
  33331. * @returns the new object or null if the system was not able to do the instantiation
  33332. */
  33333. static Instantiate(className: string): any;
  33334. /**
  33335. * Provides a slice function that will work even on IE
  33336. * @param data defines the array to slice
  33337. * @param start defines the start of the data (optional)
  33338. * @param end defines the end of the data (optional)
  33339. * @returns the new sliced array
  33340. */
  33341. static Slice<T>(data: T, start?: number, end?: number): T;
  33342. /**
  33343. * Polyfill for setImmediate
  33344. * @param action defines the action to execute after the current execution block
  33345. */
  33346. static SetImmediate(action: () => void): void;
  33347. /**
  33348. * Function indicating if a number is an exponent of 2
  33349. * @param value defines the value to test
  33350. * @returns true if the value is an exponent of 2
  33351. */
  33352. static IsExponentOfTwo(value: number): boolean;
  33353. private static _tmpFloatArray;
  33354. /**
  33355. * Returns the nearest 32-bit single precision float representation of a Number
  33356. * @param value A Number. If the parameter is of a different type, it will get converted
  33357. * to a number or to NaN if it cannot be converted
  33358. * @returns number
  33359. */
  33360. static FloatRound(value: number): number;
  33361. /**
  33362. * Extracts the filename from a path
  33363. * @param path defines the path to use
  33364. * @returns the filename
  33365. */
  33366. static GetFilename(path: string): string;
  33367. /**
  33368. * Extracts the "folder" part of a path (everything before the filename).
  33369. * @param uri The URI to extract the info from
  33370. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  33371. * @returns The "folder" part of the path
  33372. */
  33373. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  33374. /**
  33375. * Extracts text content from a DOM element hierarchy
  33376. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  33377. */
  33378. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  33379. /**
  33380. * Convert an angle in radians to degrees
  33381. * @param angle defines the angle to convert
  33382. * @returns the angle in degrees
  33383. */
  33384. static ToDegrees(angle: number): number;
  33385. /**
  33386. * Convert an angle in degrees to radians
  33387. * @param angle defines the angle to convert
  33388. * @returns the angle in radians
  33389. */
  33390. static ToRadians(angle: number): number;
  33391. /**
  33392. * Returns an array if obj is not an array
  33393. * @param obj defines the object to evaluate as an array
  33394. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  33395. * @returns either obj directly if obj is an array or a new array containing obj
  33396. */
  33397. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  33398. /**
  33399. * Gets the pointer prefix to use
  33400. * @returns "pointer" if touch is enabled. Else returns "mouse"
  33401. */
  33402. static GetPointerPrefix(): string;
  33403. /**
  33404. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  33405. * @param url define the url we are trying
  33406. * @param element define the dom element where to configure the cors policy
  33407. */
  33408. static SetCorsBehavior(url: string | string[], element: {
  33409. crossOrigin: string | null;
  33410. }): void;
  33411. /**
  33412. * Removes unwanted characters from an url
  33413. * @param url defines the url to clean
  33414. * @returns the cleaned url
  33415. */
  33416. static CleanUrl(url: string): string;
  33417. /**
  33418. * Gets or sets a function used to pre-process url before using them to load assets
  33419. */
  33420. static PreprocessUrl: (url: string) => string;
  33421. /**
  33422. * Loads an image as an HTMLImageElement.
  33423. * @param input url string, ArrayBuffer, or Blob to load
  33424. * @param onLoad callback called when the image successfully loads
  33425. * @param onError callback called when the image fails to load
  33426. * @param offlineProvider offline provider for caching
  33427. * @param mimeType optional mime type
  33428. * @returns the HTMLImageElement of the loaded image
  33429. */
  33430. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  33431. /**
  33432. * Loads a file from a url
  33433. * @param url url string, ArrayBuffer, or Blob to load
  33434. * @param onSuccess callback called when the file successfully loads
  33435. * @param onProgress callback called while file is loading (if the server supports this mode)
  33436. * @param offlineProvider defines the offline provider for caching
  33437. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  33438. * @param onError callback called when the file fails to load
  33439. * @returns a file request object
  33440. */
  33441. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  33442. /**
  33443. * Loads a file from a url
  33444. * @param url the file url to load
  33445. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  33446. */
  33447. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  33448. /**
  33449. * Load a script (identified by an url). When the url returns, the
  33450. * content of this file is added into a new script element, attached to the DOM (body element)
  33451. * @param scriptUrl defines the url of the script to laod
  33452. * @param onSuccess defines the callback called when the script is loaded
  33453. * @param onError defines the callback to call if an error occurs
  33454. * @param scriptId defines the id of the script element
  33455. */
  33456. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  33457. /**
  33458. * Load an asynchronous script (identified by an url). When the url returns, the
  33459. * content of this file is added into a new script element, attached to the DOM (body element)
  33460. * @param scriptUrl defines the url of the script to laod
  33461. * @param scriptId defines the id of the script element
  33462. * @returns a promise request object
  33463. */
  33464. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  33465. /**
  33466. * Loads a file from a blob
  33467. * @param fileToLoad defines the blob to use
  33468. * @param callback defines the callback to call when data is loaded
  33469. * @param progressCallback defines the callback to call during loading process
  33470. * @returns a file request object
  33471. */
  33472. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  33473. /**
  33474. * Reads a file from a File object
  33475. * @param file defines the file to load
  33476. * @param onSuccess defines the callback to call when data is loaded
  33477. * @param onProgress defines the callback to call during loading process
  33478. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  33479. * @param onError defines the callback to call when an error occurs
  33480. * @returns a file request object
  33481. */
  33482. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  33483. /**
  33484. * Creates a data url from a given string content
  33485. * @param content defines the content to convert
  33486. * @returns the new data url link
  33487. */
  33488. static FileAsURL(content: string): string;
  33489. /**
  33490. * Format the given number to a specific decimal format
  33491. * @param value defines the number to format
  33492. * @param decimals defines the number of decimals to use
  33493. * @returns the formatted string
  33494. */
  33495. static Format(value: number, decimals?: number): string;
  33496. /**
  33497. * Tries to copy an object by duplicating every property
  33498. * @param source defines the source object
  33499. * @param destination defines the target object
  33500. * @param doNotCopyList defines a list of properties to avoid
  33501. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  33502. */
  33503. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  33504. /**
  33505. * Gets a boolean indicating if the given object has no own property
  33506. * @param obj defines the object to test
  33507. * @returns true if object has no own property
  33508. */
  33509. static IsEmpty(obj: any): boolean;
  33510. /**
  33511. * Function used to register events at window level
  33512. * @param windowElement defines the Window object to use
  33513. * @param events defines the events to register
  33514. */
  33515. static RegisterTopRootEvents(windowElement: Window, events: {
  33516. name: string;
  33517. handler: Nullable<(e: FocusEvent) => any>;
  33518. }[]): void;
  33519. /**
  33520. * Function used to unregister events from window level
  33521. * @param windowElement defines the Window object to use
  33522. * @param events defines the events to unregister
  33523. */
  33524. static UnregisterTopRootEvents(windowElement: Window, events: {
  33525. name: string;
  33526. handler: Nullable<(e: FocusEvent) => any>;
  33527. }[]): void;
  33528. /**
  33529. * @ignore
  33530. */
  33531. static _ScreenshotCanvas: HTMLCanvasElement;
  33532. /**
  33533. * Dumps the current bound framebuffer
  33534. * @param width defines the rendering width
  33535. * @param height defines the rendering height
  33536. * @param engine defines the hosting engine
  33537. * @param successCallback defines the callback triggered once the data are available
  33538. * @param mimeType defines the mime type of the result
  33539. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  33540. */
  33541. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33542. /**
  33543. * Converts the canvas data to blob.
  33544. * This acts as a polyfill for browsers not supporting the to blob function.
  33545. * @param canvas Defines the canvas to extract the data from
  33546. * @param successCallback Defines the callback triggered once the data are available
  33547. * @param mimeType Defines the mime type of the result
  33548. */
  33549. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  33550. /**
  33551. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  33552. * @param successCallback defines the callback triggered once the data are available
  33553. * @param mimeType defines the mime type of the result
  33554. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  33555. */
  33556. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33557. /**
  33558. * Downloads a blob in the browser
  33559. * @param blob defines the blob to download
  33560. * @param fileName defines the name of the downloaded file
  33561. */
  33562. static Download(blob: Blob, fileName: string): void;
  33563. /**
  33564. * Captures a screenshot of the current rendering
  33565. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33566. * @param engine defines the rendering engine
  33567. * @param camera defines the source camera
  33568. * @param size This parameter can be set to a single number or to an object with the
  33569. * following (optional) properties: precision, width, height. If a single number is passed,
  33570. * it will be used for both width and height. If an object is passed, the screenshot size
  33571. * will be derived from the parameters. The precision property is a multiplier allowing
  33572. * rendering at a higher or lower resolution
  33573. * @param successCallback defines the callback receives a single parameter which contains the
  33574. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33575. * src parameter of an <img> to display it
  33576. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33577. * Check your browser for supported MIME types
  33578. */
  33579. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  33580. /**
  33581. * Captures a screenshot of the current rendering
  33582. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33583. * @param engine defines the rendering engine
  33584. * @param camera defines the source camera
  33585. * @param size This parameter can be set to a single number or to an object with the
  33586. * following (optional) properties: precision, width, height. If a single number is passed,
  33587. * it will be used for both width and height. If an object is passed, the screenshot size
  33588. * will be derived from the parameters. The precision property is a multiplier allowing
  33589. * rendering at a higher or lower resolution
  33590. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33591. * Check your browser for supported MIME types
  33592. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33593. * to the src parameter of an <img> to display it
  33594. */
  33595. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  33596. /**
  33597. * Generates an image screenshot from the specified camera.
  33598. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33599. * @param engine The engine to use for rendering
  33600. * @param camera The camera to use for rendering
  33601. * @param size This parameter can be set to a single number or to an object with the
  33602. * following (optional) properties: precision, width, height. If a single number is passed,
  33603. * it will be used for both width and height. If an object is passed, the screenshot size
  33604. * will be derived from the parameters. The precision property is a multiplier allowing
  33605. * rendering at a higher or lower resolution
  33606. * @param successCallback The callback receives a single parameter which contains the
  33607. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33608. * src parameter of an <img> to display it
  33609. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33610. * Check your browser for supported MIME types
  33611. * @param samples Texture samples (default: 1)
  33612. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33613. * @param fileName A name for for the downloaded file.
  33614. */
  33615. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  33616. /**
  33617. * Generates an image screenshot from the specified camera.
  33618. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33619. * @param engine The engine to use for rendering
  33620. * @param camera The camera to use for rendering
  33621. * @param size This parameter can be set to a single number or to an object with the
  33622. * following (optional) properties: precision, width, height. If a single number is passed,
  33623. * it will be used for both width and height. If an object is passed, the screenshot size
  33624. * will be derived from the parameters. The precision property is a multiplier allowing
  33625. * rendering at a higher or lower resolution
  33626. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33627. * Check your browser for supported MIME types
  33628. * @param samples Texture samples (default: 1)
  33629. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33630. * @param fileName A name for for the downloaded file.
  33631. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33632. * to the src parameter of an <img> to display it
  33633. */
  33634. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  33635. /**
  33636. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  33637. * Be aware Math.random() could cause collisions, but:
  33638. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  33639. * @returns a pseudo random id
  33640. */
  33641. static RandomId(): string;
  33642. /**
  33643. * Test if the given uri is a base64 string
  33644. * @param uri The uri to test
  33645. * @return True if the uri is a base64 string or false otherwise
  33646. */
  33647. static IsBase64(uri: string): boolean;
  33648. /**
  33649. * Decode the given base64 uri.
  33650. * @param uri The uri to decode
  33651. * @return The decoded base64 data.
  33652. */
  33653. static DecodeBase64(uri: string): ArrayBuffer;
  33654. /**
  33655. * Gets the absolute url.
  33656. * @param url the input url
  33657. * @return the absolute url
  33658. */
  33659. static GetAbsoluteUrl(url: string): string;
  33660. /**
  33661. * No log
  33662. */
  33663. static readonly NoneLogLevel: number;
  33664. /**
  33665. * Only message logs
  33666. */
  33667. static readonly MessageLogLevel: number;
  33668. /**
  33669. * Only warning logs
  33670. */
  33671. static readonly WarningLogLevel: number;
  33672. /**
  33673. * Only error logs
  33674. */
  33675. static readonly ErrorLogLevel: number;
  33676. /**
  33677. * All logs
  33678. */
  33679. static readonly AllLogLevel: number;
  33680. /**
  33681. * Gets a value indicating the number of loading errors
  33682. * @ignorenaming
  33683. */
  33684. static readonly errorsCount: number;
  33685. /**
  33686. * Callback called when a new log is added
  33687. */
  33688. static OnNewCacheEntry: (entry: string) => void;
  33689. /**
  33690. * Log a message to the console
  33691. * @param message defines the message to log
  33692. */
  33693. static Log(message: string): void;
  33694. /**
  33695. * Write a warning message to the console
  33696. * @param message defines the message to log
  33697. */
  33698. static Warn(message: string): void;
  33699. /**
  33700. * Write an error message to the console
  33701. * @param message defines the message to log
  33702. */
  33703. static Error(message: string): void;
  33704. /**
  33705. * Gets current log cache (list of logs)
  33706. */
  33707. static readonly LogCache: string;
  33708. /**
  33709. * Clears the log cache
  33710. */
  33711. static ClearLogCache(): void;
  33712. /**
  33713. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  33714. */
  33715. static LogLevels: number;
  33716. /**
  33717. * Checks if the window object exists
  33718. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  33719. */
  33720. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  33721. /**
  33722. * No performance log
  33723. */
  33724. static readonly PerformanceNoneLogLevel: number;
  33725. /**
  33726. * Use user marks to log performance
  33727. */
  33728. static readonly PerformanceUserMarkLogLevel: number;
  33729. /**
  33730. * Log performance to the console
  33731. */
  33732. static readonly PerformanceConsoleLogLevel: number;
  33733. private static _performance;
  33734. /**
  33735. * Sets the current performance log level
  33736. */
  33737. static PerformanceLogLevel: number;
  33738. private static _StartPerformanceCounterDisabled;
  33739. private static _EndPerformanceCounterDisabled;
  33740. private static _StartUserMark;
  33741. private static _EndUserMark;
  33742. private static _StartPerformanceConsole;
  33743. private static _EndPerformanceConsole;
  33744. /**
  33745. * Starts a performance counter
  33746. */
  33747. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33748. /**
  33749. * Ends a specific performance coutner
  33750. */
  33751. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33752. /**
  33753. * Gets either window.performance.now() if supported or Date.now() else
  33754. */
  33755. static readonly Now: number;
  33756. /**
  33757. * This method will return the name of the class used to create the instance of the given object.
  33758. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  33759. * @param object the object to get the class name from
  33760. * @param isType defines if the object is actually a type
  33761. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33762. */
  33763. static GetClassName(object: any, isType?: boolean): string;
  33764. /**
  33765. * Gets the first element of an array satisfying a given predicate
  33766. * @param array defines the array to browse
  33767. * @param predicate defines the predicate to use
  33768. * @returns null if not found or the element
  33769. */
  33770. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33771. /**
  33772. * This method will return the name of the full name of the class, including its owning module (if any).
  33773. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).
  33774. * @param object the object to get the class name from
  33775. * @param isType defines if the object is actually a type
  33776. * @return a string that can have two forms: "moduleName.className" if module was specified when the class' Name was registered or "className" if there was not module specified.
  33777. * @ignorenaming
  33778. */
  33779. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33780. /**
  33781. * Returns a promise that resolves after the given amount of time.
  33782. * @param delay Number of milliseconds to delay
  33783. * @returns Promise that resolves after the given amount of time
  33784. */
  33785. static DelayAsync(delay: number): Promise<void>;
  33786. }
  33787. /**
  33788. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33789. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33790. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33791. * @param name The name of the class, case should be preserved
  33792. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33793. */
  33794. export function className(name: string, module?: string): (target: Object) => void;
  33795. /**
  33796. * An implementation of a loop for asynchronous functions.
  33797. */
  33798. export class AsyncLoop {
  33799. /**
  33800. * Defines the number of iterations for the loop
  33801. */
  33802. iterations: number;
  33803. /**
  33804. * Defines the current index of the loop.
  33805. */
  33806. index: number;
  33807. private _done;
  33808. private _fn;
  33809. private _successCallback;
  33810. /**
  33811. * Constructor.
  33812. * @param iterations the number of iterations.
  33813. * @param func the function to run each iteration
  33814. * @param successCallback the callback that will be called upon succesful execution
  33815. * @param offset starting offset.
  33816. */
  33817. constructor(
  33818. /**
  33819. * Defines the number of iterations for the loop
  33820. */
  33821. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33822. /**
  33823. * Execute the next iteration. Must be called after the last iteration was finished.
  33824. */
  33825. executeNext(): void;
  33826. /**
  33827. * Break the loop and run the success callback.
  33828. */
  33829. breakLoop(): void;
  33830. /**
  33831. * Create and run an async loop.
  33832. * @param iterations the number of iterations.
  33833. * @param fn the function to run each iteration
  33834. * @param successCallback the callback that will be called upon succesful execution
  33835. * @param offset starting offset.
  33836. * @returns the created async loop object
  33837. */
  33838. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33839. /**
  33840. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33841. * @param iterations total number of iterations
  33842. * @param syncedIterations number of synchronous iterations in each async iteration.
  33843. * @param fn the function to call each iteration.
  33844. * @param callback a success call back that will be called when iterating stops.
  33845. * @param breakFunction a break condition (optional)
  33846. * @param timeout timeout settings for the setTimeout function. default - 0.
  33847. * @returns the created async loop object
  33848. */
  33849. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33850. }
  33851. }
  33852. declare module "babylonjs/Misc/stringDictionary" {
  33853. import { Nullable } from "babylonjs/types";
  33854. /**
  33855. * This class implement a typical dictionary using a string as key and the generic type T as value.
  33856. * The underlying implementation relies on an associative array to ensure the best performances.
  33857. * The value can be anything including 'null' but except 'undefined'
  33858. */
  33859. export class StringDictionary<T> {
  33860. /**
  33861. * This will clear this dictionary and copy the content from the 'source' one.
  33862. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  33863. * @param source the dictionary to take the content from and copy to this dictionary
  33864. */
  33865. copyFrom(source: StringDictionary<T>): void;
  33866. /**
  33867. * Get a value based from its key
  33868. * @param key the given key to get the matching value from
  33869. * @return the value if found, otherwise undefined is returned
  33870. */
  33871. get(key: string): T | undefined;
  33872. /**
  33873. * Get a value from its key or add it if it doesn't exist.
  33874. * This method will ensure you that a given key/data will be present in the dictionary.
  33875. * @param key the given key to get the matching value from
  33876. * @param factory the factory that will create the value if the key is not present in the dictionary.
  33877. * The factory will only be invoked if there's no data for the given key.
  33878. * @return the value corresponding to the key.
  33879. */
  33880. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  33881. /**
  33882. * Get a value from its key if present in the dictionary otherwise add it
  33883. * @param key the key to get the value from
  33884. * @param val if there's no such key/value pair in the dictionary add it with this value
  33885. * @return the value corresponding to the key
  33886. */
  33887. getOrAdd(key: string, val: T): T;
  33888. /**
  33889. * Check if there's a given key in the dictionary
  33890. * @param key the key to check for
  33891. * @return true if the key is present, false otherwise
  33892. */
  33893. contains(key: string): boolean;
  33894. /**
  33895. * Add a new key and its corresponding value
  33896. * @param key the key to add
  33897. * @param value the value corresponding to the key
  33898. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  33899. */
  33900. add(key: string, value: T): boolean;
  33901. /**
  33902. * Update a specific value associated to a key
  33903. * @param key defines the key to use
  33904. * @param value defines the value to store
  33905. * @returns true if the value was updated (or false if the key was not found)
  33906. */
  33907. set(key: string, value: T): boolean;
  33908. /**
  33909. * Get the element of the given key and remove it from the dictionary
  33910. * @param key defines the key to search
  33911. * @returns the value associated with the key or null if not found
  33912. */
  33913. getAndRemove(key: string): Nullable<T>;
  33914. /**
  33915. * Remove a key/value from the dictionary.
  33916. * @param key the key to remove
  33917. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  33918. */
  33919. remove(key: string): boolean;
  33920. /**
  33921. * Clear the whole content of the dictionary
  33922. */
  33923. clear(): void;
  33924. /**
  33925. * Gets the current count
  33926. */
  33927. readonly count: number;
  33928. /**
  33929. * Execute a callback on each key/val of the dictionary.
  33930. * Note that you can remove any element in this dictionary in the callback implementation
  33931. * @param callback the callback to execute on a given key/value pair
  33932. */
  33933. forEach(callback: (key: string, val: T) => void): void;
  33934. /**
  33935. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  33936. * If the callback returns null or undefined the method will iterate to the next key/value pair
  33937. * Note that you can remove any element in this dictionary in the callback implementation
  33938. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  33939. * @returns the first item
  33940. */
  33941. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  33942. private _count;
  33943. private _data;
  33944. }
  33945. }
  33946. declare module "babylonjs/Collisions/collisionCoordinator" {
  33947. import { Nullable } from "babylonjs/types";
  33948. import { Scene } from "babylonjs/scene";
  33949. import { Vector3 } from "babylonjs/Maths/math.vector";
  33950. import { Collider } from "babylonjs/Collisions/collider";
  33951. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33952. /** @hidden */
  33953. export interface ICollisionCoordinator {
  33954. createCollider(): Collider;
  33955. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33956. init(scene: Scene): void;
  33957. }
  33958. /** @hidden */
  33959. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33960. private _scene;
  33961. private _scaledPosition;
  33962. private _scaledVelocity;
  33963. private _finalPosition;
  33964. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33965. createCollider(): Collider;
  33966. init(scene: Scene): void;
  33967. private _collideWithWorld;
  33968. }
  33969. }
  33970. declare module "babylonjs/Inputs/scene.inputManager" {
  33971. import { Nullable } from "babylonjs/types";
  33972. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33973. import { Vector2 } from "babylonjs/Maths/math.vector";
  33974. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33975. import { Scene } from "babylonjs/scene";
  33976. /**
  33977. * Class used to manage all inputs for the scene.
  33978. */
  33979. export class InputManager {
  33980. /** The distance in pixel that you have to move to prevent some events */
  33981. static DragMovementThreshold: number;
  33982. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33983. static LongPressDelay: number;
  33984. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33985. static DoubleClickDelay: number;
  33986. /** If you need to check double click without raising a single click at first click, enable this flag */
  33987. static ExclusiveDoubleClickMode: boolean;
  33988. private _wheelEventName;
  33989. private _onPointerMove;
  33990. private _onPointerDown;
  33991. private _onPointerUp;
  33992. private _initClickEvent;
  33993. private _initActionManager;
  33994. private _delayedSimpleClick;
  33995. private _delayedSimpleClickTimeout;
  33996. private _previousDelayedSimpleClickTimeout;
  33997. private _meshPickProceed;
  33998. private _previousButtonPressed;
  33999. private _currentPickResult;
  34000. private _previousPickResult;
  34001. private _totalPointersPressed;
  34002. private _doubleClickOccured;
  34003. private _pointerOverMesh;
  34004. private _pickedDownMesh;
  34005. private _pickedUpMesh;
  34006. private _pointerX;
  34007. private _pointerY;
  34008. private _unTranslatedPointerX;
  34009. private _unTranslatedPointerY;
  34010. private _startingPointerPosition;
  34011. private _previousStartingPointerPosition;
  34012. private _startingPointerTime;
  34013. private _previousStartingPointerTime;
  34014. private _pointerCaptures;
  34015. private _onKeyDown;
  34016. private _onKeyUp;
  34017. private _onCanvasFocusObserver;
  34018. private _onCanvasBlurObserver;
  34019. private _scene;
  34020. /**
  34021. * Creates a new InputManager
  34022. * @param scene defines the hosting scene
  34023. */
  34024. constructor(scene: Scene);
  34025. /**
  34026. * Gets the mesh that is currently under the pointer
  34027. */
  34028. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34029. /**
  34030. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  34031. */
  34032. readonly unTranslatedPointer: Vector2;
  34033. /**
  34034. * Gets or sets the current on-screen X position of the pointer
  34035. */
  34036. pointerX: number;
  34037. /**
  34038. * Gets or sets the current on-screen Y position of the pointer
  34039. */
  34040. pointerY: number;
  34041. private _updatePointerPosition;
  34042. private _processPointerMove;
  34043. private _setRayOnPointerInfo;
  34044. private _checkPrePointerObservable;
  34045. /**
  34046. * Use this method to simulate a pointer move on a mesh
  34047. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34048. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34049. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34050. */
  34051. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  34052. /**
  34053. * Use this method to simulate a pointer down on a mesh
  34054. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34055. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34056. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34057. */
  34058. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  34059. private _processPointerDown;
  34060. /** @hidden */
  34061. _isPointerSwiping(): boolean;
  34062. /**
  34063. * Use this method to simulate a pointer up on a mesh
  34064. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34065. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34066. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34067. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34068. */
  34069. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  34070. private _processPointerUp;
  34071. /**
  34072. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34073. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34074. * @returns true if the pointer was captured
  34075. */
  34076. isPointerCaptured(pointerId?: number): boolean;
  34077. /**
  34078. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34079. * @param attachUp defines if you want to attach events to pointerup
  34080. * @param attachDown defines if you want to attach events to pointerdown
  34081. * @param attachMove defines if you want to attach events to pointermove
  34082. */
  34083. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34084. /**
  34085. * Detaches all event handlers
  34086. */
  34087. detachControl(): void;
  34088. /**
  34089. * Force the value of meshUnderPointer
  34090. * @param mesh defines the mesh to use
  34091. */
  34092. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  34093. /**
  34094. * Gets the mesh under the pointer
  34095. * @returns a Mesh or null if no mesh is under the pointer
  34096. */
  34097. getPointerOverMesh(): Nullable<AbstractMesh>;
  34098. }
  34099. }
  34100. declare module "babylonjs/Misc/uniqueIdGenerator" {
  34101. /**
  34102. * Helper class used to generate session unique ID
  34103. */
  34104. export class UniqueIdGenerator {
  34105. private static _UniqueIdCounter;
  34106. /**
  34107. * Gets an unique (relatively to the current scene) Id
  34108. */
  34109. static readonly UniqueId: number;
  34110. }
  34111. }
  34112. declare module "babylonjs/Animations/animationGroup" {
  34113. import { Animatable } from "babylonjs/Animations/animatable";
  34114. import { Animation } from "babylonjs/Animations/animation";
  34115. import { Scene, IDisposable } from "babylonjs/scene";
  34116. import { Observable } from "babylonjs/Misc/observable";
  34117. import { Nullable } from "babylonjs/types";
  34118. import "babylonjs/Animations/animatable";
  34119. /**
  34120. * This class defines the direct association between an animation and a target
  34121. */
  34122. export class TargetedAnimation {
  34123. /**
  34124. * Animation to perform
  34125. */
  34126. animation: Animation;
  34127. /**
  34128. * Target to animate
  34129. */
  34130. target: any;
  34131. /**
  34132. * Serialize the object
  34133. * @returns the JSON object representing the current entity
  34134. */
  34135. serialize(): any;
  34136. }
  34137. /**
  34138. * Use this class to create coordinated animations on multiple targets
  34139. */
  34140. export class AnimationGroup implements IDisposable {
  34141. /** The name of the animation group */
  34142. name: string;
  34143. private _scene;
  34144. private _targetedAnimations;
  34145. private _animatables;
  34146. private _from;
  34147. private _to;
  34148. private _isStarted;
  34149. private _isPaused;
  34150. private _speedRatio;
  34151. private _loopAnimation;
  34152. /**
  34153. * Gets or sets the unique id of the node
  34154. */
  34155. uniqueId: number;
  34156. /**
  34157. * This observable will notify when one animation have ended
  34158. */
  34159. onAnimationEndObservable: Observable<TargetedAnimation>;
  34160. /**
  34161. * Observer raised when one animation loops
  34162. */
  34163. onAnimationLoopObservable: Observable<TargetedAnimation>;
  34164. /**
  34165. * Observer raised when all animations have looped
  34166. */
  34167. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  34168. /**
  34169. * This observable will notify when all animations have ended.
  34170. */
  34171. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  34172. /**
  34173. * This observable will notify when all animations have paused.
  34174. */
  34175. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  34176. /**
  34177. * This observable will notify when all animations are playing.
  34178. */
  34179. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  34180. /**
  34181. * Gets the first frame
  34182. */
  34183. readonly from: number;
  34184. /**
  34185. * Gets the last frame
  34186. */
  34187. readonly to: number;
  34188. /**
  34189. * Define if the animations are started
  34190. */
  34191. readonly isStarted: boolean;
  34192. /**
  34193. * Gets a value indicating that the current group is playing
  34194. */
  34195. readonly isPlaying: boolean;
  34196. /**
  34197. * Gets or sets the speed ratio to use for all animations
  34198. */
  34199. /**
  34200. * Gets or sets the speed ratio to use for all animations
  34201. */
  34202. speedRatio: number;
  34203. /**
  34204. * Gets or sets if all animations should loop or not
  34205. */
  34206. loopAnimation: boolean;
  34207. /**
  34208. * Gets the targeted animations for this animation group
  34209. */
  34210. readonly targetedAnimations: Array<TargetedAnimation>;
  34211. /**
  34212. * returning the list of animatables controlled by this animation group.
  34213. */
  34214. readonly animatables: Array<Animatable>;
  34215. /**
  34216. * Instantiates a new Animation Group.
  34217. * This helps managing several animations at once.
  34218. * @see http://doc.babylonjs.com/how_to/group
  34219. * @param name Defines the name of the group
  34220. * @param scene Defines the scene the group belongs to
  34221. */
  34222. constructor(
  34223. /** The name of the animation group */
  34224. name: string, scene?: Nullable<Scene>);
  34225. /**
  34226. * Add an animation (with its target) in the group
  34227. * @param animation defines the animation we want to add
  34228. * @param target defines the target of the animation
  34229. * @returns the TargetedAnimation object
  34230. */
  34231. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  34232. /**
  34233. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  34234. * It can add constant keys at begin or end
  34235. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  34236. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  34237. * @returns the animation group
  34238. */
  34239. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  34240. private _animationLoopCount;
  34241. private _animationLoopFlags;
  34242. private _processLoop;
  34243. /**
  34244. * Start all animations on given targets
  34245. * @param loop defines if animations must loop
  34246. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  34247. * @param from defines the from key (optional)
  34248. * @param to defines the to key (optional)
  34249. * @returns the current animation group
  34250. */
  34251. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  34252. /**
  34253. * Pause all animations
  34254. * @returns the animation group
  34255. */
  34256. pause(): AnimationGroup;
  34257. /**
  34258. * Play all animations to initial state
  34259. * This function will start() the animations if they were not started or will restart() them if they were paused
  34260. * @param loop defines if animations must loop
  34261. * @returns the animation group
  34262. */
  34263. play(loop?: boolean): AnimationGroup;
  34264. /**
  34265. * Reset all animations to initial state
  34266. * @returns the animation group
  34267. */
  34268. reset(): AnimationGroup;
  34269. /**
  34270. * Restart animations from key 0
  34271. * @returns the animation group
  34272. */
  34273. restart(): AnimationGroup;
  34274. /**
  34275. * Stop all animations
  34276. * @returns the animation group
  34277. */
  34278. stop(): AnimationGroup;
  34279. /**
  34280. * Set animation weight for all animatables
  34281. * @param weight defines the weight to use
  34282. * @return the animationGroup
  34283. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  34284. */
  34285. setWeightForAllAnimatables(weight: number): AnimationGroup;
  34286. /**
  34287. * Synchronize and normalize all animatables with a source animatable
  34288. * @param root defines the root animatable to synchronize with
  34289. * @return the animationGroup
  34290. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  34291. */
  34292. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  34293. /**
  34294. * Goes to a specific frame in this animation group
  34295. * @param frame the frame number to go to
  34296. * @return the animationGroup
  34297. */
  34298. goToFrame(frame: number): AnimationGroup;
  34299. /**
  34300. * Dispose all associated resources
  34301. */
  34302. dispose(): void;
  34303. private _checkAnimationGroupEnded;
  34304. /**
  34305. * Clone the current animation group and returns a copy
  34306. * @param newName defines the name of the new group
  34307. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  34308. * @returns the new aniamtion group
  34309. */
  34310. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  34311. /**
  34312. * Serializes the animationGroup to an object
  34313. * @returns Serialized object
  34314. */
  34315. serialize(): any;
  34316. /**
  34317. * Returns a new AnimationGroup object parsed from the source provided.
  34318. * @param parsedAnimationGroup defines the source
  34319. * @param scene defines the scene that will receive the animationGroup
  34320. * @returns a new AnimationGroup
  34321. */
  34322. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  34323. /**
  34324. * Returns the string "AnimationGroup"
  34325. * @returns "AnimationGroup"
  34326. */
  34327. getClassName(): string;
  34328. /**
  34329. * Creates a detailled string about the object
  34330. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  34331. * @returns a string representing the object
  34332. */
  34333. toString(fullDetails?: boolean): string;
  34334. }
  34335. }
  34336. declare module "babylonjs/scene" {
  34337. import { Nullable } from "babylonjs/types";
  34338. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  34339. import { Observable } from "babylonjs/Misc/observable";
  34340. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  34341. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  34342. import { Geometry } from "babylonjs/Meshes/geometry";
  34343. import { TransformNode } from "babylonjs/Meshes/transformNode";
  34344. import { SubMesh } from "babylonjs/Meshes/subMesh";
  34345. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  34346. import { Mesh } from "babylonjs/Meshes/mesh";
  34347. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  34348. import { Bone } from "babylonjs/Bones/bone";
  34349. import { Skeleton } from "babylonjs/Bones/skeleton";
  34350. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  34351. import { Camera } from "babylonjs/Cameras/camera";
  34352. import { AbstractScene } from "babylonjs/abstractScene";
  34353. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  34354. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  34355. import { Material } from "babylonjs/Materials/material";
  34356. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  34357. import { Effect } from "babylonjs/Materials/effect";
  34358. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  34359. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  34360. import { Light } from "babylonjs/Lights/light";
  34361. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  34362. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  34363. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  34364. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  34365. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  34366. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  34367. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  34368. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  34369. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  34370. import { Engine } from "babylonjs/Engines/engine";
  34371. import { Node } from "babylonjs/node";
  34372. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  34373. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  34374. import { WebRequest } from "babylonjs/Misc/webRequest";
  34375. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  34376. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  34377. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  34378. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  34379. import { Plane } from "babylonjs/Maths/math.plane";
  34380. import { LoadFileError, RequestFileError, ReadFileError } from "babylonjs/Misc/fileTools";
  34381. import { Ray } from "babylonjs/Culling/ray";
  34382. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  34383. import { Animation } from "babylonjs/Animations/animation";
  34384. import { Animatable } from "babylonjs/Animations/animatable";
  34385. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  34386. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  34387. import { Collider } from "babylonjs/Collisions/collider";
  34388. /**
  34389. * Define an interface for all classes that will hold resources
  34390. */
  34391. export interface IDisposable {
  34392. /**
  34393. * Releases all held resources
  34394. */
  34395. dispose(): void;
  34396. }
  34397. /** Interface defining initialization parameters for Scene class */
  34398. export interface SceneOptions {
  34399. /**
  34400. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  34401. * It will improve performance when the number of geometries becomes important.
  34402. */
  34403. useGeometryUniqueIdsMap?: boolean;
  34404. /**
  34405. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  34406. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34407. */
  34408. useMaterialMeshMap?: boolean;
  34409. /**
  34410. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  34411. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34412. */
  34413. useClonedMeshhMap?: boolean;
  34414. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  34415. virtual?: boolean;
  34416. }
  34417. /**
  34418. * Represents a scene to be rendered by the engine.
  34419. * @see http://doc.babylonjs.com/features/scene
  34420. */
  34421. export class Scene extends AbstractScene implements IAnimatable {
  34422. /** The fog is deactivated */
  34423. static readonly FOGMODE_NONE: number;
  34424. /** The fog density is following an exponential function */
  34425. static readonly FOGMODE_EXP: number;
  34426. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  34427. static readonly FOGMODE_EXP2: number;
  34428. /** The fog density is following a linear function. */
  34429. static readonly FOGMODE_LINEAR: number;
  34430. /**
  34431. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  34432. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34433. */
  34434. static MinDeltaTime: number;
  34435. /**
  34436. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  34437. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34438. */
  34439. static MaxDeltaTime: number;
  34440. /**
  34441. * Factory used to create the default material.
  34442. * @param name The name of the material to create
  34443. * @param scene The scene to create the material for
  34444. * @returns The default material
  34445. */
  34446. static DefaultMaterialFactory(scene: Scene): Material;
  34447. /**
  34448. * Factory used to create the a collision coordinator.
  34449. * @returns The collision coordinator
  34450. */
  34451. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  34452. /** @hidden */
  34453. _inputManager: InputManager;
  34454. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  34455. cameraToUseForPointers: Nullable<Camera>;
  34456. /** @hidden */
  34457. readonly _isScene: boolean;
  34458. /**
  34459. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  34460. */
  34461. autoClear: boolean;
  34462. /**
  34463. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  34464. */
  34465. autoClearDepthAndStencil: boolean;
  34466. /**
  34467. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  34468. */
  34469. clearColor: Color4;
  34470. /**
  34471. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  34472. */
  34473. ambientColor: Color3;
  34474. /**
  34475. * This is use to store the default BRDF lookup for PBR materials in your scene.
  34476. * It should only be one of the following (if not the default embedded one):
  34477. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  34478. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  34479. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  34480. * The material properties need to be setup according to the type of texture in use.
  34481. */
  34482. environmentBRDFTexture: BaseTexture;
  34483. /** @hidden */
  34484. protected _environmentTexture: Nullable<BaseTexture>;
  34485. /**
  34486. * Texture used in all pbr material as the reflection texture.
  34487. * As in the majority of the scene they are the same (exception for multi room and so on),
  34488. * this is easier to reference from here than from all the materials.
  34489. */
  34490. /**
  34491. * Texture used in all pbr material as the reflection texture.
  34492. * As in the majority of the scene they are the same (exception for multi room and so on),
  34493. * this is easier to set here than in all the materials.
  34494. */
  34495. environmentTexture: Nullable<BaseTexture>;
  34496. /** @hidden */
  34497. protected _environmentIntensity: number;
  34498. /**
  34499. * Intensity of the environment in all pbr material.
  34500. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34501. * As in the majority of the scene they are the same (exception for multi room and so on),
  34502. * this is easier to reference from here than from all the materials.
  34503. */
  34504. /**
  34505. * Intensity of the environment in all pbr material.
  34506. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34507. * As in the majority of the scene they are the same (exception for multi room and so on),
  34508. * this is easier to set here than in all the materials.
  34509. */
  34510. environmentIntensity: number;
  34511. /** @hidden */
  34512. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  34513. /**
  34514. * Default image processing configuration used either in the rendering
  34515. * Forward main pass or through the imageProcessingPostProcess if present.
  34516. * As in the majority of the scene they are the same (exception for multi camera),
  34517. * this is easier to reference from here than from all the materials and post process.
  34518. *
  34519. * No setter as we it is a shared configuration, you can set the values instead.
  34520. */
  34521. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  34522. private _forceWireframe;
  34523. /**
  34524. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  34525. */
  34526. forceWireframe: boolean;
  34527. private _forcePointsCloud;
  34528. /**
  34529. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  34530. */
  34531. forcePointsCloud: boolean;
  34532. /**
  34533. * Gets or sets the active clipplane 1
  34534. */
  34535. clipPlane: Nullable<Plane>;
  34536. /**
  34537. * Gets or sets the active clipplane 2
  34538. */
  34539. clipPlane2: Nullable<Plane>;
  34540. /**
  34541. * Gets or sets the active clipplane 3
  34542. */
  34543. clipPlane3: Nullable<Plane>;
  34544. /**
  34545. * Gets or sets the active clipplane 4
  34546. */
  34547. clipPlane4: Nullable<Plane>;
  34548. /**
  34549. * Gets or sets a boolean indicating if animations are enabled
  34550. */
  34551. animationsEnabled: boolean;
  34552. private _animationPropertiesOverride;
  34553. /**
  34554. * Gets or sets the animation properties override
  34555. */
  34556. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  34557. /**
  34558. * Gets or sets a boolean indicating if a constant deltatime has to be used
  34559. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  34560. */
  34561. useConstantAnimationDeltaTime: boolean;
  34562. /**
  34563. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  34564. * Please note that it requires to run a ray cast through the scene on every frame
  34565. */
  34566. constantlyUpdateMeshUnderPointer: boolean;
  34567. /**
  34568. * Defines the HTML cursor to use when hovering over interactive elements
  34569. */
  34570. hoverCursor: string;
  34571. /**
  34572. * Defines the HTML default cursor to use (empty by default)
  34573. */
  34574. defaultCursor: string;
  34575. /**
  34576. * Defines wether cursors are handled by the scene.
  34577. */
  34578. doNotHandleCursors: boolean;
  34579. /**
  34580. * This is used to call preventDefault() on pointer down
  34581. * in order to block unwanted artifacts like system double clicks
  34582. */
  34583. preventDefaultOnPointerDown: boolean;
  34584. /**
  34585. * This is used to call preventDefault() on pointer up
  34586. * in order to block unwanted artifacts like system double clicks
  34587. */
  34588. preventDefaultOnPointerUp: boolean;
  34589. /**
  34590. * Gets or sets user defined metadata
  34591. */
  34592. metadata: any;
  34593. /**
  34594. * For internal use only. Please do not use.
  34595. */
  34596. reservedDataStore: any;
  34597. /**
  34598. * Gets the name of the plugin used to load this scene (null by default)
  34599. */
  34600. loadingPluginName: string;
  34601. /**
  34602. * Use this array to add regular expressions used to disable offline support for specific urls
  34603. */
  34604. disableOfflineSupportExceptionRules: RegExp[];
  34605. /**
  34606. * An event triggered when the scene is disposed.
  34607. */
  34608. onDisposeObservable: Observable<Scene>;
  34609. private _onDisposeObserver;
  34610. /** Sets a function to be executed when this scene is disposed. */
  34611. onDispose: () => void;
  34612. /**
  34613. * An event triggered before rendering the scene (right after animations and physics)
  34614. */
  34615. onBeforeRenderObservable: Observable<Scene>;
  34616. private _onBeforeRenderObserver;
  34617. /** Sets a function to be executed before rendering this scene */
  34618. beforeRender: Nullable<() => void>;
  34619. /**
  34620. * An event triggered after rendering the scene
  34621. */
  34622. onAfterRenderObservable: Observable<Scene>;
  34623. /**
  34624. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  34625. */
  34626. onAfterRenderCameraObservable: Observable<Camera>;
  34627. private _onAfterRenderObserver;
  34628. /** Sets a function to be executed after rendering this scene */
  34629. afterRender: Nullable<() => void>;
  34630. /**
  34631. * An event triggered before animating the scene
  34632. */
  34633. onBeforeAnimationsObservable: Observable<Scene>;
  34634. /**
  34635. * An event triggered after animations processing
  34636. */
  34637. onAfterAnimationsObservable: Observable<Scene>;
  34638. /**
  34639. * An event triggered before draw calls are ready to be sent
  34640. */
  34641. onBeforeDrawPhaseObservable: Observable<Scene>;
  34642. /**
  34643. * An event triggered after draw calls have been sent
  34644. */
  34645. onAfterDrawPhaseObservable: Observable<Scene>;
  34646. /**
  34647. * An event triggered when the scene is ready
  34648. */
  34649. onReadyObservable: Observable<Scene>;
  34650. /**
  34651. * An event triggered before rendering a camera
  34652. */
  34653. onBeforeCameraRenderObservable: Observable<Camera>;
  34654. private _onBeforeCameraRenderObserver;
  34655. /** Sets a function to be executed before rendering a camera*/
  34656. beforeCameraRender: () => void;
  34657. /**
  34658. * An event triggered after rendering a camera
  34659. */
  34660. onAfterCameraRenderObservable: Observable<Camera>;
  34661. private _onAfterCameraRenderObserver;
  34662. /** Sets a function to be executed after rendering a camera*/
  34663. afterCameraRender: () => void;
  34664. /**
  34665. * An event triggered when active meshes evaluation is about to start
  34666. */
  34667. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  34668. /**
  34669. * An event triggered when active meshes evaluation is done
  34670. */
  34671. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  34672. /**
  34673. * An event triggered when particles rendering is about to start
  34674. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34675. */
  34676. onBeforeParticlesRenderingObservable: Observable<Scene>;
  34677. /**
  34678. * An event triggered when particles rendering is done
  34679. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34680. */
  34681. onAfterParticlesRenderingObservable: Observable<Scene>;
  34682. /**
  34683. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  34684. */
  34685. onDataLoadedObservable: Observable<Scene>;
  34686. /**
  34687. * An event triggered when a camera is created
  34688. */
  34689. onNewCameraAddedObservable: Observable<Camera>;
  34690. /**
  34691. * An event triggered when a camera is removed
  34692. */
  34693. onCameraRemovedObservable: Observable<Camera>;
  34694. /**
  34695. * An event triggered when a light is created
  34696. */
  34697. onNewLightAddedObservable: Observable<Light>;
  34698. /**
  34699. * An event triggered when a light is removed
  34700. */
  34701. onLightRemovedObservable: Observable<Light>;
  34702. /**
  34703. * An event triggered when a geometry is created
  34704. */
  34705. onNewGeometryAddedObservable: Observable<Geometry>;
  34706. /**
  34707. * An event triggered when a geometry is removed
  34708. */
  34709. onGeometryRemovedObservable: Observable<Geometry>;
  34710. /**
  34711. * An event triggered when a transform node is created
  34712. */
  34713. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  34714. /**
  34715. * An event triggered when a transform node is removed
  34716. */
  34717. onTransformNodeRemovedObservable: Observable<TransformNode>;
  34718. /**
  34719. * An event triggered when a mesh is created
  34720. */
  34721. onNewMeshAddedObservable: Observable<AbstractMesh>;
  34722. /**
  34723. * An event triggered when a mesh is removed
  34724. */
  34725. onMeshRemovedObservable: Observable<AbstractMesh>;
  34726. /**
  34727. * An event triggered when a skeleton is created
  34728. */
  34729. onNewSkeletonAddedObservable: Observable<Skeleton>;
  34730. /**
  34731. * An event triggered when a skeleton is removed
  34732. */
  34733. onSkeletonRemovedObservable: Observable<Skeleton>;
  34734. /**
  34735. * An event triggered when a material is created
  34736. */
  34737. onNewMaterialAddedObservable: Observable<Material>;
  34738. /**
  34739. * An event triggered when a material is removed
  34740. */
  34741. onMaterialRemovedObservable: Observable<Material>;
  34742. /**
  34743. * An event triggered when a texture is created
  34744. */
  34745. onNewTextureAddedObservable: Observable<BaseTexture>;
  34746. /**
  34747. * An event triggered when a texture is removed
  34748. */
  34749. onTextureRemovedObservable: Observable<BaseTexture>;
  34750. /**
  34751. * An event triggered when render targets are about to be rendered
  34752. * Can happen multiple times per frame.
  34753. */
  34754. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  34755. /**
  34756. * An event triggered when render targets were rendered.
  34757. * Can happen multiple times per frame.
  34758. */
  34759. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  34760. /**
  34761. * An event triggered before calculating deterministic simulation step
  34762. */
  34763. onBeforeStepObservable: Observable<Scene>;
  34764. /**
  34765. * An event triggered after calculating deterministic simulation step
  34766. */
  34767. onAfterStepObservable: Observable<Scene>;
  34768. /**
  34769. * An event triggered when the activeCamera property is updated
  34770. */
  34771. onActiveCameraChanged: Observable<Scene>;
  34772. /**
  34773. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  34774. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34775. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  34776. */
  34777. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34778. /**
  34779. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  34780. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34781. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  34782. */
  34783. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34784. /**
  34785. * This Observable will when a mesh has been imported into the scene.
  34786. */
  34787. onMeshImportedObservable: Observable<AbstractMesh>;
  34788. /**
  34789. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  34790. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  34791. */
  34792. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  34793. /** @hidden */
  34794. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  34795. /**
  34796. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  34797. */
  34798. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  34799. /**
  34800. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  34801. */
  34802. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  34803. /**
  34804. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  34805. */
  34806. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  34807. /** Callback called when a pointer move is detected */
  34808. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34809. /** Callback called when a pointer down is detected */
  34810. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34811. /** Callback called when a pointer up is detected */
  34812. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  34813. /** Callback called when a pointer pick is detected */
  34814. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  34815. /**
  34816. * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
  34817. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  34818. */
  34819. onPrePointerObservable: Observable<PointerInfoPre>;
  34820. /**
  34821. * Observable event triggered each time an input event is received from the rendering canvas
  34822. */
  34823. onPointerObservable: Observable<PointerInfo>;
  34824. /**
  34825. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  34826. */
  34827. readonly unTranslatedPointer: Vector2;
  34828. /**
  34829. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  34830. */
  34831. static DragMovementThreshold: number;
  34832. /**
  34833. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  34834. */
  34835. static LongPressDelay: number;
  34836. /**
  34837. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  34838. */
  34839. static DoubleClickDelay: number;
  34840. /** If you need to check double click without raising a single click at first click, enable this flag */
  34841. static ExclusiveDoubleClickMode: boolean;
  34842. /** @hidden */
  34843. _mirroredCameraPosition: Nullable<Vector3>;
  34844. /**
  34845. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  34846. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  34847. */
  34848. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  34849. /**
  34850. * Observable event triggered each time an keyboard event is received from the hosting window
  34851. */
  34852. onKeyboardObservable: Observable<KeyboardInfo>;
  34853. private _useRightHandedSystem;
  34854. /**
  34855. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  34856. */
  34857. useRightHandedSystem: boolean;
  34858. private _timeAccumulator;
  34859. private _currentStepId;
  34860. private _currentInternalStep;
  34861. /**
  34862. * Sets the step Id used by deterministic lock step
  34863. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34864. * @param newStepId defines the step Id
  34865. */
  34866. setStepId(newStepId: number): void;
  34867. /**
  34868. * Gets the step Id used by deterministic lock step
  34869. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34870. * @returns the step Id
  34871. */
  34872. getStepId(): number;
  34873. /**
  34874. * Gets the internal step used by deterministic lock step
  34875. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34876. * @returns the internal step
  34877. */
  34878. getInternalStep(): number;
  34879. private _fogEnabled;
  34880. /**
  34881. * Gets or sets a boolean indicating if fog is enabled on this scene
  34882. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34883. * (Default is true)
  34884. */
  34885. fogEnabled: boolean;
  34886. private _fogMode;
  34887. /**
  34888. * Gets or sets the fog mode to use
  34889. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34890. * | mode | value |
  34891. * | --- | --- |
  34892. * | FOGMODE_NONE | 0 |
  34893. * | FOGMODE_EXP | 1 |
  34894. * | FOGMODE_EXP2 | 2 |
  34895. * | FOGMODE_LINEAR | 3 |
  34896. */
  34897. fogMode: number;
  34898. /**
  34899. * Gets or sets the fog color to use
  34900. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34901. * (Default is Color3(0.2, 0.2, 0.3))
  34902. */
  34903. fogColor: Color3;
  34904. /**
  34905. * Gets or sets the fog density to use
  34906. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34907. * (Default is 0.1)
  34908. */
  34909. fogDensity: number;
  34910. /**
  34911. * Gets or sets the fog start distance to use
  34912. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34913. * (Default is 0)
  34914. */
  34915. fogStart: number;
  34916. /**
  34917. * Gets or sets the fog end distance to use
  34918. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34919. * (Default is 1000)
  34920. */
  34921. fogEnd: number;
  34922. private _shadowsEnabled;
  34923. /**
  34924. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34925. */
  34926. shadowsEnabled: boolean;
  34927. private _lightsEnabled;
  34928. /**
  34929. * Gets or sets a boolean indicating if lights are enabled on this scene
  34930. */
  34931. lightsEnabled: boolean;
  34932. /** All of the active cameras added to this scene. */
  34933. activeCameras: Camera[];
  34934. /** @hidden */
  34935. _activeCamera: Nullable<Camera>;
  34936. /** Gets or sets the current active camera */
  34937. activeCamera: Nullable<Camera>;
  34938. private _defaultMaterial;
  34939. /** The default material used on meshes when no material is affected */
  34940. /** The default material used on meshes when no material is affected */
  34941. defaultMaterial: Material;
  34942. private _texturesEnabled;
  34943. /**
  34944. * Gets or sets a boolean indicating if textures are enabled on this scene
  34945. */
  34946. texturesEnabled: boolean;
  34947. /**
  34948. * Gets or sets a boolean indicating if particles are enabled on this scene
  34949. */
  34950. particlesEnabled: boolean;
  34951. /**
  34952. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34953. */
  34954. spritesEnabled: boolean;
  34955. private _skeletonsEnabled;
  34956. /**
  34957. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34958. */
  34959. skeletonsEnabled: boolean;
  34960. /**
  34961. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34962. */
  34963. lensFlaresEnabled: boolean;
  34964. /**
  34965. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34966. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34967. */
  34968. collisionsEnabled: boolean;
  34969. private _collisionCoordinator;
  34970. /** @hidden */
  34971. readonly collisionCoordinator: ICollisionCoordinator;
  34972. /**
  34973. * Defines the gravity applied to this scene (used only for collisions)
  34974. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34975. */
  34976. gravity: Vector3;
  34977. /**
  34978. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34979. */
  34980. postProcessesEnabled: boolean;
  34981. /**
  34982. * The list of postprocesses added to the scene
  34983. */
  34984. postProcesses: PostProcess[];
  34985. /**
  34986. * Gets the current postprocess manager
  34987. */
  34988. postProcessManager: PostProcessManager;
  34989. /**
  34990. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34991. */
  34992. renderTargetsEnabled: boolean;
  34993. /**
  34994. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34995. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34996. */
  34997. dumpNextRenderTargets: boolean;
  34998. /**
  34999. * The list of user defined render targets added to the scene
  35000. */
  35001. customRenderTargets: RenderTargetTexture[];
  35002. /**
  35003. * Defines if texture loading must be delayed
  35004. * If true, textures will only be loaded when they need to be rendered
  35005. */
  35006. useDelayedTextureLoading: boolean;
  35007. /**
  35008. * Gets the list of meshes imported to the scene through SceneLoader
  35009. */
  35010. importedMeshesFiles: String[];
  35011. /**
  35012. * Gets or sets a boolean indicating if probes are enabled on this scene
  35013. */
  35014. probesEnabled: boolean;
  35015. /**
  35016. * Gets or sets the current offline provider to use to store scene data
  35017. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  35018. */
  35019. offlineProvider: IOfflineProvider;
  35020. /**
  35021. * Gets or sets the action manager associated with the scene
  35022. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  35023. */
  35024. actionManager: AbstractActionManager;
  35025. private _meshesForIntersections;
  35026. /**
  35027. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  35028. */
  35029. proceduralTexturesEnabled: boolean;
  35030. private _engine;
  35031. private _totalVertices;
  35032. /** @hidden */
  35033. _activeIndices: PerfCounter;
  35034. /** @hidden */
  35035. _activeParticles: PerfCounter;
  35036. /** @hidden */
  35037. _activeBones: PerfCounter;
  35038. private _animationRatio;
  35039. /** @hidden */
  35040. _animationTimeLast: number;
  35041. /** @hidden */
  35042. _animationTime: number;
  35043. /**
  35044. * Gets or sets a general scale for animation speed
  35045. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  35046. */
  35047. animationTimeScale: number;
  35048. /** @hidden */
  35049. _cachedMaterial: Nullable<Material>;
  35050. /** @hidden */
  35051. _cachedEffect: Nullable<Effect>;
  35052. /** @hidden */
  35053. _cachedVisibility: Nullable<number>;
  35054. private _renderId;
  35055. private _frameId;
  35056. private _executeWhenReadyTimeoutId;
  35057. private _intermediateRendering;
  35058. private _viewUpdateFlag;
  35059. private _projectionUpdateFlag;
  35060. /** @hidden */
  35061. _toBeDisposed: Nullable<IDisposable>[];
  35062. private _activeRequests;
  35063. /** @hidden */
  35064. _pendingData: any[];
  35065. private _isDisposed;
  35066. /**
  35067. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  35068. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  35069. */
  35070. dispatchAllSubMeshesOfActiveMeshes: boolean;
  35071. private _activeMeshes;
  35072. private _processedMaterials;
  35073. private _renderTargets;
  35074. /** @hidden */
  35075. _activeParticleSystems: SmartArray<IParticleSystem>;
  35076. private _activeSkeletons;
  35077. private _softwareSkinnedMeshes;
  35078. private _renderingManager;
  35079. /** @hidden */
  35080. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  35081. private _transformMatrix;
  35082. private _sceneUbo;
  35083. /** @hidden */
  35084. _viewMatrix: Matrix;
  35085. private _projectionMatrix;
  35086. /** @hidden */
  35087. _forcedViewPosition: Nullable<Vector3>;
  35088. /** @hidden */
  35089. _frustumPlanes: Plane[];
  35090. /**
  35091. * Gets the list of frustum planes (built from the active camera)
  35092. */
  35093. readonly frustumPlanes: Plane[];
  35094. /**
  35095. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  35096. * This is useful if there are more lights that the maximum simulteanous authorized
  35097. */
  35098. requireLightSorting: boolean;
  35099. /** @hidden */
  35100. readonly useMaterialMeshMap: boolean;
  35101. /** @hidden */
  35102. readonly useClonedMeshhMap: boolean;
  35103. private _externalData;
  35104. private _uid;
  35105. /**
  35106. * @hidden
  35107. * Backing store of defined scene components.
  35108. */
  35109. _components: ISceneComponent[];
  35110. /**
  35111. * @hidden
  35112. * Backing store of defined scene components.
  35113. */
  35114. _serializableComponents: ISceneSerializableComponent[];
  35115. /**
  35116. * List of components to register on the next registration step.
  35117. */
  35118. private _transientComponents;
  35119. /**
  35120. * Registers the transient components if needed.
  35121. */
  35122. private _registerTransientComponents;
  35123. /**
  35124. * @hidden
  35125. * Add a component to the scene.
  35126. * Note that the ccomponent could be registered on th next frame if this is called after
  35127. * the register component stage.
  35128. * @param component Defines the component to add to the scene
  35129. */
  35130. _addComponent(component: ISceneComponent): void;
  35131. /**
  35132. * @hidden
  35133. * Gets a component from the scene.
  35134. * @param name defines the name of the component to retrieve
  35135. * @returns the component or null if not present
  35136. */
  35137. _getComponent(name: string): Nullable<ISceneComponent>;
  35138. /**
  35139. * @hidden
  35140. * Defines the actions happening before camera updates.
  35141. */
  35142. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  35143. /**
  35144. * @hidden
  35145. * Defines the actions happening before clear the canvas.
  35146. */
  35147. _beforeClearStage: Stage<SimpleStageAction>;
  35148. /**
  35149. * @hidden
  35150. * Defines the actions when collecting render targets for the frame.
  35151. */
  35152. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  35153. /**
  35154. * @hidden
  35155. * Defines the actions happening for one camera in the frame.
  35156. */
  35157. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  35158. /**
  35159. * @hidden
  35160. * Defines the actions happening during the per mesh ready checks.
  35161. */
  35162. _isReadyForMeshStage: Stage<MeshStageAction>;
  35163. /**
  35164. * @hidden
  35165. * Defines the actions happening before evaluate active mesh checks.
  35166. */
  35167. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  35168. /**
  35169. * @hidden
  35170. * Defines the actions happening during the evaluate sub mesh checks.
  35171. */
  35172. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  35173. /**
  35174. * @hidden
  35175. * Defines the actions happening during the active mesh stage.
  35176. */
  35177. _activeMeshStage: Stage<ActiveMeshStageAction>;
  35178. /**
  35179. * @hidden
  35180. * Defines the actions happening during the per camera render target step.
  35181. */
  35182. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  35183. /**
  35184. * @hidden
  35185. * Defines the actions happening just before the active camera is drawing.
  35186. */
  35187. _beforeCameraDrawStage: Stage<CameraStageAction>;
  35188. /**
  35189. * @hidden
  35190. * Defines the actions happening just before a render target is drawing.
  35191. */
  35192. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  35193. /**
  35194. * @hidden
  35195. * Defines the actions happening just before a rendering group is drawing.
  35196. */
  35197. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  35198. /**
  35199. * @hidden
  35200. * Defines the actions happening just before a mesh is drawing.
  35201. */
  35202. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  35203. /**
  35204. * @hidden
  35205. * Defines the actions happening just after a mesh has been drawn.
  35206. */
  35207. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  35208. /**
  35209. * @hidden
  35210. * Defines the actions happening just after a rendering group has been drawn.
  35211. */
  35212. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  35213. /**
  35214. * @hidden
  35215. * Defines the actions happening just after the active camera has been drawn.
  35216. */
  35217. _afterCameraDrawStage: Stage<CameraStageAction>;
  35218. /**
  35219. * @hidden
  35220. * Defines the actions happening just after a render target has been drawn.
  35221. */
  35222. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  35223. /**
  35224. * @hidden
  35225. * Defines the actions happening just after rendering all cameras and computing intersections.
  35226. */
  35227. _afterRenderStage: Stage<SimpleStageAction>;
  35228. /**
  35229. * @hidden
  35230. * Defines the actions happening when a pointer move event happens.
  35231. */
  35232. _pointerMoveStage: Stage<PointerMoveStageAction>;
  35233. /**
  35234. * @hidden
  35235. * Defines the actions happening when a pointer down event happens.
  35236. */
  35237. _pointerDownStage: Stage<PointerUpDownStageAction>;
  35238. /**
  35239. * @hidden
  35240. * Defines the actions happening when a pointer up event happens.
  35241. */
  35242. _pointerUpStage: Stage<PointerUpDownStageAction>;
  35243. /**
  35244. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  35245. */
  35246. private geometriesByUniqueId;
  35247. /**
  35248. * Creates a new Scene
  35249. * @param engine defines the engine to use to render this scene
  35250. * @param options defines the scene options
  35251. */
  35252. constructor(engine: Engine, options?: SceneOptions);
  35253. /**
  35254. * Gets a string idenfifying the name of the class
  35255. * @returns "Scene" string
  35256. */
  35257. getClassName(): string;
  35258. private _defaultMeshCandidates;
  35259. /**
  35260. * @hidden
  35261. */
  35262. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  35263. private _defaultSubMeshCandidates;
  35264. /**
  35265. * @hidden
  35266. */
  35267. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  35268. /**
  35269. * Sets the default candidate providers for the scene.
  35270. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  35271. * and getCollidingSubMeshCandidates to their default function
  35272. */
  35273. setDefaultCandidateProviders(): void;
  35274. /**
  35275. * Gets the mesh that is currently under the pointer
  35276. */
  35277. readonly meshUnderPointer: Nullable<AbstractMesh>;
  35278. /**
  35279. * Gets or sets the current on-screen X position of the pointer
  35280. */
  35281. pointerX: number;
  35282. /**
  35283. * Gets or sets the current on-screen Y position of the pointer
  35284. */
  35285. pointerY: number;
  35286. /**
  35287. * Gets the cached material (ie. the latest rendered one)
  35288. * @returns the cached material
  35289. */
  35290. getCachedMaterial(): Nullable<Material>;
  35291. /**
  35292. * Gets the cached effect (ie. the latest rendered one)
  35293. * @returns the cached effect
  35294. */
  35295. getCachedEffect(): Nullable<Effect>;
  35296. /**
  35297. * Gets the cached visibility state (ie. the latest rendered one)
  35298. * @returns the cached visibility state
  35299. */
  35300. getCachedVisibility(): Nullable<number>;
  35301. /**
  35302. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  35303. * @param material defines the current material
  35304. * @param effect defines the current effect
  35305. * @param visibility defines the current visibility state
  35306. * @returns true if one parameter is not cached
  35307. */
  35308. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  35309. /**
  35310. * Gets the engine associated with the scene
  35311. * @returns an Engine
  35312. */
  35313. getEngine(): Engine;
  35314. /**
  35315. * Gets the total number of vertices rendered per frame
  35316. * @returns the total number of vertices rendered per frame
  35317. */
  35318. getTotalVertices(): number;
  35319. /**
  35320. * Gets the performance counter for total vertices
  35321. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35322. */
  35323. readonly totalVerticesPerfCounter: PerfCounter;
  35324. /**
  35325. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  35326. * @returns the total number of active indices rendered per frame
  35327. */
  35328. getActiveIndices(): number;
  35329. /**
  35330. * Gets the performance counter for active indices
  35331. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35332. */
  35333. readonly totalActiveIndicesPerfCounter: PerfCounter;
  35334. /**
  35335. * Gets the total number of active particles rendered per frame
  35336. * @returns the total number of active particles rendered per frame
  35337. */
  35338. getActiveParticles(): number;
  35339. /**
  35340. * Gets the performance counter for active particles
  35341. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35342. */
  35343. readonly activeParticlesPerfCounter: PerfCounter;
  35344. /**
  35345. * Gets the total number of active bones rendered per frame
  35346. * @returns the total number of active bones rendered per frame
  35347. */
  35348. getActiveBones(): number;
  35349. /**
  35350. * Gets the performance counter for active bones
  35351. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35352. */
  35353. readonly activeBonesPerfCounter: PerfCounter;
  35354. /**
  35355. * Gets the array of active meshes
  35356. * @returns an array of AbstractMesh
  35357. */
  35358. getActiveMeshes(): SmartArray<AbstractMesh>;
  35359. /**
  35360. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  35361. * @returns a number
  35362. */
  35363. getAnimationRatio(): number;
  35364. /**
  35365. * Gets an unique Id for the current render phase
  35366. * @returns a number
  35367. */
  35368. getRenderId(): number;
  35369. /**
  35370. * Gets an unique Id for the current frame
  35371. * @returns a number
  35372. */
  35373. getFrameId(): number;
  35374. /** Call this function if you want to manually increment the render Id*/
  35375. incrementRenderId(): void;
  35376. private _createUbo;
  35377. /**
  35378. * Use this method to simulate a pointer move on a mesh
  35379. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35380. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35381. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35382. * @returns the current scene
  35383. */
  35384. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  35385. /**
  35386. * Use this method to simulate a pointer down on a mesh
  35387. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35388. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35389. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35390. * @returns the current scene
  35391. */
  35392. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  35393. /**
  35394. * Use this method to simulate a pointer up on a mesh
  35395. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35396. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35397. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35398. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  35399. * @returns the current scene
  35400. */
  35401. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  35402. /**
  35403. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  35404. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  35405. * @returns true if the pointer was captured
  35406. */
  35407. isPointerCaptured(pointerId?: number): boolean;
  35408. /**
  35409. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  35410. * @param attachUp defines if you want to attach events to pointerup
  35411. * @param attachDown defines if you want to attach events to pointerdown
  35412. * @param attachMove defines if you want to attach events to pointermove
  35413. */
  35414. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  35415. /** Detaches all event handlers*/
  35416. detachControl(): void;
  35417. /**
  35418. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  35419. * Delay loaded resources are not taking in account
  35420. * @return true if all required resources are ready
  35421. */
  35422. isReady(): boolean;
  35423. /** Resets all cached information relative to material (including effect and visibility) */
  35424. resetCachedMaterial(): void;
  35425. /**
  35426. * Registers a function to be called before every frame render
  35427. * @param func defines the function to register
  35428. */
  35429. registerBeforeRender(func: () => void): void;
  35430. /**
  35431. * Unregisters a function called before every frame render
  35432. * @param func defines the function to unregister
  35433. */
  35434. unregisterBeforeRender(func: () => void): void;
  35435. /**
  35436. * Registers a function to be called after every frame render
  35437. * @param func defines the function to register
  35438. */
  35439. registerAfterRender(func: () => void): void;
  35440. /**
  35441. * Unregisters a function called after every frame render
  35442. * @param func defines the function to unregister
  35443. */
  35444. unregisterAfterRender(func: () => void): void;
  35445. private _executeOnceBeforeRender;
  35446. /**
  35447. * The provided function will run before render once and will be disposed afterwards.
  35448. * A timeout delay can be provided so that the function will be executed in N ms.
  35449. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  35450. * @param func The function to be executed.
  35451. * @param timeout optional delay in ms
  35452. */
  35453. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  35454. /** @hidden */
  35455. _addPendingData(data: any): void;
  35456. /** @hidden */
  35457. _removePendingData(data: any): void;
  35458. /**
  35459. * Returns the number of items waiting to be loaded
  35460. * @returns the number of items waiting to be loaded
  35461. */
  35462. getWaitingItemsCount(): number;
  35463. /**
  35464. * Returns a boolean indicating if the scene is still loading data
  35465. */
  35466. readonly isLoading: boolean;
  35467. /**
  35468. * Registers a function to be executed when the scene is ready
  35469. * @param {Function} func - the function to be executed
  35470. */
  35471. executeWhenReady(func: () => void): void;
  35472. /**
  35473. * Returns a promise that resolves when the scene is ready
  35474. * @returns A promise that resolves when the scene is ready
  35475. */
  35476. whenReadyAsync(): Promise<void>;
  35477. /** @hidden */
  35478. _checkIsReady(): void;
  35479. /**
  35480. * Gets all animatable attached to the scene
  35481. */
  35482. readonly animatables: Animatable[];
  35483. /**
  35484. * Resets the last animation time frame.
  35485. * Useful to override when animations start running when loading a scene for the first time.
  35486. */
  35487. resetLastAnimationTimeFrame(): void;
  35488. /**
  35489. * Gets the current view matrix
  35490. * @returns a Matrix
  35491. */
  35492. getViewMatrix(): Matrix;
  35493. /**
  35494. * Gets the current projection matrix
  35495. * @returns a Matrix
  35496. */
  35497. getProjectionMatrix(): Matrix;
  35498. /**
  35499. * Gets the current transform matrix
  35500. * @returns a Matrix made of View * Projection
  35501. */
  35502. getTransformMatrix(): Matrix;
  35503. /**
  35504. * Sets the current transform matrix
  35505. * @param viewL defines the View matrix to use
  35506. * @param projectionL defines the Projection matrix to use
  35507. * @param viewR defines the right View matrix to use (if provided)
  35508. * @param projectionR defines the right Projection matrix to use (if provided)
  35509. */
  35510. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  35511. /**
  35512. * Gets the uniform buffer used to store scene data
  35513. * @returns a UniformBuffer
  35514. */
  35515. getSceneUniformBuffer(): UniformBuffer;
  35516. /**
  35517. * Gets an unique (relatively to the current scene) Id
  35518. * @returns an unique number for the scene
  35519. */
  35520. getUniqueId(): number;
  35521. /**
  35522. * Add a mesh to the list of scene's meshes
  35523. * @param newMesh defines the mesh to add
  35524. * @param recursive if all child meshes should also be added to the scene
  35525. */
  35526. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  35527. /**
  35528. * Remove a mesh for the list of scene's meshes
  35529. * @param toRemove defines the mesh to remove
  35530. * @param recursive if all child meshes should also be removed from the scene
  35531. * @returns the index where the mesh was in the mesh list
  35532. */
  35533. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  35534. /**
  35535. * Add a transform node to the list of scene's transform nodes
  35536. * @param newTransformNode defines the transform node to add
  35537. */
  35538. addTransformNode(newTransformNode: TransformNode): void;
  35539. /**
  35540. * Remove a transform node for the list of scene's transform nodes
  35541. * @param toRemove defines the transform node to remove
  35542. * @returns the index where the transform node was in the transform node list
  35543. */
  35544. removeTransformNode(toRemove: TransformNode): number;
  35545. /**
  35546. * Remove a skeleton for the list of scene's skeletons
  35547. * @param toRemove defines the skeleton to remove
  35548. * @returns the index where the skeleton was in the skeleton list
  35549. */
  35550. removeSkeleton(toRemove: Skeleton): number;
  35551. /**
  35552. * Remove a morph target for the list of scene's morph targets
  35553. * @param toRemove defines the morph target to remove
  35554. * @returns the index where the morph target was in the morph target list
  35555. */
  35556. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  35557. /**
  35558. * Remove a light for the list of scene's lights
  35559. * @param toRemove defines the light to remove
  35560. * @returns the index where the light was in the light list
  35561. */
  35562. removeLight(toRemove: Light): number;
  35563. /**
  35564. * Remove a camera for the list of scene's cameras
  35565. * @param toRemove defines the camera to remove
  35566. * @returns the index where the camera was in the camera list
  35567. */
  35568. removeCamera(toRemove: Camera): number;
  35569. /**
  35570. * Remove a particle system for the list of scene's particle systems
  35571. * @param toRemove defines the particle system to remove
  35572. * @returns the index where the particle system was in the particle system list
  35573. */
  35574. removeParticleSystem(toRemove: IParticleSystem): number;
  35575. /**
  35576. * Remove a animation for the list of scene's animations
  35577. * @param toRemove defines the animation to remove
  35578. * @returns the index where the animation was in the animation list
  35579. */
  35580. removeAnimation(toRemove: Animation): number;
  35581. /**
  35582. * Will stop the animation of the given target
  35583. * @param target - the target
  35584. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  35585. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  35586. */
  35587. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  35588. /**
  35589. * Removes the given animation group from this scene.
  35590. * @param toRemove The animation group to remove
  35591. * @returns The index of the removed animation group
  35592. */
  35593. removeAnimationGroup(toRemove: AnimationGroup): number;
  35594. /**
  35595. * Removes the given multi-material from this scene.
  35596. * @param toRemove The multi-material to remove
  35597. * @returns The index of the removed multi-material
  35598. */
  35599. removeMultiMaterial(toRemove: MultiMaterial): number;
  35600. /**
  35601. * Removes the given material from this scene.
  35602. * @param toRemove The material to remove
  35603. * @returns The index of the removed material
  35604. */
  35605. removeMaterial(toRemove: Material): number;
  35606. /**
  35607. * Removes the given action manager from this scene.
  35608. * @param toRemove The action manager to remove
  35609. * @returns The index of the removed action manager
  35610. */
  35611. removeActionManager(toRemove: AbstractActionManager): number;
  35612. /**
  35613. * Removes the given texture from this scene.
  35614. * @param toRemove The texture to remove
  35615. * @returns The index of the removed texture
  35616. */
  35617. removeTexture(toRemove: BaseTexture): number;
  35618. /**
  35619. * Adds the given light to this scene
  35620. * @param newLight The light to add
  35621. */
  35622. addLight(newLight: Light): void;
  35623. /**
  35624. * Sorts the list list based on light priorities
  35625. */
  35626. sortLightsByPriority(): void;
  35627. /**
  35628. * Adds the given camera to this scene
  35629. * @param newCamera The camera to add
  35630. */
  35631. addCamera(newCamera: Camera): void;
  35632. /**
  35633. * Adds the given skeleton to this scene
  35634. * @param newSkeleton The skeleton to add
  35635. */
  35636. addSkeleton(newSkeleton: Skeleton): void;
  35637. /**
  35638. * Adds the given particle system to this scene
  35639. * @param newParticleSystem The particle system to add
  35640. */
  35641. addParticleSystem(newParticleSystem: IParticleSystem): void;
  35642. /**
  35643. * Adds the given animation to this scene
  35644. * @param newAnimation The animation to add
  35645. */
  35646. addAnimation(newAnimation: Animation): void;
  35647. /**
  35648. * Adds the given animation group to this scene.
  35649. * @param newAnimationGroup The animation group to add
  35650. */
  35651. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  35652. /**
  35653. * Adds the given multi-material to this scene
  35654. * @param newMultiMaterial The multi-material to add
  35655. */
  35656. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  35657. /**
  35658. * Adds the given material to this scene
  35659. * @param newMaterial The material to add
  35660. */
  35661. addMaterial(newMaterial: Material): void;
  35662. /**
  35663. * Adds the given morph target to this scene
  35664. * @param newMorphTargetManager The morph target to add
  35665. */
  35666. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  35667. /**
  35668. * Adds the given geometry to this scene
  35669. * @param newGeometry The geometry to add
  35670. */
  35671. addGeometry(newGeometry: Geometry): void;
  35672. /**
  35673. * Adds the given action manager to this scene
  35674. * @param newActionManager The action manager to add
  35675. */
  35676. addActionManager(newActionManager: AbstractActionManager): void;
  35677. /**
  35678. * Adds the given texture to this scene.
  35679. * @param newTexture The texture to add
  35680. */
  35681. addTexture(newTexture: BaseTexture): void;
  35682. /**
  35683. * Switch active camera
  35684. * @param newCamera defines the new active camera
  35685. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  35686. */
  35687. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  35688. /**
  35689. * sets the active camera of the scene using its ID
  35690. * @param id defines the camera's ID
  35691. * @return the new active camera or null if none found.
  35692. */
  35693. setActiveCameraByID(id: string): Nullable<Camera>;
  35694. /**
  35695. * sets the active camera of the scene using its name
  35696. * @param name defines the camera's name
  35697. * @returns the new active camera or null if none found.
  35698. */
  35699. setActiveCameraByName(name: string): Nullable<Camera>;
  35700. /**
  35701. * get an animation group using its name
  35702. * @param name defines the material's name
  35703. * @return the animation group or null if none found.
  35704. */
  35705. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  35706. /**
  35707. * Get a material using its unique id
  35708. * @param uniqueId defines the material's unique id
  35709. * @return the material or null if none found.
  35710. */
  35711. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  35712. /**
  35713. * get a material using its id
  35714. * @param id defines the material's ID
  35715. * @return the material or null if none found.
  35716. */
  35717. getMaterialByID(id: string): Nullable<Material>;
  35718. /**
  35719. * Gets a the last added material using a given id
  35720. * @param id defines the material's ID
  35721. * @return the last material with the given id or null if none found.
  35722. */
  35723. getLastMaterialByID(id: string): Nullable<Material>;
  35724. /**
  35725. * Gets a material using its name
  35726. * @param name defines the material's name
  35727. * @return the material or null if none found.
  35728. */
  35729. getMaterialByName(name: string): Nullable<Material>;
  35730. /**
  35731. * Get a texture using its unique id
  35732. * @param uniqueId defines the texture's unique id
  35733. * @return the texture or null if none found.
  35734. */
  35735. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  35736. /**
  35737. * Gets a camera using its id
  35738. * @param id defines the id to look for
  35739. * @returns the camera or null if not found
  35740. */
  35741. getCameraByID(id: string): Nullable<Camera>;
  35742. /**
  35743. * Gets a camera using its unique id
  35744. * @param uniqueId defines the unique id to look for
  35745. * @returns the camera or null if not found
  35746. */
  35747. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  35748. /**
  35749. * Gets a camera using its name
  35750. * @param name defines the camera's name
  35751. * @return the camera or null if none found.
  35752. */
  35753. getCameraByName(name: string): Nullable<Camera>;
  35754. /**
  35755. * Gets a bone using its id
  35756. * @param id defines the bone's id
  35757. * @return the bone or null if not found
  35758. */
  35759. getBoneByID(id: string): Nullable<Bone>;
  35760. /**
  35761. * Gets a bone using its id
  35762. * @param name defines the bone's name
  35763. * @return the bone or null if not found
  35764. */
  35765. getBoneByName(name: string): Nullable<Bone>;
  35766. /**
  35767. * Gets a light node using its name
  35768. * @param name defines the the light's name
  35769. * @return the light or null if none found.
  35770. */
  35771. getLightByName(name: string): Nullable<Light>;
  35772. /**
  35773. * Gets a light node using its id
  35774. * @param id defines the light's id
  35775. * @return the light or null if none found.
  35776. */
  35777. getLightByID(id: string): Nullable<Light>;
  35778. /**
  35779. * Gets a light node using its scene-generated unique ID
  35780. * @param uniqueId defines the light's unique id
  35781. * @return the light or null if none found.
  35782. */
  35783. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  35784. /**
  35785. * Gets a particle system by id
  35786. * @param id defines the particle system id
  35787. * @return the corresponding system or null if none found
  35788. */
  35789. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  35790. /**
  35791. * Gets a geometry using its ID
  35792. * @param id defines the geometry's id
  35793. * @return the geometry or null if none found.
  35794. */
  35795. getGeometryByID(id: string): Nullable<Geometry>;
  35796. private _getGeometryByUniqueID;
  35797. /**
  35798. * Add a new geometry to this scene
  35799. * @param geometry defines the geometry to be added to the scene.
  35800. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  35801. * @return a boolean defining if the geometry was added or not
  35802. */
  35803. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  35804. /**
  35805. * Removes an existing geometry
  35806. * @param geometry defines the geometry to be removed from the scene
  35807. * @return a boolean defining if the geometry was removed or not
  35808. */
  35809. removeGeometry(geometry: Geometry): boolean;
  35810. /**
  35811. * Gets the list of geometries attached to the scene
  35812. * @returns an array of Geometry
  35813. */
  35814. getGeometries(): Geometry[];
  35815. /**
  35816. * Gets the first added mesh found of a given ID
  35817. * @param id defines the id to search for
  35818. * @return the mesh found or null if not found at all
  35819. */
  35820. getMeshByID(id: string): Nullable<AbstractMesh>;
  35821. /**
  35822. * Gets a list of meshes using their id
  35823. * @param id defines the id to search for
  35824. * @returns a list of meshes
  35825. */
  35826. getMeshesByID(id: string): Array<AbstractMesh>;
  35827. /**
  35828. * Gets the first added transform node found of a given ID
  35829. * @param id defines the id to search for
  35830. * @return the found transform node or null if not found at all.
  35831. */
  35832. getTransformNodeByID(id: string): Nullable<TransformNode>;
  35833. /**
  35834. * Gets a transform node with its auto-generated unique id
  35835. * @param uniqueId efines the unique id to search for
  35836. * @return the found transform node or null if not found at all.
  35837. */
  35838. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  35839. /**
  35840. * Gets a list of transform nodes using their id
  35841. * @param id defines the id to search for
  35842. * @returns a list of transform nodes
  35843. */
  35844. getTransformNodesByID(id: string): Array<TransformNode>;
  35845. /**
  35846. * Gets a mesh with its auto-generated unique id
  35847. * @param uniqueId defines the unique id to search for
  35848. * @return the found mesh or null if not found at all.
  35849. */
  35850. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  35851. /**
  35852. * Gets a the last added mesh using a given id
  35853. * @param id defines the id to search for
  35854. * @return the found mesh or null if not found at all.
  35855. */
  35856. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  35857. /**
  35858. * Gets a the last added node (Mesh, Camera, Light) using a given id
  35859. * @param id defines the id to search for
  35860. * @return the found node or null if not found at all
  35861. */
  35862. getLastEntryByID(id: string): Nullable<Node>;
  35863. /**
  35864. * Gets a node (Mesh, Camera, Light) using a given id
  35865. * @param id defines the id to search for
  35866. * @return the found node or null if not found at all
  35867. */
  35868. getNodeByID(id: string): Nullable<Node>;
  35869. /**
  35870. * Gets a node (Mesh, Camera, Light) using a given name
  35871. * @param name defines the name to search for
  35872. * @return the found node or null if not found at all.
  35873. */
  35874. getNodeByName(name: string): Nullable<Node>;
  35875. /**
  35876. * Gets a mesh using a given name
  35877. * @param name defines the name to search for
  35878. * @return the found mesh or null if not found at all.
  35879. */
  35880. getMeshByName(name: string): Nullable<AbstractMesh>;
  35881. /**
  35882. * Gets a transform node using a given name
  35883. * @param name defines the name to search for
  35884. * @return the found transform node or null if not found at all.
  35885. */
  35886. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35887. /**
  35888. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35889. * @param id defines the id to search for
  35890. * @return the found skeleton or null if not found at all.
  35891. */
  35892. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35893. /**
  35894. * Gets a skeleton using a given auto generated unique id
  35895. * @param uniqueId defines the unique id to search for
  35896. * @return the found skeleton or null if not found at all.
  35897. */
  35898. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35899. /**
  35900. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35901. * @param id defines the id to search for
  35902. * @return the found skeleton or null if not found at all.
  35903. */
  35904. getSkeletonById(id: string): Nullable<Skeleton>;
  35905. /**
  35906. * Gets a skeleton using a given name
  35907. * @param name defines the name to search for
  35908. * @return the found skeleton or null if not found at all.
  35909. */
  35910. getSkeletonByName(name: string): Nullable<Skeleton>;
  35911. /**
  35912. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35913. * @param id defines the id to search for
  35914. * @return the found morph target manager or null if not found at all.
  35915. */
  35916. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35917. /**
  35918. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35919. * @param id defines the id to search for
  35920. * @return the found morph target or null if not found at all.
  35921. */
  35922. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35923. /**
  35924. * Gets a boolean indicating if the given mesh is active
  35925. * @param mesh defines the mesh to look for
  35926. * @returns true if the mesh is in the active list
  35927. */
  35928. isActiveMesh(mesh: AbstractMesh): boolean;
  35929. /**
  35930. * Return a unique id as a string which can serve as an identifier for the scene
  35931. */
  35932. readonly uid: string;
  35933. /**
  35934. * Add an externaly attached data from its key.
  35935. * This method call will fail and return false, if such key already exists.
  35936. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35937. * @param key the unique key that identifies the data
  35938. * @param data the data object to associate to the key for this Engine instance
  35939. * @return true if no such key were already present and the data was added successfully, false otherwise
  35940. */
  35941. addExternalData<T>(key: string, data: T): boolean;
  35942. /**
  35943. * Get an externaly attached data from its key
  35944. * @param key the unique key that identifies the data
  35945. * @return the associated data, if present (can be null), or undefined if not present
  35946. */
  35947. getExternalData<T>(key: string): Nullable<T>;
  35948. /**
  35949. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35950. * @param key the unique key that identifies the data
  35951. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35952. * @return the associated data, can be null if the factory returned null.
  35953. */
  35954. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35955. /**
  35956. * Remove an externaly attached data from the Engine instance
  35957. * @param key the unique key that identifies the data
  35958. * @return true if the data was successfully removed, false if it doesn't exist
  35959. */
  35960. removeExternalData(key: string): boolean;
  35961. private _evaluateSubMesh;
  35962. /**
  35963. * Clear the processed materials smart array preventing retention point in material dispose.
  35964. */
  35965. freeProcessedMaterials(): void;
  35966. private _preventFreeActiveMeshesAndRenderingGroups;
  35967. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35968. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35969. * when disposing several meshes in a row or a hierarchy of meshes.
  35970. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35971. */
  35972. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35973. /**
  35974. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35975. */
  35976. freeActiveMeshes(): void;
  35977. /**
  35978. * Clear the info related to rendering groups preventing retention points during dispose.
  35979. */
  35980. freeRenderingGroups(): void;
  35981. /** @hidden */
  35982. _isInIntermediateRendering(): boolean;
  35983. /**
  35984. * Lambda returning the list of potentially active meshes.
  35985. */
  35986. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35987. /**
  35988. * Lambda returning the list of potentially active sub meshes.
  35989. */
  35990. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35991. /**
  35992. * Lambda returning the list of potentially intersecting sub meshes.
  35993. */
  35994. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35995. /**
  35996. * Lambda returning the list of potentially colliding sub meshes.
  35997. */
  35998. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35999. private _activeMeshesFrozen;
  36000. private _skipEvaluateActiveMeshesCompletely;
  36001. /**
  36002. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  36003. * @param skipEvaluateActiveMeshes defines an optional boolean indicating that the evaluate active meshes step must be completely skipped
  36004. * @returns the current scene
  36005. */
  36006. freezeActiveMeshes(skipEvaluateActiveMeshes?: boolean): Scene;
  36007. /**
  36008. * Use this function to restart evaluating active meshes on every frame
  36009. * @returns the current scene
  36010. */
  36011. unfreezeActiveMeshes(): Scene;
  36012. private _evaluateActiveMeshes;
  36013. private _activeMesh;
  36014. /**
  36015. * Update the transform matrix to update from the current active camera
  36016. * @param force defines a boolean used to force the update even if cache is up to date
  36017. */
  36018. updateTransformMatrix(force?: boolean): void;
  36019. private _bindFrameBuffer;
  36020. /** @hidden */
  36021. _allowPostProcessClearColor: boolean;
  36022. /** @hidden */
  36023. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  36024. private _processSubCameras;
  36025. private _checkIntersections;
  36026. /** @hidden */
  36027. _advancePhysicsEngineStep(step: number): void;
  36028. /**
  36029. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  36030. */
  36031. getDeterministicFrameTime: () => number;
  36032. /** @hidden */
  36033. _animate(): void;
  36034. /** Execute all animations (for a frame) */
  36035. animate(): void;
  36036. /**
  36037. * Render the scene
  36038. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  36039. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  36040. */
  36041. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  36042. /**
  36043. * Freeze all materials
  36044. * A frozen material will not be updatable but should be faster to render
  36045. */
  36046. freezeMaterials(): void;
  36047. /**
  36048. * Unfreeze all materials
  36049. * A frozen material will not be updatable but should be faster to render
  36050. */
  36051. unfreezeMaterials(): void;
  36052. /**
  36053. * Releases all held ressources
  36054. */
  36055. dispose(): void;
  36056. /**
  36057. * Gets if the scene is already disposed
  36058. */
  36059. readonly isDisposed: boolean;
  36060. /**
  36061. * Call this function to reduce memory footprint of the scene.
  36062. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  36063. */
  36064. clearCachedVertexData(): void;
  36065. /**
  36066. * This function will remove the local cached buffer data from texture.
  36067. * It will save memory but will prevent the texture from being rebuilt
  36068. */
  36069. cleanCachedTextureBuffer(): void;
  36070. /**
  36071. * Get the world extend vectors with an optional filter
  36072. *
  36073. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  36074. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  36075. */
  36076. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  36077. min: Vector3;
  36078. max: Vector3;
  36079. };
  36080. /**
  36081. * Creates a ray that can be used to pick in the scene
  36082. * @param x defines the x coordinate of the origin (on-screen)
  36083. * @param y defines the y coordinate of the origin (on-screen)
  36084. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  36085. * @param camera defines the camera to use for the picking
  36086. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  36087. * @returns a Ray
  36088. */
  36089. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  36090. /**
  36091. * Creates a ray that can be used to pick in the scene
  36092. * @param x defines the x coordinate of the origin (on-screen)
  36093. * @param y defines the y coordinate of the origin (on-screen)
  36094. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  36095. * @param result defines the ray where to store the picking ray
  36096. * @param camera defines the camera to use for the picking
  36097. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  36098. * @returns the current scene
  36099. */
  36100. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  36101. /**
  36102. * Creates a ray that can be used to pick in the scene
  36103. * @param x defines the x coordinate of the origin (on-screen)
  36104. * @param y defines the y coordinate of the origin (on-screen)
  36105. * @param camera defines the camera to use for the picking
  36106. * @returns a Ray
  36107. */
  36108. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  36109. /**
  36110. * Creates a ray that can be used to pick in the scene
  36111. * @param x defines the x coordinate of the origin (on-screen)
  36112. * @param y defines the y coordinate of the origin (on-screen)
  36113. * @param result defines the ray where to store the picking ray
  36114. * @param camera defines the camera to use for the picking
  36115. * @returns the current scene
  36116. */
  36117. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  36118. /** Launch a ray to try to pick a mesh in the scene
  36119. * @param x position on screen
  36120. * @param y position on screen
  36121. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  36122. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  36123. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  36124. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36125. * @returns a PickingInfo
  36126. */
  36127. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  36128. /** Use the given ray to pick a mesh in the scene
  36129. * @param ray The ray to use to pick meshes
  36130. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true
  36131. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  36132. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36133. * @returns a PickingInfo
  36134. */
  36135. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  36136. /**
  36137. * Launch a ray to try to pick a mesh in the scene
  36138. * @param x X position on screen
  36139. * @param y Y position on screen
  36140. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  36141. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  36142. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36143. * @returns an array of PickingInfo
  36144. */
  36145. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  36146. /**
  36147. * Launch a ray to try to pick a mesh in the scene
  36148. * @param ray Ray to use
  36149. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  36150. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36151. * @returns an array of PickingInfo
  36152. */
  36153. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  36154. /**
  36155. * Force the value of meshUnderPointer
  36156. * @param mesh defines the mesh to use
  36157. */
  36158. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  36159. /**
  36160. * Gets the mesh under the pointer
  36161. * @returns a Mesh or null if no mesh is under the pointer
  36162. */
  36163. getPointerOverMesh(): Nullable<AbstractMesh>;
  36164. /** @hidden */
  36165. _rebuildGeometries(): void;
  36166. /** @hidden */
  36167. _rebuildTextures(): void;
  36168. private _getByTags;
  36169. /**
  36170. * Get a list of meshes by tags
  36171. * @param tagsQuery defines the tags query to use
  36172. * @param forEach defines a predicate used to filter results
  36173. * @returns an array of Mesh
  36174. */
  36175. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  36176. /**
  36177. * Get a list of cameras by tags
  36178. * @param tagsQuery defines the tags query to use
  36179. * @param forEach defines a predicate used to filter results
  36180. * @returns an array of Camera
  36181. */
  36182. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  36183. /**
  36184. * Get a list of lights by tags
  36185. * @param tagsQuery defines the tags query to use
  36186. * @param forEach defines a predicate used to filter results
  36187. * @returns an array of Light
  36188. */
  36189. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  36190. /**
  36191. * Get a list of materials by tags
  36192. * @param tagsQuery defines the tags query to use
  36193. * @param forEach defines a predicate used to filter results
  36194. * @returns an array of Material
  36195. */
  36196. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  36197. /**
  36198. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  36199. * This allowed control for front to back rendering or reversly depending of the special needs.
  36200. *
  36201. * @param renderingGroupId The rendering group id corresponding to its index
  36202. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  36203. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  36204. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  36205. */
  36206. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  36207. /**
  36208. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  36209. *
  36210. * @param renderingGroupId The rendering group id corresponding to its index
  36211. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  36212. * @param depth Automatically clears depth between groups if true and autoClear is true.
  36213. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  36214. */
  36215. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  36216. /**
  36217. * Gets the current auto clear configuration for one rendering group of the rendering
  36218. * manager.
  36219. * @param index the rendering group index to get the information for
  36220. * @returns The auto clear setup for the requested rendering group
  36221. */
  36222. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  36223. private _blockMaterialDirtyMechanism;
  36224. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  36225. blockMaterialDirtyMechanism: boolean;
  36226. /**
  36227. * Will flag all materials as dirty to trigger new shader compilation
  36228. * @param flag defines the flag used to specify which material part must be marked as dirty
  36229. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  36230. */
  36231. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  36232. /** @hidden */
  36233. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  36234. /** @hidden */
  36235. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  36236. /** @hidden */
  36237. _requestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  36238. /** @hidden */
  36239. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  36240. /** @hidden */
  36241. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  36242. /** @hidden */
  36243. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  36244. }
  36245. }
  36246. declare module "babylonjs/assetContainer" {
  36247. import { AbstractScene } from "babylonjs/abstractScene";
  36248. import { Scene } from "babylonjs/scene";
  36249. import { Mesh } from "babylonjs/Meshes/mesh";
  36250. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36251. import { Skeleton } from "babylonjs/Bones/skeleton";
  36252. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  36253. /**
  36254. * Set of assets to keep when moving a scene into an asset container.
  36255. */
  36256. export class KeepAssets extends AbstractScene {
  36257. }
  36258. /**
  36259. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  36260. */
  36261. export class InstantiatedEntries {
  36262. /**
  36263. * List of new root nodes (eg. nodes with no parent)
  36264. */
  36265. rootNodes: TransformNode[];
  36266. /**
  36267. * List of new skeletons
  36268. */
  36269. skeletons: Skeleton[];
  36270. /**
  36271. * List of new animation groups
  36272. */
  36273. animationGroups: AnimationGroup[];
  36274. }
  36275. /**
  36276. * Container with a set of assets that can be added or removed from a scene.
  36277. */
  36278. export class AssetContainer extends AbstractScene {
  36279. /**
  36280. * The scene the AssetContainer belongs to.
  36281. */
  36282. scene: Scene;
  36283. /**
  36284. * Instantiates an AssetContainer.
  36285. * @param scene The scene the AssetContainer belongs to.
  36286. */
  36287. constructor(scene: Scene);
  36288. /**
  36289. * Instantiate or clone all meshes and add the new ones to the scene.
  36290. * Skeletons and animation groups will all be cloned
  36291. * @param nameFunction defines an optional function used to get new names for clones
  36292. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  36293. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  36294. */
  36295. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  36296. /**
  36297. * Adds all the assets from the container to the scene.
  36298. */
  36299. addAllToScene(): void;
  36300. /**
  36301. * Removes all the assets in the container from the scene
  36302. */
  36303. removeAllFromScene(): void;
  36304. /**
  36305. * Disposes all the assets in the container
  36306. */
  36307. dispose(): void;
  36308. private _moveAssets;
  36309. /**
  36310. * Removes all the assets contained in the scene and adds them to the container.
  36311. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  36312. */
  36313. moveAllFromScene(keepAssets?: KeepAssets): void;
  36314. /**
  36315. * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.
  36316. * @returns the root mesh
  36317. */
  36318. createRootMesh(): Mesh;
  36319. }
  36320. }
  36321. declare module "babylonjs/abstractScene" {
  36322. import { Scene } from "babylonjs/scene";
  36323. import { Nullable } from "babylonjs/types";
  36324. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36325. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36326. import { Geometry } from "babylonjs/Meshes/geometry";
  36327. import { Skeleton } from "babylonjs/Bones/skeleton";
  36328. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  36329. import { AssetContainer } from "babylonjs/assetContainer";
  36330. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  36331. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  36332. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  36333. import { Material } from "babylonjs/Materials/material";
  36334. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  36335. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  36336. import { Camera } from "babylonjs/Cameras/camera";
  36337. import { Light } from "babylonjs/Lights/light";
  36338. import { Node } from "babylonjs/node";
  36339. import { Animation } from "babylonjs/Animations/animation";
  36340. /**
  36341. * Defines how the parser contract is defined.
  36342. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  36343. */
  36344. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  36345. /**
  36346. * Defines how the individual parser contract is defined.
  36347. * These parser can parse an individual asset
  36348. */
  36349. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  36350. /**
  36351. * Base class of the scene acting as a container for the different elements composing a scene.
  36352. * This class is dynamically extended by the different components of the scene increasing
  36353. * flexibility and reducing coupling
  36354. */
  36355. export abstract class AbstractScene {
  36356. /**
  36357. * Stores the list of available parsers in the application.
  36358. */
  36359. private static _BabylonFileParsers;
  36360. /**
  36361. * Stores the list of available individual parsers in the application.
  36362. */
  36363. private static _IndividualBabylonFileParsers;
  36364. /**
  36365. * Adds a parser in the list of available ones
  36366. * @param name Defines the name of the parser
  36367. * @param parser Defines the parser to add
  36368. */
  36369. static AddParser(name: string, parser: BabylonFileParser): void;
  36370. /**
  36371. * Gets a general parser from the list of avaialble ones
  36372. * @param name Defines the name of the parser
  36373. * @returns the requested parser or null
  36374. */
  36375. static GetParser(name: string): Nullable<BabylonFileParser>;
  36376. /**
  36377. * Adds n individual parser in the list of available ones
  36378. * @param name Defines the name of the parser
  36379. * @param parser Defines the parser to add
  36380. */
  36381. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  36382. /**
  36383. * Gets an individual parser from the list of avaialble ones
  36384. * @param name Defines the name of the parser
  36385. * @returns the requested parser or null
  36386. */
  36387. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  36388. /**
  36389. * Parser json data and populate both a scene and its associated container object
  36390. * @param jsonData Defines the data to parse
  36391. * @param scene Defines the scene to parse the data for
  36392. * @param container Defines the container attached to the parsing sequence
  36393. * @param rootUrl Defines the root url of the data
  36394. */
  36395. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  36396. /**
  36397. * Gets the list of root nodes (ie. nodes with no parent)
  36398. */
  36399. rootNodes: Node[];
  36400. /** All of the cameras added to this scene
  36401. * @see http://doc.babylonjs.com/babylon101/cameras
  36402. */
  36403. cameras: Camera[];
  36404. /**
  36405. * All of the lights added to this scene
  36406. * @see http://doc.babylonjs.com/babylon101/lights
  36407. */
  36408. lights: Light[];
  36409. /**
  36410. * All of the (abstract) meshes added to this scene
  36411. */
  36412. meshes: AbstractMesh[];
  36413. /**
  36414. * The list of skeletons added to the scene
  36415. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  36416. */
  36417. skeletons: Skeleton[];
  36418. /**
  36419. * All of the particle systems added to this scene
  36420. * @see http://doc.babylonjs.com/babylon101/particles
  36421. */
  36422. particleSystems: IParticleSystem[];
  36423. /**
  36424. * Gets a list of Animations associated with the scene
  36425. */
  36426. animations: Animation[];
  36427. /**
  36428. * All of the animation groups added to this scene
  36429. * @see http://doc.babylonjs.com/how_to/group
  36430. */
  36431. animationGroups: AnimationGroup[];
  36432. /**
  36433. * All of the multi-materials added to this scene
  36434. * @see http://doc.babylonjs.com/how_to/multi_materials
  36435. */
  36436. multiMaterials: MultiMaterial[];
  36437. /**
  36438. * All of the materials added to this scene
  36439. * In the context of a Scene, it is not supposed to be modified manually.
  36440. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  36441. * Note also that the order of the Material within the array is not significant and might change.
  36442. * @see http://doc.babylonjs.com/babylon101/materials
  36443. */
  36444. materials: Material[];
  36445. /**
  36446. * The list of morph target managers added to the scene
  36447. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  36448. */
  36449. morphTargetManagers: MorphTargetManager[];
  36450. /**
  36451. * The list of geometries used in the scene.
  36452. */
  36453. geometries: Geometry[];
  36454. /**
  36455. * All of the tranform nodes added to this scene
  36456. * In the context of a Scene, it is not supposed to be modified manually.
  36457. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  36458. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  36459. * @see http://doc.babylonjs.com/how_to/transformnode
  36460. */
  36461. transformNodes: TransformNode[];
  36462. /**
  36463. * ActionManagers available on the scene.
  36464. */
  36465. actionManagers: AbstractActionManager[];
  36466. /**
  36467. * Textures to keep.
  36468. */
  36469. textures: BaseTexture[];
  36470. /**
  36471. * Environment texture for the scene
  36472. */
  36473. environmentTexture: Nullable<BaseTexture>;
  36474. }
  36475. }
  36476. declare module "babylonjs/Audio/sound" {
  36477. import { Observable } from "babylonjs/Misc/observable";
  36478. import { Vector3 } from "babylonjs/Maths/math.vector";
  36479. import { Nullable } from "babylonjs/types";
  36480. import { Scene } from "babylonjs/scene";
  36481. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36482. /**
  36483. * Interface used to define options for Sound class
  36484. */
  36485. export interface ISoundOptions {
  36486. /**
  36487. * Does the sound autoplay once loaded.
  36488. */
  36489. autoplay?: boolean;
  36490. /**
  36491. * Does the sound loop after it finishes playing once.
  36492. */
  36493. loop?: boolean;
  36494. /**
  36495. * Sound's volume
  36496. */
  36497. volume?: number;
  36498. /**
  36499. * Is it a spatial sound?
  36500. */
  36501. spatialSound?: boolean;
  36502. /**
  36503. * Maximum distance to hear that sound
  36504. */
  36505. maxDistance?: number;
  36506. /**
  36507. * Uses user defined attenuation function
  36508. */
  36509. useCustomAttenuation?: boolean;
  36510. /**
  36511. * Define the roll off factor of spatial sounds.
  36512. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36513. */
  36514. rolloffFactor?: number;
  36515. /**
  36516. * Define the reference distance the sound should be heard perfectly.
  36517. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36518. */
  36519. refDistance?: number;
  36520. /**
  36521. * Define the distance attenuation model the sound will follow.
  36522. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36523. */
  36524. distanceModel?: string;
  36525. /**
  36526. * Defines the playback speed (1 by default)
  36527. */
  36528. playbackRate?: number;
  36529. /**
  36530. * Defines if the sound is from a streaming source
  36531. */
  36532. streaming?: boolean;
  36533. /**
  36534. * Defines an optional length (in seconds) inside the sound file
  36535. */
  36536. length?: number;
  36537. /**
  36538. * Defines an optional offset (in seconds) inside the sound file
  36539. */
  36540. offset?: number;
  36541. /**
  36542. * If true, URLs will not be required to state the audio file codec to use.
  36543. */
  36544. skipCodecCheck?: boolean;
  36545. }
  36546. /**
  36547. * Defines a sound that can be played in the application.
  36548. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  36549. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36550. */
  36551. export class Sound {
  36552. /**
  36553. * The name of the sound in the scene.
  36554. */
  36555. name: string;
  36556. /**
  36557. * Does the sound autoplay once loaded.
  36558. */
  36559. autoplay: boolean;
  36560. /**
  36561. * Does the sound loop after it finishes playing once.
  36562. */
  36563. loop: boolean;
  36564. /**
  36565. * Does the sound use a custom attenuation curve to simulate the falloff
  36566. * happening when the source gets further away from the camera.
  36567. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36568. */
  36569. useCustomAttenuation: boolean;
  36570. /**
  36571. * The sound track id this sound belongs to.
  36572. */
  36573. soundTrackId: number;
  36574. /**
  36575. * Is this sound currently played.
  36576. */
  36577. isPlaying: boolean;
  36578. /**
  36579. * Is this sound currently paused.
  36580. */
  36581. isPaused: boolean;
  36582. /**
  36583. * Does this sound enables spatial sound.
  36584. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36585. */
  36586. spatialSound: boolean;
  36587. /**
  36588. * Define the reference distance the sound should be heard perfectly.
  36589. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36590. */
  36591. refDistance: number;
  36592. /**
  36593. * Define the roll off factor of spatial sounds.
  36594. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36595. */
  36596. rolloffFactor: number;
  36597. /**
  36598. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  36599. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36600. */
  36601. maxDistance: number;
  36602. /**
  36603. * Define the distance attenuation model the sound will follow.
  36604. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36605. */
  36606. distanceModel: string;
  36607. /**
  36608. * @hidden
  36609. * Back Compat
  36610. **/
  36611. onended: () => any;
  36612. /**
  36613. * Observable event when the current playing sound finishes.
  36614. */
  36615. onEndedObservable: Observable<Sound>;
  36616. private _panningModel;
  36617. private _playbackRate;
  36618. private _streaming;
  36619. private _startTime;
  36620. private _startOffset;
  36621. private _position;
  36622. /** @hidden */
  36623. _positionInEmitterSpace: boolean;
  36624. private _localDirection;
  36625. private _volume;
  36626. private _isReadyToPlay;
  36627. private _isDirectional;
  36628. private _readyToPlayCallback;
  36629. private _audioBuffer;
  36630. private _soundSource;
  36631. private _streamingSource;
  36632. private _soundPanner;
  36633. private _soundGain;
  36634. private _inputAudioNode;
  36635. private _outputAudioNode;
  36636. private _coneInnerAngle;
  36637. private _coneOuterAngle;
  36638. private _coneOuterGain;
  36639. private _scene;
  36640. private _connectedTransformNode;
  36641. private _customAttenuationFunction;
  36642. private _registerFunc;
  36643. private _isOutputConnected;
  36644. private _htmlAudioElement;
  36645. private _urlType;
  36646. private _length?;
  36647. private _offset?;
  36648. /** @hidden */
  36649. static _SceneComponentInitialization: (scene: Scene) => void;
  36650. /**
  36651. * Create a sound and attach it to a scene
  36652. * @param name Name of your sound
  36653. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  36654. * @param scene defines the scene the sound belongs to
  36655. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  36656. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  36657. */
  36658. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  36659. /**
  36660. * Release the sound and its associated resources
  36661. */
  36662. dispose(): void;
  36663. /**
  36664. * Gets if the sounds is ready to be played or not.
  36665. * @returns true if ready, otherwise false
  36666. */
  36667. isReady(): boolean;
  36668. private _soundLoaded;
  36669. /**
  36670. * Sets the data of the sound from an audiobuffer
  36671. * @param audioBuffer The audioBuffer containing the data
  36672. */
  36673. setAudioBuffer(audioBuffer: AudioBuffer): void;
  36674. /**
  36675. * Updates the current sounds options such as maxdistance, loop...
  36676. * @param options A JSON object containing values named as the object properties
  36677. */
  36678. updateOptions(options: ISoundOptions): void;
  36679. private _createSpatialParameters;
  36680. private _updateSpatialParameters;
  36681. /**
  36682. * Switch the panning model to HRTF:
  36683. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36684. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36685. */
  36686. switchPanningModelToHRTF(): void;
  36687. /**
  36688. * Switch the panning model to Equal Power:
  36689. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36690. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36691. */
  36692. switchPanningModelToEqualPower(): void;
  36693. private _switchPanningModel;
  36694. /**
  36695. * Connect this sound to a sound track audio node like gain...
  36696. * @param soundTrackAudioNode the sound track audio node to connect to
  36697. */
  36698. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  36699. /**
  36700. * Transform this sound into a directional source
  36701. * @param coneInnerAngle Size of the inner cone in degree
  36702. * @param coneOuterAngle Size of the outer cone in degree
  36703. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  36704. */
  36705. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  36706. /**
  36707. * Gets or sets the inner angle for the directional cone.
  36708. */
  36709. /**
  36710. * Gets or sets the inner angle for the directional cone.
  36711. */
  36712. directionalConeInnerAngle: number;
  36713. /**
  36714. * Gets or sets the outer angle for the directional cone.
  36715. */
  36716. /**
  36717. * Gets or sets the outer angle for the directional cone.
  36718. */
  36719. directionalConeOuterAngle: number;
  36720. /**
  36721. * Sets the position of the emitter if spatial sound is enabled
  36722. * @param newPosition Defines the new posisiton
  36723. */
  36724. setPosition(newPosition: Vector3): void;
  36725. /**
  36726. * Sets the local direction of the emitter if spatial sound is enabled
  36727. * @param newLocalDirection Defines the new local direction
  36728. */
  36729. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  36730. private _updateDirection;
  36731. /** @hidden */
  36732. updateDistanceFromListener(): void;
  36733. /**
  36734. * Sets a new custom attenuation function for the sound.
  36735. * @param callback Defines the function used for the attenuation
  36736. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36737. */
  36738. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  36739. /**
  36740. * Play the sound
  36741. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  36742. * @param offset (optional) Start the sound at a specific time in seconds
  36743. * @param length (optional) Sound duration (in seconds)
  36744. */
  36745. play(time?: number, offset?: number, length?: number): void;
  36746. private _onended;
  36747. /**
  36748. * Stop the sound
  36749. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  36750. */
  36751. stop(time?: number): void;
  36752. /**
  36753. * Put the sound in pause
  36754. */
  36755. pause(): void;
  36756. /**
  36757. * Sets a dedicated volume for this sounds
  36758. * @param newVolume Define the new volume of the sound
  36759. * @param time Define time for gradual change to new volume
  36760. */
  36761. setVolume(newVolume: number, time?: number): void;
  36762. /**
  36763. * Set the sound play back rate
  36764. * @param newPlaybackRate Define the playback rate the sound should be played at
  36765. */
  36766. setPlaybackRate(newPlaybackRate: number): void;
  36767. /**
  36768. * Gets the volume of the sound.
  36769. * @returns the volume of the sound
  36770. */
  36771. getVolume(): number;
  36772. /**
  36773. * Attach the sound to a dedicated mesh
  36774. * @param transformNode The transform node to connect the sound with
  36775. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36776. */
  36777. attachToMesh(transformNode: TransformNode): void;
  36778. /**
  36779. * Detach the sound from the previously attached mesh
  36780. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36781. */
  36782. detachFromMesh(): void;
  36783. private _onRegisterAfterWorldMatrixUpdate;
  36784. /**
  36785. * Clone the current sound in the scene.
  36786. * @returns the new sound clone
  36787. */
  36788. clone(): Nullable<Sound>;
  36789. /**
  36790. * Gets the current underlying audio buffer containing the data
  36791. * @returns the audio buffer
  36792. */
  36793. getAudioBuffer(): Nullable<AudioBuffer>;
  36794. /**
  36795. * Serializes the Sound in a JSON representation
  36796. * @returns the JSON representation of the sound
  36797. */
  36798. serialize(): any;
  36799. /**
  36800. * Parse a JSON representation of a sound to innstantiate in a given scene
  36801. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  36802. * @param scene Define the scene the new parsed sound should be created in
  36803. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  36804. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  36805. * @returns the newly parsed sound
  36806. */
  36807. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  36808. }
  36809. }
  36810. declare module "babylonjs/Actions/directAudioActions" {
  36811. import { Action } from "babylonjs/Actions/action";
  36812. import { Condition } from "babylonjs/Actions/condition";
  36813. import { Sound } from "babylonjs/Audio/sound";
  36814. /**
  36815. * This defines an action helpful to play a defined sound on a triggered action.
  36816. */
  36817. export class PlaySoundAction extends Action {
  36818. private _sound;
  36819. /**
  36820. * Instantiate the action
  36821. * @param triggerOptions defines the trigger options
  36822. * @param sound defines the sound to play
  36823. * @param condition defines the trigger related conditions
  36824. */
  36825. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36826. /** @hidden */
  36827. _prepare(): void;
  36828. /**
  36829. * Execute the action and play the sound.
  36830. */
  36831. execute(): void;
  36832. /**
  36833. * Serializes the actions and its related information.
  36834. * @param parent defines the object to serialize in
  36835. * @returns the serialized object
  36836. */
  36837. serialize(parent: any): any;
  36838. }
  36839. /**
  36840. * This defines an action helpful to stop a defined sound on a triggered action.
  36841. */
  36842. export class StopSoundAction extends Action {
  36843. private _sound;
  36844. /**
  36845. * Instantiate the action
  36846. * @param triggerOptions defines the trigger options
  36847. * @param sound defines the sound to stop
  36848. * @param condition defines the trigger related conditions
  36849. */
  36850. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36851. /** @hidden */
  36852. _prepare(): void;
  36853. /**
  36854. * Execute the action and stop the sound.
  36855. */
  36856. execute(): void;
  36857. /**
  36858. * Serializes the actions and its related information.
  36859. * @param parent defines the object to serialize in
  36860. * @returns the serialized object
  36861. */
  36862. serialize(parent: any): any;
  36863. }
  36864. }
  36865. declare module "babylonjs/Actions/interpolateValueAction" {
  36866. import { Action } from "babylonjs/Actions/action";
  36867. import { Condition } from "babylonjs/Actions/condition";
  36868. import { Observable } from "babylonjs/Misc/observable";
  36869. /**
  36870. * This defines an action responsible to change the value of a property
  36871. * by interpolating between its current value and the newly set one once triggered.
  36872. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  36873. */
  36874. export class InterpolateValueAction extends Action {
  36875. /**
  36876. * Defines the path of the property where the value should be interpolated
  36877. */
  36878. propertyPath: string;
  36879. /**
  36880. * Defines the target value at the end of the interpolation.
  36881. */
  36882. value: any;
  36883. /**
  36884. * Defines the time it will take for the property to interpolate to the value.
  36885. */
  36886. duration: number;
  36887. /**
  36888. * Defines if the other scene animations should be stopped when the action has been triggered
  36889. */
  36890. stopOtherAnimations?: boolean;
  36891. /**
  36892. * Defines a callback raised once the interpolation animation has been done.
  36893. */
  36894. onInterpolationDone?: () => void;
  36895. /**
  36896. * Observable triggered once the interpolation animation has been done.
  36897. */
  36898. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  36899. private _target;
  36900. private _effectiveTarget;
  36901. private _property;
  36902. /**
  36903. * Instantiate the action
  36904. * @param triggerOptions defines the trigger options
  36905. * @param target defines the object containing the value to interpolate
  36906. * @param propertyPath defines the path to the property in the target object
  36907. * @param value defines the target value at the end of the interpolation
  36908. * @param duration deines the time it will take for the property to interpolate to the value.
  36909. * @param condition defines the trigger related conditions
  36910. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36911. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36912. */
  36913. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36914. /** @hidden */
  36915. _prepare(): void;
  36916. /**
  36917. * Execute the action starts the value interpolation.
  36918. */
  36919. execute(): void;
  36920. /**
  36921. * Serializes the actions and its related information.
  36922. * @param parent defines the object to serialize in
  36923. * @returns the serialized object
  36924. */
  36925. serialize(parent: any): any;
  36926. }
  36927. }
  36928. declare module "babylonjs/Actions/index" {
  36929. export * from "babylonjs/Actions/abstractActionManager";
  36930. export * from "babylonjs/Actions/action";
  36931. export * from "babylonjs/Actions/actionEvent";
  36932. export * from "babylonjs/Actions/actionManager";
  36933. export * from "babylonjs/Actions/condition";
  36934. export * from "babylonjs/Actions/directActions";
  36935. export * from "babylonjs/Actions/directAudioActions";
  36936. export * from "babylonjs/Actions/interpolateValueAction";
  36937. }
  36938. declare module "babylonjs/Animations/index" {
  36939. export * from "babylonjs/Animations/animatable";
  36940. export * from "babylonjs/Animations/animation";
  36941. export * from "babylonjs/Animations/animationGroup";
  36942. export * from "babylonjs/Animations/animationPropertiesOverride";
  36943. export * from "babylonjs/Animations/easing";
  36944. export * from "babylonjs/Animations/runtimeAnimation";
  36945. export * from "babylonjs/Animations/animationEvent";
  36946. export * from "babylonjs/Animations/animationGroup";
  36947. export * from "babylonjs/Animations/animationKey";
  36948. export * from "babylonjs/Animations/animationRange";
  36949. export * from "babylonjs/Animations/animatable.interface";
  36950. }
  36951. declare module "babylonjs/Audio/soundTrack" {
  36952. import { Sound } from "babylonjs/Audio/sound";
  36953. import { Analyser } from "babylonjs/Audio/analyser";
  36954. import { Scene } from "babylonjs/scene";
  36955. /**
  36956. * Options allowed during the creation of a sound track.
  36957. */
  36958. export interface ISoundTrackOptions {
  36959. /**
  36960. * The volume the sound track should take during creation
  36961. */
  36962. volume?: number;
  36963. /**
  36964. * Define if the sound track is the main sound track of the scene
  36965. */
  36966. mainTrack?: boolean;
  36967. }
  36968. /**
  36969. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36970. * It will be also used in a future release to apply effects on a specific track.
  36971. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36972. */
  36973. export class SoundTrack {
  36974. /**
  36975. * The unique identifier of the sound track in the scene.
  36976. */
  36977. id: number;
  36978. /**
  36979. * The list of sounds included in the sound track.
  36980. */
  36981. soundCollection: Array<Sound>;
  36982. private _outputAudioNode;
  36983. private _scene;
  36984. private _connectedAnalyser;
  36985. private _options;
  36986. private _isInitialized;
  36987. /**
  36988. * Creates a new sound track.
  36989. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36990. * @param scene Define the scene the sound track belongs to
  36991. * @param options
  36992. */
  36993. constructor(scene: Scene, options?: ISoundTrackOptions);
  36994. private _initializeSoundTrackAudioGraph;
  36995. /**
  36996. * Release the sound track and its associated resources
  36997. */
  36998. dispose(): void;
  36999. /**
  37000. * Adds a sound to this sound track
  37001. * @param sound define the cound to add
  37002. * @ignoreNaming
  37003. */
  37004. AddSound(sound: Sound): void;
  37005. /**
  37006. * Removes a sound to this sound track
  37007. * @param sound define the cound to remove
  37008. * @ignoreNaming
  37009. */
  37010. RemoveSound(sound: Sound): void;
  37011. /**
  37012. * Set a global volume for the full sound track.
  37013. * @param newVolume Define the new volume of the sound track
  37014. */
  37015. setVolume(newVolume: number): void;
  37016. /**
  37017. * Switch the panning model to HRTF:
  37018. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  37019. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  37020. */
  37021. switchPanningModelToHRTF(): void;
  37022. /**
  37023. * Switch the panning model to Equal Power:
  37024. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  37025. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  37026. */
  37027. switchPanningModelToEqualPower(): void;
  37028. /**
  37029. * Connect the sound track to an audio analyser allowing some amazing
  37030. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  37031. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  37032. * @param analyser The analyser to connect to the engine
  37033. */
  37034. connectToAnalyser(analyser: Analyser): void;
  37035. }
  37036. }
  37037. declare module "babylonjs/Audio/audioSceneComponent" {
  37038. import { Sound } from "babylonjs/Audio/sound";
  37039. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  37040. import { Nullable } from "babylonjs/types";
  37041. import { Vector3 } from "babylonjs/Maths/math.vector";
  37042. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  37043. import { Scene } from "babylonjs/scene";
  37044. import { AbstractScene } from "babylonjs/abstractScene";
  37045. import "babylonjs/Audio/audioEngine";
  37046. module "babylonjs/abstractScene" {
  37047. interface AbstractScene {
  37048. /**
  37049. * The list of sounds used in the scene.
  37050. */
  37051. sounds: Nullable<Array<Sound>>;
  37052. }
  37053. }
  37054. module "babylonjs/scene" {
  37055. interface Scene {
  37056. /**
  37057. * @hidden
  37058. * Backing field
  37059. */
  37060. _mainSoundTrack: SoundTrack;
  37061. /**
  37062. * The main sound track played by the scene.
  37063. * It cotains your primary collection of sounds.
  37064. */
  37065. mainSoundTrack: SoundTrack;
  37066. /**
  37067. * The list of sound tracks added to the scene
  37068. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  37069. */
  37070. soundTracks: Nullable<Array<SoundTrack>>;
  37071. /**
  37072. * Gets a sound using a given name
  37073. * @param name defines the name to search for
  37074. * @return the found sound or null if not found at all.
  37075. */
  37076. getSoundByName(name: string): Nullable<Sound>;
  37077. /**
  37078. * Gets or sets if audio support is enabled
  37079. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  37080. */
  37081. audioEnabled: boolean;
  37082. /**
  37083. * Gets or sets if audio will be output to headphones
  37084. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  37085. */
  37086. headphone: boolean;
  37087. /**
  37088. * Gets or sets custom audio listener position provider
  37089. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  37090. */
  37091. audioListenerPositionProvider: Nullable<() => Vector3>;
  37092. /**
  37093. * Gets or sets a refresh rate when using 3D audio positioning
  37094. */
  37095. audioPositioningRefreshRate: number;
  37096. }
  37097. }
  37098. /**
  37099. * Defines the sound scene component responsible to manage any sounds
  37100. * in a given scene.
  37101. */
  37102. export class AudioSceneComponent implements ISceneSerializableComponent {
  37103. /**
  37104. * The component name helpfull to identify the component in the list of scene components.
  37105. */
  37106. readonly name: string;
  37107. /**
  37108. * The scene the component belongs to.
  37109. */
  37110. scene: Scene;
  37111. private _audioEnabled;
  37112. /**
  37113. * Gets whether audio is enabled or not.
  37114. * Please use related enable/disable method to switch state.
  37115. */
  37116. readonly audioEnabled: boolean;
  37117. private _headphone;
  37118. /**
  37119. * Gets whether audio is outputing to headphone or not.
  37120. * Please use the according Switch methods to change output.
  37121. */
  37122. readonly headphone: boolean;
  37123. /**
  37124. * Gets or sets a refresh rate when using 3D audio positioning
  37125. */
  37126. audioPositioningRefreshRate: number;
  37127. private _audioListenerPositionProvider;
  37128. /**
  37129. * Gets the current audio listener position provider
  37130. */
  37131. /**
  37132. * Sets a custom listener position for all sounds in the scene
  37133. * By default, this is the position of the first active camera
  37134. */
  37135. audioListenerPositionProvider: Nullable<() => Vector3>;
  37136. /**
  37137. * Creates a new instance of the component for the given scene
  37138. * @param scene Defines the scene to register the component in
  37139. */
  37140. constructor(scene: Scene);
  37141. /**
  37142. * Registers the component in a given scene
  37143. */
  37144. register(): void;
  37145. /**
  37146. * Rebuilds the elements related to this component in case of
  37147. * context lost for instance.
  37148. */
  37149. rebuild(): void;
  37150. /**
  37151. * Serializes the component data to the specified json object
  37152. * @param serializationObject The object to serialize to
  37153. */
  37154. serialize(serializationObject: any): void;
  37155. /**
  37156. * Adds all the elements from the container to the scene
  37157. * @param container the container holding the elements
  37158. */
  37159. addFromContainer(container: AbstractScene): void;
  37160. /**
  37161. * Removes all the elements in the container from the scene
  37162. * @param container contains the elements to remove
  37163. * @param dispose if the removed element should be disposed (default: false)
  37164. */
  37165. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  37166. /**
  37167. * Disposes the component and the associated ressources.
  37168. */
  37169. dispose(): void;
  37170. /**
  37171. * Disables audio in the associated scene.
  37172. */
  37173. disableAudio(): void;
  37174. /**
  37175. * Enables audio in the associated scene.
  37176. */
  37177. enableAudio(): void;
  37178. /**
  37179. * Switch audio to headphone output.
  37180. */
  37181. switchAudioModeForHeadphones(): void;
  37182. /**
  37183. * Switch audio to normal speakers.
  37184. */
  37185. switchAudioModeForNormalSpeakers(): void;
  37186. private _cachedCameraDirection;
  37187. private _cachedCameraPosition;
  37188. private _lastCheck;
  37189. private _afterRender;
  37190. }
  37191. }
  37192. declare module "babylonjs/Audio/weightedsound" {
  37193. import { Sound } from "babylonjs/Audio/sound";
  37194. /**
  37195. * Wraps one or more Sound objects and selects one with random weight for playback.
  37196. */
  37197. export class WeightedSound {
  37198. /** When true a Sound will be selected and played when the current playing Sound completes. */
  37199. loop: boolean;
  37200. private _coneInnerAngle;
  37201. private _coneOuterAngle;
  37202. private _volume;
  37203. /** A Sound is currently playing. */
  37204. isPlaying: boolean;
  37205. /** A Sound is currently paused. */
  37206. isPaused: boolean;
  37207. private _sounds;
  37208. private _weights;
  37209. private _currentIndex?;
  37210. /**
  37211. * Creates a new WeightedSound from the list of sounds given.
  37212. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  37213. * @param sounds Array of Sounds that will be selected from.
  37214. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  37215. */
  37216. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  37217. /**
  37218. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  37219. */
  37220. /**
  37221. * The size of cone in degress for a directional sound in which there will be no attenuation.
  37222. */
  37223. directionalConeInnerAngle: number;
  37224. /**
  37225. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  37226. * Listener angles between innerAngle and outerAngle will falloff linearly.
  37227. */
  37228. /**
  37229. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  37230. * Listener angles between innerAngle and outerAngle will falloff linearly.
  37231. */
  37232. directionalConeOuterAngle: number;
  37233. /**
  37234. * Playback volume.
  37235. */
  37236. /**
  37237. * Playback volume.
  37238. */
  37239. volume: number;
  37240. private _onended;
  37241. /**
  37242. * Suspend playback
  37243. */
  37244. pause(): void;
  37245. /**
  37246. * Stop playback
  37247. */
  37248. stop(): void;
  37249. /**
  37250. * Start playback.
  37251. * @param startOffset Position the clip head at a specific time in seconds.
  37252. */
  37253. play(startOffset?: number): void;
  37254. }
  37255. }
  37256. declare module "babylonjs/Audio/index" {
  37257. export * from "babylonjs/Audio/analyser";
  37258. export * from "babylonjs/Audio/audioEngine";
  37259. export * from "babylonjs/Audio/audioSceneComponent";
  37260. export * from "babylonjs/Audio/sound";
  37261. export * from "babylonjs/Audio/soundTrack";
  37262. export * from "babylonjs/Audio/weightedsound";
  37263. }
  37264. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  37265. import { Behavior } from "babylonjs/Behaviors/behavior";
  37266. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37267. import { BackEase } from "babylonjs/Animations/easing";
  37268. /**
  37269. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  37270. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37271. */
  37272. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  37273. /**
  37274. * Gets the name of the behavior.
  37275. */
  37276. readonly name: string;
  37277. /**
  37278. * The easing function used by animations
  37279. */
  37280. static EasingFunction: BackEase;
  37281. /**
  37282. * The easing mode used by animations
  37283. */
  37284. static EasingMode: number;
  37285. /**
  37286. * The duration of the animation, in milliseconds
  37287. */
  37288. transitionDuration: number;
  37289. /**
  37290. * Length of the distance animated by the transition when lower radius is reached
  37291. */
  37292. lowerRadiusTransitionRange: number;
  37293. /**
  37294. * Length of the distance animated by the transition when upper radius is reached
  37295. */
  37296. upperRadiusTransitionRange: number;
  37297. private _autoTransitionRange;
  37298. /**
  37299. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  37300. */
  37301. /**
  37302. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  37303. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  37304. */
  37305. autoTransitionRange: boolean;
  37306. private _attachedCamera;
  37307. private _onAfterCheckInputsObserver;
  37308. private _onMeshTargetChangedObserver;
  37309. /**
  37310. * Initializes the behavior.
  37311. */
  37312. init(): void;
  37313. /**
  37314. * Attaches the behavior to its arc rotate camera.
  37315. * @param camera Defines the camera to attach the behavior to
  37316. */
  37317. attach(camera: ArcRotateCamera): void;
  37318. /**
  37319. * Detaches the behavior from its current arc rotate camera.
  37320. */
  37321. detach(): void;
  37322. private _radiusIsAnimating;
  37323. private _radiusBounceTransition;
  37324. private _animatables;
  37325. private _cachedWheelPrecision;
  37326. /**
  37327. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  37328. * @param radiusLimit The limit to check against.
  37329. * @return Bool to indicate if at limit.
  37330. */
  37331. private _isRadiusAtLimit;
  37332. /**
  37333. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  37334. * @param radiusDelta The delta by which to animate to. Can be negative.
  37335. */
  37336. private _applyBoundRadiusAnimation;
  37337. /**
  37338. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  37339. */
  37340. protected _clearAnimationLocks(): void;
  37341. /**
  37342. * Stops and removes all animations that have been applied to the camera
  37343. */
  37344. stopAllAnimations(): void;
  37345. }
  37346. }
  37347. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  37348. import { Behavior } from "babylonjs/Behaviors/behavior";
  37349. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37350. import { ExponentialEase } from "babylonjs/Animations/easing";
  37351. import { Nullable } from "babylonjs/types";
  37352. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37353. import { Vector3 } from "babylonjs/Maths/math.vector";
  37354. /**
  37355. * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
  37356. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37357. */
  37358. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  37359. /**
  37360. * Gets the name of the behavior.
  37361. */
  37362. readonly name: string;
  37363. private _mode;
  37364. private _radiusScale;
  37365. private _positionScale;
  37366. private _defaultElevation;
  37367. private _elevationReturnTime;
  37368. private _elevationReturnWaitTime;
  37369. private _zoomStopsAnimation;
  37370. private _framingTime;
  37371. /**
  37372. * The easing function used by animations
  37373. */
  37374. static EasingFunction: ExponentialEase;
  37375. /**
  37376. * The easing mode used by animations
  37377. */
  37378. static EasingMode: number;
  37379. /**
  37380. * Sets the current mode used by the behavior
  37381. */
  37382. /**
  37383. * Gets current mode used by the behavior.
  37384. */
  37385. mode: number;
  37386. /**
  37387. * Sets the scale applied to the radius (1 by default)
  37388. */
  37389. /**
  37390. * Gets the scale applied to the radius
  37391. */
  37392. radiusScale: number;
  37393. /**
  37394. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  37395. */
  37396. /**
  37397. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  37398. */
  37399. positionScale: number;
  37400. /**
  37401. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  37402. * behaviour is triggered, in radians.
  37403. */
  37404. /**
  37405. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  37406. * behaviour is triggered, in radians.
  37407. */
  37408. defaultElevation: number;
  37409. /**
  37410. * Sets the time (in milliseconds) taken to return to the default beta position.
  37411. * Negative value indicates camera should not return to default.
  37412. */
  37413. /**
  37414. * Gets the time (in milliseconds) taken to return to the default beta position.
  37415. * Negative value indicates camera should not return to default.
  37416. */
  37417. elevationReturnTime: number;
  37418. /**
  37419. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  37420. */
  37421. /**
  37422. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  37423. */
  37424. elevationReturnWaitTime: number;
  37425. /**
  37426. * Sets the flag that indicates if user zooming should stop animation.
  37427. */
  37428. /**
  37429. * Gets the flag that indicates if user zooming should stop animation.
  37430. */
  37431. zoomStopsAnimation: boolean;
  37432. /**
  37433. * Sets the transition time when framing the mesh, in milliseconds
  37434. */
  37435. /**
  37436. * Gets the transition time when framing the mesh, in milliseconds
  37437. */
  37438. framingTime: number;
  37439. /**
  37440. * Define if the behavior should automatically change the configured
  37441. * camera limits and sensibilities.
  37442. */
  37443. autoCorrectCameraLimitsAndSensibility: boolean;
  37444. private _onPrePointerObservableObserver;
  37445. private _onAfterCheckInputsObserver;
  37446. private _onMeshTargetChangedObserver;
  37447. private _attachedCamera;
  37448. private _isPointerDown;
  37449. private _lastInteractionTime;
  37450. /**
  37451. * Initializes the behavior.
  37452. */
  37453. init(): void;
  37454. /**
  37455. * Attaches the behavior to its arc rotate camera.
  37456. * @param camera Defines the camera to attach the behavior to
  37457. */
  37458. attach(camera: ArcRotateCamera): void;
  37459. /**
  37460. * Detaches the behavior from its current arc rotate camera.
  37461. */
  37462. detach(): void;
  37463. private _animatables;
  37464. private _betaIsAnimating;
  37465. private _betaTransition;
  37466. private _radiusTransition;
  37467. private _vectorTransition;
  37468. /**
  37469. * Targets the given mesh and updates zoom level accordingly.
  37470. * @param mesh The mesh to target.
  37471. * @param radius Optional. If a cached radius position already exists, overrides default.
  37472. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37473. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37474. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37475. */
  37476. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37477. /**
  37478. * Targets the given mesh with its children and updates zoom level accordingly.
  37479. * @param mesh The mesh to target.
  37480. * @param radius Optional. If a cached radius position already exists, overrides default.
  37481. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37482. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37483. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37484. */
  37485. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37486. /**
  37487. * Targets the given meshes with their children and updates zoom level accordingly.
  37488. * @param meshes The mesh to target.
  37489. * @param radius Optional. If a cached radius position already exists, overrides default.
  37490. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37491. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37492. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37493. */
  37494. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37495. /**
  37496. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  37497. * @param minimumWorld Determines the smaller position of the bounding box extend
  37498. * @param maximumWorld Determines the bigger position of the bounding box extend
  37499. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37500. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37501. */
  37502. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37503. /**
  37504. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  37505. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  37506. * frustum width.
  37507. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  37508. * to fully enclose the mesh in the viewing frustum.
  37509. */
  37510. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  37511. /**
  37512. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  37513. * is automatically returned to its default position (expected to be above ground plane).
  37514. */
  37515. private _maintainCameraAboveGround;
  37516. /**
  37517. * Returns the frustum slope based on the canvas ratio and camera FOV
  37518. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  37519. */
  37520. private _getFrustumSlope;
  37521. /**
  37522. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  37523. */
  37524. private _clearAnimationLocks;
  37525. /**
  37526. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37527. */
  37528. private _applyUserInteraction;
  37529. /**
  37530. * Stops and removes all animations that have been applied to the camera
  37531. */
  37532. stopAllAnimations(): void;
  37533. /**
  37534. * Gets a value indicating if the user is moving the camera
  37535. */
  37536. readonly isUserIsMoving: boolean;
  37537. /**
  37538. * The camera can move all the way towards the mesh.
  37539. */
  37540. static IgnoreBoundsSizeMode: number;
  37541. /**
  37542. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  37543. */
  37544. static FitFrustumSidesMode: number;
  37545. }
  37546. }
  37547. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  37548. import { Nullable } from "babylonjs/types";
  37549. import { Camera } from "babylonjs/Cameras/camera";
  37550. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37551. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37552. /**
  37553. * Base class for Camera Pointer Inputs.
  37554. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  37555. * for example usage.
  37556. */
  37557. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  37558. /**
  37559. * Defines the camera the input is attached to.
  37560. */
  37561. abstract camera: Camera;
  37562. /**
  37563. * Whether keyboard modifier keys are pressed at time of last mouse event.
  37564. */
  37565. protected _altKey: boolean;
  37566. protected _ctrlKey: boolean;
  37567. protected _metaKey: boolean;
  37568. protected _shiftKey: boolean;
  37569. /**
  37570. * Which mouse buttons were pressed at time of last mouse event.
  37571. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  37572. */
  37573. protected _buttonsPressed: number;
  37574. /**
  37575. * Defines the buttons associated with the input to handle camera move.
  37576. */
  37577. buttons: number[];
  37578. /**
  37579. * Attach the input controls to a specific dom element to get the input from.
  37580. * @param element Defines the element the controls should be listened from
  37581. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37582. */
  37583. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37584. /**
  37585. * Detach the current controls from the specified dom element.
  37586. * @param element Defines the element to stop listening the inputs from
  37587. */
  37588. detachControl(element: Nullable<HTMLElement>): void;
  37589. /**
  37590. * Gets the class name of the current input.
  37591. * @returns the class name
  37592. */
  37593. getClassName(): string;
  37594. /**
  37595. * Get the friendly name associated with the input class.
  37596. * @returns the input friendly name
  37597. */
  37598. getSimpleName(): string;
  37599. /**
  37600. * Called on pointer POINTERDOUBLETAP event.
  37601. * Override this method to provide functionality on POINTERDOUBLETAP event.
  37602. */
  37603. protected onDoubleTap(type: string): void;
  37604. /**
  37605. * Called on pointer POINTERMOVE event if only a single touch is active.
  37606. * Override this method to provide functionality.
  37607. */
  37608. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37609. /**
  37610. * Called on pointer POINTERMOVE event if multiple touches are active.
  37611. * Override this method to provide functionality.
  37612. */
  37613. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37614. /**
  37615. * Called on JS contextmenu event.
  37616. * Override this method to provide functionality.
  37617. */
  37618. protected onContextMenu(evt: PointerEvent): void;
  37619. /**
  37620. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37621. * press.
  37622. * Override this method to provide functionality.
  37623. */
  37624. protected onButtonDown(evt: PointerEvent): void;
  37625. /**
  37626. * Called each time a new POINTERUP event occurs. Ie, for each button
  37627. * release.
  37628. * Override this method to provide functionality.
  37629. */
  37630. protected onButtonUp(evt: PointerEvent): void;
  37631. /**
  37632. * Called when window becomes inactive.
  37633. * Override this method to provide functionality.
  37634. */
  37635. protected onLostFocus(): void;
  37636. private _pointerInput;
  37637. private _observer;
  37638. private _onLostFocus;
  37639. private pointA;
  37640. private pointB;
  37641. }
  37642. }
  37643. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  37644. import { Nullable } from "babylonjs/types";
  37645. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37646. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  37647. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37648. /**
  37649. * Manage the pointers inputs to control an arc rotate camera.
  37650. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37651. */
  37652. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  37653. /**
  37654. * Defines the camera the input is attached to.
  37655. */
  37656. camera: ArcRotateCamera;
  37657. /**
  37658. * Gets the class name of the current input.
  37659. * @returns the class name
  37660. */
  37661. getClassName(): string;
  37662. /**
  37663. * Defines the buttons associated with the input to handle camera move.
  37664. */
  37665. buttons: number[];
  37666. /**
  37667. * Defines the pointer angular sensibility along the X axis or how fast is
  37668. * the camera rotating.
  37669. */
  37670. angularSensibilityX: number;
  37671. /**
  37672. * Defines the pointer angular sensibility along the Y axis or how fast is
  37673. * the camera rotating.
  37674. */
  37675. angularSensibilityY: number;
  37676. /**
  37677. * Defines the pointer pinch precision or how fast is the camera zooming.
  37678. */
  37679. pinchPrecision: number;
  37680. /**
  37681. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  37682. * from 0.
  37683. * It defines the percentage of current camera.radius to use as delta when
  37684. * pinch zoom is used.
  37685. */
  37686. pinchDeltaPercentage: number;
  37687. /**
  37688. * Defines the pointer panning sensibility or how fast is the camera moving.
  37689. */
  37690. panningSensibility: number;
  37691. /**
  37692. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  37693. */
  37694. multiTouchPanning: boolean;
  37695. /**
  37696. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  37697. * zoom (pinch) through multitouch.
  37698. */
  37699. multiTouchPanAndZoom: boolean;
  37700. /**
  37701. * Revers pinch action direction.
  37702. */
  37703. pinchInwards: boolean;
  37704. private _isPanClick;
  37705. private _twoFingerActivityCount;
  37706. private _isPinching;
  37707. /**
  37708. * Called on pointer POINTERMOVE event if only a single touch is active.
  37709. */
  37710. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37711. /**
  37712. * Called on pointer POINTERDOUBLETAP event.
  37713. */
  37714. protected onDoubleTap(type: string): void;
  37715. /**
  37716. * Called on pointer POINTERMOVE event if multiple touches are active.
  37717. */
  37718. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37719. /**
  37720. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37721. * press.
  37722. */
  37723. protected onButtonDown(evt: PointerEvent): void;
  37724. /**
  37725. * Called each time a new POINTERUP event occurs. Ie, for each button
  37726. * release.
  37727. */
  37728. protected onButtonUp(evt: PointerEvent): void;
  37729. /**
  37730. * Called when window becomes inactive.
  37731. */
  37732. protected onLostFocus(): void;
  37733. }
  37734. }
  37735. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  37736. import { Nullable } from "babylonjs/types";
  37737. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37738. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37739. /**
  37740. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  37741. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37742. */
  37743. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  37744. /**
  37745. * Defines the camera the input is attached to.
  37746. */
  37747. camera: ArcRotateCamera;
  37748. /**
  37749. * Defines the list of key codes associated with the up action (increase alpha)
  37750. */
  37751. keysUp: number[];
  37752. /**
  37753. * Defines the list of key codes associated with the down action (decrease alpha)
  37754. */
  37755. keysDown: number[];
  37756. /**
  37757. * Defines the list of key codes associated with the left action (increase beta)
  37758. */
  37759. keysLeft: number[];
  37760. /**
  37761. * Defines the list of key codes associated with the right action (decrease beta)
  37762. */
  37763. keysRight: number[];
  37764. /**
  37765. * Defines the list of key codes associated with the reset action.
  37766. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  37767. */
  37768. keysReset: number[];
  37769. /**
  37770. * Defines the panning sensibility of the inputs.
  37771. * (How fast is the camera paning)
  37772. */
  37773. panningSensibility: number;
  37774. /**
  37775. * Defines the zooming sensibility of the inputs.
  37776. * (How fast is the camera zooming)
  37777. */
  37778. zoomingSensibility: number;
  37779. /**
  37780. * Defines wether maintaining the alt key down switch the movement mode from
  37781. * orientation to zoom.
  37782. */
  37783. useAltToZoom: boolean;
  37784. /**
  37785. * Rotation speed of the camera
  37786. */
  37787. angularSpeed: number;
  37788. private _keys;
  37789. private _ctrlPressed;
  37790. private _altPressed;
  37791. private _onCanvasBlurObserver;
  37792. private _onKeyboardObserver;
  37793. private _engine;
  37794. private _scene;
  37795. /**
  37796. * Attach the input controls to a specific dom element to get the input from.
  37797. * @param element Defines the element the controls should be listened from
  37798. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37799. */
  37800. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37801. /**
  37802. * Detach the current controls from the specified dom element.
  37803. * @param element Defines the element to stop listening the inputs from
  37804. */
  37805. detachControl(element: Nullable<HTMLElement>): void;
  37806. /**
  37807. * Update the current camera state depending on the inputs that have been used this frame.
  37808. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  37809. */
  37810. checkInputs(): void;
  37811. /**
  37812. * Gets the class name of the current intput.
  37813. * @returns the class name
  37814. */
  37815. getClassName(): string;
  37816. /**
  37817. * Get the friendly name associated with the input class.
  37818. * @returns the input friendly name
  37819. */
  37820. getSimpleName(): string;
  37821. }
  37822. }
  37823. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  37824. import { Nullable } from "babylonjs/types";
  37825. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37826. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37827. /**
  37828. * Manage the mouse wheel inputs to control an arc rotate camera.
  37829. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37830. */
  37831. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  37832. /**
  37833. * Defines the camera the input is attached to.
  37834. */
  37835. camera: ArcRotateCamera;
  37836. /**
  37837. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37838. */
  37839. wheelPrecision: number;
  37840. /**
  37841. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  37842. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  37843. */
  37844. wheelDeltaPercentage: number;
  37845. private _wheel;
  37846. private _observer;
  37847. private computeDeltaFromMouseWheelLegacyEvent;
  37848. /**
  37849. * Attach the input controls to a specific dom element to get the input from.
  37850. * @param element Defines the element the controls should be listened from
  37851. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37852. */
  37853. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37854. /**
  37855. * Detach the current controls from the specified dom element.
  37856. * @param element Defines the element to stop listening the inputs from
  37857. */
  37858. detachControl(element: Nullable<HTMLElement>): void;
  37859. /**
  37860. * Gets the class name of the current intput.
  37861. * @returns the class name
  37862. */
  37863. getClassName(): string;
  37864. /**
  37865. * Get the friendly name associated with the input class.
  37866. * @returns the input friendly name
  37867. */
  37868. getSimpleName(): string;
  37869. }
  37870. }
  37871. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  37872. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37873. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  37874. /**
  37875. * Default Inputs manager for the ArcRotateCamera.
  37876. * It groups all the default supported inputs for ease of use.
  37877. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37878. */
  37879. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  37880. /**
  37881. * Instantiates a new ArcRotateCameraInputsManager.
  37882. * @param camera Defines the camera the inputs belong to
  37883. */
  37884. constructor(camera: ArcRotateCamera);
  37885. /**
  37886. * Add mouse wheel input support to the input manager.
  37887. * @returns the current input manager
  37888. */
  37889. addMouseWheel(): ArcRotateCameraInputsManager;
  37890. /**
  37891. * Add pointers input support to the input manager.
  37892. * @returns the current input manager
  37893. */
  37894. addPointers(): ArcRotateCameraInputsManager;
  37895. /**
  37896. * Add keyboard input support to the input manager.
  37897. * @returns the current input manager
  37898. */
  37899. addKeyboard(): ArcRotateCameraInputsManager;
  37900. }
  37901. }
  37902. declare module "babylonjs/Cameras/arcRotateCamera" {
  37903. import { Observable } from "babylonjs/Misc/observable";
  37904. import { Nullable } from "babylonjs/types";
  37905. import { Scene } from "babylonjs/scene";
  37906. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  37907. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37908. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37909. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37910. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  37911. import { Camera } from "babylonjs/Cameras/camera";
  37912. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  37913. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  37914. import { Collider } from "babylonjs/Collisions/collider";
  37915. /**
  37916. * This represents an orbital type of camera.
  37917. *
  37918. * This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.
  37919. * Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.
  37920. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  37921. */
  37922. export class ArcRotateCamera extends TargetCamera {
  37923. /**
  37924. * Defines the rotation angle of the camera along the longitudinal axis.
  37925. */
  37926. alpha: number;
  37927. /**
  37928. * Defines the rotation angle of the camera along the latitudinal axis.
  37929. */
  37930. beta: number;
  37931. /**
  37932. * Defines the radius of the camera from it s target point.
  37933. */
  37934. radius: number;
  37935. protected _target: Vector3;
  37936. protected _targetHost: Nullable<AbstractMesh>;
  37937. /**
  37938. * Defines the target point of the camera.
  37939. * The camera looks towards it form the radius distance.
  37940. */
  37941. target: Vector3;
  37942. /**
  37943. * Define the current local position of the camera in the scene
  37944. */
  37945. position: Vector3;
  37946. protected _upVector: Vector3;
  37947. protected _upToYMatrix: Matrix;
  37948. protected _YToUpMatrix: Matrix;
  37949. /**
  37950. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37951. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37952. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37953. */
  37954. upVector: Vector3;
  37955. /**
  37956. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37957. */
  37958. setMatUp(): void;
  37959. /**
  37960. * Current inertia value on the longitudinal axis.
  37961. * The bigger this number the longer it will take for the camera to stop.
  37962. */
  37963. inertialAlphaOffset: number;
  37964. /**
  37965. * Current inertia value on the latitudinal axis.
  37966. * The bigger this number the longer it will take for the camera to stop.
  37967. */
  37968. inertialBetaOffset: number;
  37969. /**
  37970. * Current inertia value on the radius axis.
  37971. * The bigger this number the longer it will take for the camera to stop.
  37972. */
  37973. inertialRadiusOffset: number;
  37974. /**
  37975. * Minimum allowed angle on the longitudinal axis.
  37976. * This can help limiting how the Camera is able to move in the scene.
  37977. */
  37978. lowerAlphaLimit: Nullable<number>;
  37979. /**
  37980. * Maximum allowed angle on the longitudinal axis.
  37981. * This can help limiting how the Camera is able to move in the scene.
  37982. */
  37983. upperAlphaLimit: Nullable<number>;
  37984. /**
  37985. * Minimum allowed angle on the latitudinal axis.
  37986. * This can help limiting how the Camera is able to move in the scene.
  37987. */
  37988. lowerBetaLimit: number;
  37989. /**
  37990. * Maximum allowed angle on the latitudinal axis.
  37991. * This can help limiting how the Camera is able to move in the scene.
  37992. */
  37993. upperBetaLimit: number;
  37994. /**
  37995. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37996. * This can help limiting how the Camera is able to move in the scene.
  37997. */
  37998. lowerRadiusLimit: Nullable<number>;
  37999. /**
  38000. * Maximum allowed distance of the camera to the target (The camera can not get further).
  38001. * This can help limiting how the Camera is able to move in the scene.
  38002. */
  38003. upperRadiusLimit: Nullable<number>;
  38004. /**
  38005. * Defines the current inertia value used during panning of the camera along the X axis.
  38006. */
  38007. inertialPanningX: number;
  38008. /**
  38009. * Defines the current inertia value used during panning of the camera along the Y axis.
  38010. */
  38011. inertialPanningY: number;
  38012. /**
  38013. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  38014. * Basically if your fingers moves away from more than this distance you will be considered
  38015. * in pinch mode.
  38016. */
  38017. pinchToPanMaxDistance: number;
  38018. /**
  38019. * Defines the maximum distance the camera can pan.
  38020. * This could help keeping the cammera always in your scene.
  38021. */
  38022. panningDistanceLimit: Nullable<number>;
  38023. /**
  38024. * Defines the target of the camera before paning.
  38025. */
  38026. panningOriginTarget: Vector3;
  38027. /**
  38028. * Defines the value of the inertia used during panning.
  38029. * 0 would mean stop inertia and one would mean no decelleration at all.
  38030. */
  38031. panningInertia: number;
  38032. /**
  38033. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  38034. */
  38035. angularSensibilityX: number;
  38036. /**
  38037. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  38038. */
  38039. angularSensibilityY: number;
  38040. /**
  38041. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  38042. */
  38043. pinchPrecision: number;
  38044. /**
  38045. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  38046. * It will be used instead of pinchDeltaPrecision if different from 0.
  38047. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  38048. */
  38049. pinchDeltaPercentage: number;
  38050. /**
  38051. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  38052. */
  38053. panningSensibility: number;
  38054. /**
  38055. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  38056. */
  38057. keysUp: number[];
  38058. /**
  38059. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  38060. */
  38061. keysDown: number[];
  38062. /**
  38063. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  38064. */
  38065. keysLeft: number[];
  38066. /**
  38067. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  38068. */
  38069. keysRight: number[];
  38070. /**
  38071. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  38072. */
  38073. wheelPrecision: number;
  38074. /**
  38075. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  38076. * It will be used instead of pinchDeltaPrecision if different from 0.
  38077. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  38078. */
  38079. wheelDeltaPercentage: number;
  38080. /**
  38081. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  38082. */
  38083. zoomOnFactor: number;
  38084. /**
  38085. * Defines a screen offset for the camera position.
  38086. */
  38087. targetScreenOffset: Vector2;
  38088. /**
  38089. * Allows the camera to be completely reversed.
  38090. * If false the camera can not arrive upside down.
  38091. */
  38092. allowUpsideDown: boolean;
  38093. /**
  38094. * Define if double tap/click is used to restore the previously saved state of the camera.
  38095. */
  38096. useInputToRestoreState: boolean;
  38097. /** @hidden */
  38098. _viewMatrix: Matrix;
  38099. /** @hidden */
  38100. _useCtrlForPanning: boolean;
  38101. /** @hidden */
  38102. _panningMouseButton: number;
  38103. /**
  38104. * Defines the input associated to the camera.
  38105. */
  38106. inputs: ArcRotateCameraInputsManager;
  38107. /** @hidden */
  38108. _reset: () => void;
  38109. /**
  38110. * Defines the allowed panning axis.
  38111. */
  38112. panningAxis: Vector3;
  38113. protected _localDirection: Vector3;
  38114. protected _transformedDirection: Vector3;
  38115. private _bouncingBehavior;
  38116. /**
  38117. * Gets the bouncing behavior of the camera if it has been enabled.
  38118. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  38119. */
  38120. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  38121. /**
  38122. * Defines if the bouncing behavior of the camera is enabled on the camera.
  38123. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  38124. */
  38125. useBouncingBehavior: boolean;
  38126. private _framingBehavior;
  38127. /**
  38128. * Gets the framing behavior of the camera if it has been enabled.
  38129. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  38130. */
  38131. readonly framingBehavior: Nullable<FramingBehavior>;
  38132. /**
  38133. * Defines if the framing behavior of the camera is enabled on the camera.
  38134. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  38135. */
  38136. useFramingBehavior: boolean;
  38137. private _autoRotationBehavior;
  38138. /**
  38139. * Gets the auto rotation behavior of the camera if it has been enabled.
  38140. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  38141. */
  38142. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  38143. /**
  38144. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  38145. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  38146. */
  38147. useAutoRotationBehavior: boolean;
  38148. /**
  38149. * Observable triggered when the mesh target has been changed on the camera.
  38150. */
  38151. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  38152. /**
  38153. * Event raised when the camera is colliding with a mesh.
  38154. */
  38155. onCollide: (collidedMesh: AbstractMesh) => void;
  38156. /**
  38157. * Defines whether the camera should check collision with the objects oh the scene.
  38158. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  38159. */
  38160. checkCollisions: boolean;
  38161. /**
  38162. * Defines the collision radius of the camera.
  38163. * This simulates a sphere around the camera.
  38164. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38165. */
  38166. collisionRadius: Vector3;
  38167. protected _collider: Collider;
  38168. protected _previousPosition: Vector3;
  38169. protected _collisionVelocity: Vector3;
  38170. protected _newPosition: Vector3;
  38171. protected _previousAlpha: number;
  38172. protected _previousBeta: number;
  38173. protected _previousRadius: number;
  38174. protected _collisionTriggered: boolean;
  38175. protected _targetBoundingCenter: Nullable<Vector3>;
  38176. private _computationVector;
  38177. /**
  38178. * Instantiates a new ArcRotateCamera in a given scene
  38179. * @param name Defines the name of the camera
  38180. * @param alpha Defines the camera rotation along the logitudinal axis
  38181. * @param beta Defines the camera rotation along the latitudinal axis
  38182. * @param radius Defines the camera distance from its target
  38183. * @param target Defines the camera target
  38184. * @param scene Defines the scene the camera belongs to
  38185. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  38186. */
  38187. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38188. /** @hidden */
  38189. _initCache(): void;
  38190. /** @hidden */
  38191. _updateCache(ignoreParentClass?: boolean): void;
  38192. protected _getTargetPosition(): Vector3;
  38193. private _storedAlpha;
  38194. private _storedBeta;
  38195. private _storedRadius;
  38196. private _storedTarget;
  38197. private _storedTargetScreenOffset;
  38198. /**
  38199. * Stores the current state of the camera (alpha, beta, radius and target)
  38200. * @returns the camera itself
  38201. */
  38202. storeState(): Camera;
  38203. /**
  38204. * @hidden
  38205. * Restored camera state. You must call storeState() first
  38206. */
  38207. _restoreStateValues(): boolean;
  38208. /** @hidden */
  38209. _isSynchronizedViewMatrix(): boolean;
  38210. /**
  38211. * Attached controls to the current camera.
  38212. * @param element Defines the element the controls should be listened from
  38213. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38214. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  38215. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  38216. */
  38217. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  38218. /**
  38219. * Detach the current controls from the camera.
  38220. * The camera will stop reacting to inputs.
  38221. * @param element Defines the element to stop listening the inputs from
  38222. */
  38223. detachControl(element: HTMLElement): void;
  38224. /** @hidden */
  38225. _checkInputs(): void;
  38226. protected _checkLimits(): void;
  38227. /**
  38228. * Rebuilds angles (alpha, beta) and radius from the give position and target
  38229. */
  38230. rebuildAnglesAndRadius(): void;
  38231. /**
  38232. * Use a position to define the current camera related information like alpha, beta and radius
  38233. * @param position Defines the position to set the camera at
  38234. */
  38235. setPosition(position: Vector3): void;
  38236. /**
  38237. * Defines the target the camera should look at.
  38238. * This will automatically adapt alpha beta and radius to fit within the new target.
  38239. * @param target Defines the new target as a Vector or a mesh
  38240. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  38241. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  38242. */
  38243. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  38244. /** @hidden */
  38245. _getViewMatrix(): Matrix;
  38246. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  38247. /**
  38248. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  38249. * @param meshes Defines the mesh to zoom on
  38250. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  38251. */
  38252. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  38253. /**
  38254. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  38255. * The target will be changed but the radius
  38256. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  38257. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  38258. */
  38259. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  38260. min: Vector3;
  38261. max: Vector3;
  38262. distance: number;
  38263. }, doNotUpdateMaxZ?: boolean): void;
  38264. /**
  38265. * @override
  38266. * Override Camera.createRigCamera
  38267. */
  38268. createRigCamera(name: string, cameraIndex: number): Camera;
  38269. /**
  38270. * @hidden
  38271. * @override
  38272. * Override Camera._updateRigCameras
  38273. */
  38274. _updateRigCameras(): void;
  38275. /**
  38276. * Destroy the camera and release the current resources hold by it.
  38277. */
  38278. dispose(): void;
  38279. /**
  38280. * Gets the current object class name.
  38281. * @return the class name
  38282. */
  38283. getClassName(): string;
  38284. }
  38285. }
  38286. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  38287. import { Behavior } from "babylonjs/Behaviors/behavior";
  38288. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38289. /**
  38290. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  38291. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  38292. */
  38293. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  38294. /**
  38295. * Gets the name of the behavior.
  38296. */
  38297. readonly name: string;
  38298. private _zoomStopsAnimation;
  38299. private _idleRotationSpeed;
  38300. private _idleRotationWaitTime;
  38301. private _idleRotationSpinupTime;
  38302. /**
  38303. * Sets the flag that indicates if user zooming should stop animation.
  38304. */
  38305. /**
  38306. * Gets the flag that indicates if user zooming should stop animation.
  38307. */
  38308. zoomStopsAnimation: boolean;
  38309. /**
  38310. * Sets the default speed at which the camera rotates around the model.
  38311. */
  38312. /**
  38313. * Gets the default speed at which the camera rotates around the model.
  38314. */
  38315. idleRotationSpeed: number;
  38316. /**
  38317. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  38318. */
  38319. /**
  38320. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  38321. */
  38322. idleRotationWaitTime: number;
  38323. /**
  38324. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  38325. */
  38326. /**
  38327. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  38328. */
  38329. idleRotationSpinupTime: number;
  38330. /**
  38331. * Gets a value indicating if the camera is currently rotating because of this behavior
  38332. */
  38333. readonly rotationInProgress: boolean;
  38334. private _onPrePointerObservableObserver;
  38335. private _onAfterCheckInputsObserver;
  38336. private _attachedCamera;
  38337. private _isPointerDown;
  38338. private _lastFrameTime;
  38339. private _lastInteractionTime;
  38340. private _cameraRotationSpeed;
  38341. /**
  38342. * Initializes the behavior.
  38343. */
  38344. init(): void;
  38345. /**
  38346. * Attaches the behavior to its arc rotate camera.
  38347. * @param camera Defines the camera to attach the behavior to
  38348. */
  38349. attach(camera: ArcRotateCamera): void;
  38350. /**
  38351. * Detaches the behavior from its current arc rotate camera.
  38352. */
  38353. detach(): void;
  38354. /**
  38355. * Returns true if user is scrolling.
  38356. * @return true if user is scrolling.
  38357. */
  38358. private _userIsZooming;
  38359. private _lastFrameRadius;
  38360. private _shouldAnimationStopForInteraction;
  38361. /**
  38362. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  38363. */
  38364. private _applyUserInteraction;
  38365. private _userIsMoving;
  38366. }
  38367. }
  38368. declare module "babylonjs/Behaviors/Cameras/index" {
  38369. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  38370. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  38371. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  38372. }
  38373. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  38374. import { Mesh } from "babylonjs/Meshes/mesh";
  38375. import { TransformNode } from "babylonjs/Meshes/transformNode";
  38376. import { Behavior } from "babylonjs/Behaviors/behavior";
  38377. /**
  38378. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  38379. */
  38380. export class AttachToBoxBehavior implements Behavior<Mesh> {
  38381. private ui;
  38382. /**
  38383. * The name of the behavior
  38384. */
  38385. name: string;
  38386. /**
  38387. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  38388. */
  38389. distanceAwayFromFace: number;
  38390. /**
  38391. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  38392. */
  38393. distanceAwayFromBottomOfFace: number;
  38394. private _faceVectors;
  38395. private _target;
  38396. private _scene;
  38397. private _onRenderObserver;
  38398. private _tmpMatrix;
  38399. private _tmpVector;
  38400. /**
  38401. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  38402. * @param ui The transform node that should be attched to the mesh
  38403. */
  38404. constructor(ui: TransformNode);
  38405. /**
  38406. * Initializes the behavior
  38407. */
  38408. init(): void;
  38409. private _closestFace;
  38410. private _zeroVector;
  38411. private _lookAtTmpMatrix;
  38412. private _lookAtToRef;
  38413. /**
  38414. * Attaches the AttachToBoxBehavior to the passed in mesh
  38415. * @param target The mesh that the specified node will be attached to
  38416. */
  38417. attach(target: Mesh): void;
  38418. /**
  38419. * Detaches the behavior from the mesh
  38420. */
  38421. detach(): void;
  38422. }
  38423. }
  38424. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  38425. import { Behavior } from "babylonjs/Behaviors/behavior";
  38426. import { Mesh } from "babylonjs/Meshes/mesh";
  38427. /**
  38428. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  38429. */
  38430. export class FadeInOutBehavior implements Behavior<Mesh> {
  38431. /**
  38432. * Time in milliseconds to delay before fading in (Default: 0)
  38433. */
  38434. delay: number;
  38435. /**
  38436. * Time in milliseconds for the mesh to fade in (Default: 300)
  38437. */
  38438. fadeInTime: number;
  38439. private _millisecondsPerFrame;
  38440. private _hovered;
  38441. private _hoverValue;
  38442. private _ownerNode;
  38443. /**
  38444. * Instatiates the FadeInOutBehavior
  38445. */
  38446. constructor();
  38447. /**
  38448. * The name of the behavior
  38449. */
  38450. readonly name: string;
  38451. /**
  38452. * Initializes the behavior
  38453. */
  38454. init(): void;
  38455. /**
  38456. * Attaches the fade behavior on the passed in mesh
  38457. * @param ownerNode The mesh that will be faded in/out once attached
  38458. */
  38459. attach(ownerNode: Mesh): void;
  38460. /**
  38461. * Detaches the behavior from the mesh
  38462. */
  38463. detach(): void;
  38464. /**
  38465. * Triggers the mesh to begin fading in or out
  38466. * @param value if the object should fade in or out (true to fade in)
  38467. */
  38468. fadeIn(value: boolean): void;
  38469. private _update;
  38470. private _setAllVisibility;
  38471. }
  38472. }
  38473. declare module "babylonjs/Misc/pivotTools" {
  38474. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38475. /**
  38476. * Class containing a set of static utilities functions for managing Pivots
  38477. * @hidden
  38478. */
  38479. export class PivotTools {
  38480. private static _PivotCached;
  38481. private static _OldPivotPoint;
  38482. private static _PivotTranslation;
  38483. private static _PivotTmpVector;
  38484. /** @hidden */
  38485. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  38486. /** @hidden */
  38487. static _RestorePivotPoint(mesh: AbstractMesh): void;
  38488. }
  38489. }
  38490. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  38491. import { Scene } from "babylonjs/scene";
  38492. import { Vector4 } from "babylonjs/Maths/math.vector";
  38493. import { Mesh } from "babylonjs/Meshes/mesh";
  38494. import { Nullable } from "babylonjs/types";
  38495. import { Plane } from "babylonjs/Maths/math.plane";
  38496. /**
  38497. * Class containing static functions to help procedurally build meshes
  38498. */
  38499. export class PlaneBuilder {
  38500. /**
  38501. * Creates a plane mesh
  38502. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  38503. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  38504. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  38505. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38506. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  38507. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  38508. * @param name defines the name of the mesh
  38509. * @param options defines the options used to create the mesh
  38510. * @param scene defines the hosting scene
  38511. * @returns the plane mesh
  38512. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  38513. */
  38514. static CreatePlane(name: string, options: {
  38515. size?: number;
  38516. width?: number;
  38517. height?: number;
  38518. sideOrientation?: number;
  38519. frontUVs?: Vector4;
  38520. backUVs?: Vector4;
  38521. updatable?: boolean;
  38522. sourcePlane?: Plane;
  38523. }, scene?: Nullable<Scene>): Mesh;
  38524. }
  38525. }
  38526. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  38527. import { Behavior } from "babylonjs/Behaviors/behavior";
  38528. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38529. import { Observable } from "babylonjs/Misc/observable";
  38530. import { Vector3 } from "babylonjs/Maths/math.vector";
  38531. import { Ray } from "babylonjs/Culling/ray";
  38532. import "babylonjs/Meshes/Builders/planeBuilder";
  38533. /**
  38534. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  38535. */
  38536. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  38537. private static _AnyMouseID;
  38538. /**
  38539. * Abstract mesh the behavior is set on
  38540. */
  38541. attachedNode: AbstractMesh;
  38542. private _dragPlane;
  38543. private _scene;
  38544. private _pointerObserver;
  38545. private _beforeRenderObserver;
  38546. private static _planeScene;
  38547. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  38548. /**
  38549. * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)
  38550. */
  38551. maxDragAngle: number;
  38552. /**
  38553. * @hidden
  38554. */
  38555. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  38556. /**
  38557. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38558. */
  38559. currentDraggingPointerID: number;
  38560. /**
  38561. * The last position where the pointer hit the drag plane in world space
  38562. */
  38563. lastDragPosition: Vector3;
  38564. /**
  38565. * If the behavior is currently in a dragging state
  38566. */
  38567. dragging: boolean;
  38568. /**
  38569. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  38570. */
  38571. dragDeltaRatio: number;
  38572. /**
  38573. * If the drag plane orientation should be updated during the dragging (Default: true)
  38574. */
  38575. updateDragPlane: boolean;
  38576. private _debugMode;
  38577. private _moving;
  38578. /**
  38579. * Fires each time the attached mesh is dragged with the pointer
  38580. * * delta between last drag position and current drag position in world space
  38581. * * dragDistance along the drag axis
  38582. * * dragPlaneNormal normal of the current drag plane used during the drag
  38583. * * dragPlanePoint in world space where the drag intersects the drag plane
  38584. */
  38585. onDragObservable: Observable<{
  38586. delta: Vector3;
  38587. dragPlanePoint: Vector3;
  38588. dragPlaneNormal: Vector3;
  38589. dragDistance: number;
  38590. pointerId: number;
  38591. }>;
  38592. /**
  38593. * Fires each time a drag begins (eg. mouse down on mesh)
  38594. */
  38595. onDragStartObservable: Observable<{
  38596. dragPlanePoint: Vector3;
  38597. pointerId: number;
  38598. }>;
  38599. /**
  38600. * Fires each time a drag ends (eg. mouse release after drag)
  38601. */
  38602. onDragEndObservable: Observable<{
  38603. dragPlanePoint: Vector3;
  38604. pointerId: number;
  38605. }>;
  38606. /**
  38607. * If the attached mesh should be moved when dragged
  38608. */
  38609. moveAttached: boolean;
  38610. /**
  38611. * If the drag behavior will react to drag events (Default: true)
  38612. */
  38613. enabled: boolean;
  38614. /**
  38615. * If pointer events should start and release the drag (Default: true)
  38616. */
  38617. startAndReleaseDragOnPointerEvents: boolean;
  38618. /**
  38619. * If camera controls should be detached during the drag
  38620. */
  38621. detachCameraControls: boolean;
  38622. /**
  38623. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  38624. */
  38625. useObjectOrienationForDragging: boolean;
  38626. private _options;
  38627. /**
  38628. * Creates a pointer drag behavior that can be attached to a mesh
  38629. * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)
  38630. */
  38631. constructor(options?: {
  38632. dragAxis?: Vector3;
  38633. dragPlaneNormal?: Vector3;
  38634. });
  38635. /**
  38636. * Predicate to determine if it is valid to move the object to a new position when it is moved
  38637. */
  38638. validateDrag: (targetPosition: Vector3) => boolean;
  38639. /**
  38640. * The name of the behavior
  38641. */
  38642. readonly name: string;
  38643. /**
  38644. * Initializes the behavior
  38645. */
  38646. init(): void;
  38647. private _tmpVector;
  38648. private _alternatePickedPoint;
  38649. private _worldDragAxis;
  38650. private _targetPosition;
  38651. private _attachedElement;
  38652. /**
  38653. * Attaches the drag behavior the passed in mesh
  38654. * @param ownerNode The mesh that will be dragged around once attached
  38655. * @param predicate Predicate to use for pick filtering
  38656. */
  38657. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  38658. /**
  38659. * Force relase the drag action by code.
  38660. */
  38661. releaseDrag(): void;
  38662. private _startDragRay;
  38663. private _lastPointerRay;
  38664. /**
  38665. * Simulates the start of a pointer drag event on the behavior
  38666. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  38667. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  38668. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  38669. */
  38670. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  38671. private _startDrag;
  38672. private _dragDelta;
  38673. private _moveDrag;
  38674. private _pickWithRayOnDragPlane;
  38675. private _pointA;
  38676. private _pointB;
  38677. private _pointC;
  38678. private _lineA;
  38679. private _lineB;
  38680. private _localAxis;
  38681. private _lookAt;
  38682. private _updateDragPlanePosition;
  38683. /**
  38684. * Detaches the behavior from the mesh
  38685. */
  38686. detach(): void;
  38687. }
  38688. }
  38689. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  38690. import { Mesh } from "babylonjs/Meshes/mesh";
  38691. import { Behavior } from "babylonjs/Behaviors/behavior";
  38692. /**
  38693. * A behavior that when attached to a mesh will allow the mesh to be scaled
  38694. */
  38695. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  38696. private _dragBehaviorA;
  38697. private _dragBehaviorB;
  38698. private _startDistance;
  38699. private _initialScale;
  38700. private _targetScale;
  38701. private _ownerNode;
  38702. private _sceneRenderObserver;
  38703. /**
  38704. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  38705. */
  38706. constructor();
  38707. /**
  38708. * The name of the behavior
  38709. */
  38710. readonly name: string;
  38711. /**
  38712. * Initializes the behavior
  38713. */
  38714. init(): void;
  38715. private _getCurrentDistance;
  38716. /**
  38717. * Attaches the scale behavior the passed in mesh
  38718. * @param ownerNode The mesh that will be scaled around once attached
  38719. */
  38720. attach(ownerNode: Mesh): void;
  38721. /**
  38722. * Detaches the behavior from the mesh
  38723. */
  38724. detach(): void;
  38725. }
  38726. }
  38727. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  38728. import { Behavior } from "babylonjs/Behaviors/behavior";
  38729. import { Mesh } from "babylonjs/Meshes/mesh";
  38730. import { Observable } from "babylonjs/Misc/observable";
  38731. /**
  38732. * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  38733. */
  38734. export class SixDofDragBehavior implements Behavior<Mesh> {
  38735. private static _virtualScene;
  38736. private _ownerNode;
  38737. private _sceneRenderObserver;
  38738. private _scene;
  38739. private _targetPosition;
  38740. private _virtualOriginMesh;
  38741. private _virtualDragMesh;
  38742. private _pointerObserver;
  38743. private _moving;
  38744. private _startingOrientation;
  38745. /**
  38746. * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)
  38747. */
  38748. private zDragFactor;
  38749. /**
  38750. * If the object should rotate to face the drag origin
  38751. */
  38752. rotateDraggedObject: boolean;
  38753. /**
  38754. * If the behavior is currently in a dragging state
  38755. */
  38756. dragging: boolean;
  38757. /**
  38758. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  38759. */
  38760. dragDeltaRatio: number;
  38761. /**
  38762. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38763. */
  38764. currentDraggingPointerID: number;
  38765. /**
  38766. * If camera controls should be detached during the drag
  38767. */
  38768. detachCameraControls: boolean;
  38769. /**
  38770. * Fires each time a drag starts
  38771. */
  38772. onDragStartObservable: Observable<{}>;
  38773. /**
  38774. * Fires each time a drag ends (eg. mouse release after drag)
  38775. */
  38776. onDragEndObservable: Observable<{}>;
  38777. /**
  38778. * Instantiates a behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  38779. */
  38780. constructor();
  38781. /**
  38782. * The name of the behavior
  38783. */
  38784. readonly name: string;
  38785. /**
  38786. * Initializes the behavior
  38787. */
  38788. init(): void;
  38789. /**
  38790. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  38791. */
  38792. private readonly _pointerCamera;
  38793. /**
  38794. * Attaches the scale behavior the passed in mesh
  38795. * @param ownerNode The mesh that will be scaled around once attached
  38796. */
  38797. attach(ownerNode: Mesh): void;
  38798. /**
  38799. * Detaches the behavior from the mesh
  38800. */
  38801. detach(): void;
  38802. }
  38803. }
  38804. declare module "babylonjs/Behaviors/Meshes/index" {
  38805. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  38806. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  38807. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  38808. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  38809. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  38810. }
  38811. declare module "babylonjs/Behaviors/index" {
  38812. export * from "babylonjs/Behaviors/behavior";
  38813. export * from "babylonjs/Behaviors/Cameras/index";
  38814. export * from "babylonjs/Behaviors/Meshes/index";
  38815. }
  38816. declare module "babylonjs/Bones/boneIKController" {
  38817. import { Bone } from "babylonjs/Bones/bone";
  38818. import { Vector3 } from "babylonjs/Maths/math.vector";
  38819. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38820. import { Nullable } from "babylonjs/types";
  38821. /**
  38822. * Class used to apply inverse kinematics to bones
  38823. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  38824. */
  38825. export class BoneIKController {
  38826. private static _tmpVecs;
  38827. private static _tmpQuat;
  38828. private static _tmpMats;
  38829. /**
  38830. * Gets or sets the target mesh
  38831. */
  38832. targetMesh: AbstractMesh;
  38833. /** Gets or sets the mesh used as pole */
  38834. poleTargetMesh: AbstractMesh;
  38835. /**
  38836. * Gets or sets the bone used as pole
  38837. */
  38838. poleTargetBone: Nullable<Bone>;
  38839. /**
  38840. * Gets or sets the target position
  38841. */
  38842. targetPosition: Vector3;
  38843. /**
  38844. * Gets or sets the pole target position
  38845. */
  38846. poleTargetPosition: Vector3;
  38847. /**
  38848. * Gets or sets the pole target local offset
  38849. */
  38850. poleTargetLocalOffset: Vector3;
  38851. /**
  38852. * Gets or sets the pole angle
  38853. */
  38854. poleAngle: number;
  38855. /**
  38856. * Gets or sets the mesh associated with the controller
  38857. */
  38858. mesh: AbstractMesh;
  38859. /**
  38860. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  38861. */
  38862. slerpAmount: number;
  38863. private _bone1Quat;
  38864. private _bone1Mat;
  38865. private _bone2Ang;
  38866. private _bone1;
  38867. private _bone2;
  38868. private _bone1Length;
  38869. private _bone2Length;
  38870. private _maxAngle;
  38871. private _maxReach;
  38872. private _rightHandedSystem;
  38873. private _bendAxis;
  38874. private _slerping;
  38875. private _adjustRoll;
  38876. /**
  38877. * Gets or sets maximum allowed angle
  38878. */
  38879. maxAngle: number;
  38880. /**
  38881. * Creates a new BoneIKController
  38882. * @param mesh defines the mesh to control
  38883. * @param bone defines the bone to control
  38884. * @param options defines options to set up the controller
  38885. */
  38886. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  38887. targetMesh?: AbstractMesh;
  38888. poleTargetMesh?: AbstractMesh;
  38889. poleTargetBone?: Bone;
  38890. poleTargetLocalOffset?: Vector3;
  38891. poleAngle?: number;
  38892. bendAxis?: Vector3;
  38893. maxAngle?: number;
  38894. slerpAmount?: number;
  38895. });
  38896. private _setMaxAngle;
  38897. /**
  38898. * Force the controller to update the bones
  38899. */
  38900. update(): void;
  38901. }
  38902. }
  38903. declare module "babylonjs/Bones/boneLookController" {
  38904. import { Vector3 } from "babylonjs/Maths/math.vector";
  38905. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38906. import { Bone } from "babylonjs/Bones/bone";
  38907. import { Space } from "babylonjs/Maths/math.axis";
  38908. /**
  38909. * Class used to make a bone look toward a point in space
  38910. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  38911. */
  38912. export class BoneLookController {
  38913. private static _tmpVecs;
  38914. private static _tmpQuat;
  38915. private static _tmpMats;
  38916. /**
  38917. * The target Vector3 that the bone will look at
  38918. */
  38919. target: Vector3;
  38920. /**
  38921. * The mesh that the bone is attached to
  38922. */
  38923. mesh: AbstractMesh;
  38924. /**
  38925. * The bone that will be looking to the target
  38926. */
  38927. bone: Bone;
  38928. /**
  38929. * The up axis of the coordinate system that is used when the bone is rotated
  38930. */
  38931. upAxis: Vector3;
  38932. /**
  38933. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38934. */
  38935. upAxisSpace: Space;
  38936. /**
  38937. * Used to make an adjustment to the yaw of the bone
  38938. */
  38939. adjustYaw: number;
  38940. /**
  38941. * Used to make an adjustment to the pitch of the bone
  38942. */
  38943. adjustPitch: number;
  38944. /**
  38945. * Used to make an adjustment to the roll of the bone
  38946. */
  38947. adjustRoll: number;
  38948. /**
  38949. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  38950. */
  38951. slerpAmount: number;
  38952. private _minYaw;
  38953. private _maxYaw;
  38954. private _minPitch;
  38955. private _maxPitch;
  38956. private _minYawSin;
  38957. private _minYawCos;
  38958. private _maxYawSin;
  38959. private _maxYawCos;
  38960. private _midYawConstraint;
  38961. private _minPitchTan;
  38962. private _maxPitchTan;
  38963. private _boneQuat;
  38964. private _slerping;
  38965. private _transformYawPitch;
  38966. private _transformYawPitchInv;
  38967. private _firstFrameSkipped;
  38968. private _yawRange;
  38969. private _fowardAxis;
  38970. /**
  38971. * Gets or sets the minimum yaw angle that the bone can look to
  38972. */
  38973. minYaw: number;
  38974. /**
  38975. * Gets or sets the maximum yaw angle that the bone can look to
  38976. */
  38977. maxYaw: number;
  38978. /**
  38979. * Gets or sets the minimum pitch angle that the bone can look to
  38980. */
  38981. minPitch: number;
  38982. /**
  38983. * Gets or sets the maximum pitch angle that the bone can look to
  38984. */
  38985. maxPitch: number;
  38986. /**
  38987. * Create a BoneLookController
  38988. * @param mesh the mesh that the bone belongs to
  38989. * @param bone the bone that will be looking to the target
  38990. * @param target the target Vector3 to look at
  38991. * @param options optional settings:
  38992. * * maxYaw: the maximum angle the bone will yaw to
  38993. * * minYaw: the minimum angle the bone will yaw to
  38994. * * maxPitch: the maximum angle the bone will pitch to
  38995. * * minPitch: the minimum angle the bone will yaw to
  38996. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38997. * * upAxis: the up axis of the coordinate system
  38998. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38999. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  39000. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  39001. * * adjustYaw: used to make an adjustment to the yaw of the bone
  39002. * * adjustPitch: used to make an adjustment to the pitch of the bone
  39003. * * adjustRoll: used to make an adjustment to the roll of the bone
  39004. **/
  39005. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  39006. maxYaw?: number;
  39007. minYaw?: number;
  39008. maxPitch?: number;
  39009. minPitch?: number;
  39010. slerpAmount?: number;
  39011. upAxis?: Vector3;
  39012. upAxisSpace?: Space;
  39013. yawAxis?: Vector3;
  39014. pitchAxis?: Vector3;
  39015. adjustYaw?: number;
  39016. adjustPitch?: number;
  39017. adjustRoll?: number;
  39018. });
  39019. /**
  39020. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  39021. */
  39022. update(): void;
  39023. private _getAngleDiff;
  39024. private _getAngleBetween;
  39025. private _isAngleBetween;
  39026. }
  39027. }
  39028. declare module "babylonjs/Bones/index" {
  39029. export * from "babylonjs/Bones/bone";
  39030. export * from "babylonjs/Bones/boneIKController";
  39031. export * from "babylonjs/Bones/boneLookController";
  39032. export * from "babylonjs/Bones/skeleton";
  39033. }
  39034. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  39035. import { Nullable } from "babylonjs/types";
  39036. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39037. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39038. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39039. /**
  39040. * Manage the gamepad inputs to control an arc rotate camera.
  39041. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39042. */
  39043. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  39044. /**
  39045. * Defines the camera the input is attached to.
  39046. */
  39047. camera: ArcRotateCamera;
  39048. /**
  39049. * Defines the gamepad the input is gathering event from.
  39050. */
  39051. gamepad: Nullable<Gamepad>;
  39052. /**
  39053. * Defines the gamepad rotation sensiblity.
  39054. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39055. */
  39056. gamepadRotationSensibility: number;
  39057. /**
  39058. * Defines the gamepad move sensiblity.
  39059. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39060. */
  39061. gamepadMoveSensibility: number;
  39062. private _yAxisScale;
  39063. /**
  39064. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  39065. */
  39066. invertYAxis: boolean;
  39067. private _onGamepadConnectedObserver;
  39068. private _onGamepadDisconnectedObserver;
  39069. /**
  39070. * Attach the input controls to a specific dom element to get the input from.
  39071. * @param element Defines the element the controls should be listened from
  39072. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39073. */
  39074. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39075. /**
  39076. * Detach the current controls from the specified dom element.
  39077. * @param element Defines the element to stop listening the inputs from
  39078. */
  39079. detachControl(element: Nullable<HTMLElement>): void;
  39080. /**
  39081. * Update the current camera state depending on the inputs that have been used this frame.
  39082. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39083. */
  39084. checkInputs(): void;
  39085. /**
  39086. * Gets the class name of the current intput.
  39087. * @returns the class name
  39088. */
  39089. getClassName(): string;
  39090. /**
  39091. * Get the friendly name associated with the input class.
  39092. * @returns the input friendly name
  39093. */
  39094. getSimpleName(): string;
  39095. }
  39096. }
  39097. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  39098. import { Nullable } from "babylonjs/types";
  39099. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39100. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39101. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  39102. interface ArcRotateCameraInputsManager {
  39103. /**
  39104. * Add orientation input support to the input manager.
  39105. * @returns the current input manager
  39106. */
  39107. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  39108. }
  39109. }
  39110. /**
  39111. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  39112. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39113. */
  39114. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  39115. /**
  39116. * Defines the camera the input is attached to.
  39117. */
  39118. camera: ArcRotateCamera;
  39119. /**
  39120. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  39121. */
  39122. alphaCorrection: number;
  39123. /**
  39124. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  39125. */
  39126. gammaCorrection: number;
  39127. private _alpha;
  39128. private _gamma;
  39129. private _dirty;
  39130. private _deviceOrientationHandler;
  39131. /**
  39132. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  39133. */
  39134. constructor();
  39135. /**
  39136. * Attach the input controls to a specific dom element to get the input from.
  39137. * @param element Defines the element the controls should be listened from
  39138. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39139. */
  39140. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39141. /** @hidden */
  39142. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  39143. /**
  39144. * Update the current camera state depending on the inputs that have been used this frame.
  39145. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39146. */
  39147. checkInputs(): void;
  39148. /**
  39149. * Detach the current controls from the specified dom element.
  39150. * @param element Defines the element to stop listening the inputs from
  39151. */
  39152. detachControl(element: Nullable<HTMLElement>): void;
  39153. /**
  39154. * Gets the class name of the current intput.
  39155. * @returns the class name
  39156. */
  39157. getClassName(): string;
  39158. /**
  39159. * Get the friendly name associated with the input class.
  39160. * @returns the input friendly name
  39161. */
  39162. getSimpleName(): string;
  39163. }
  39164. }
  39165. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  39166. import { Nullable } from "babylonjs/types";
  39167. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39168. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39169. /**
  39170. * Listen to mouse events to control the camera.
  39171. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39172. */
  39173. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  39174. /**
  39175. * Defines the camera the input is attached to.
  39176. */
  39177. camera: FlyCamera;
  39178. /**
  39179. * Defines if touch is enabled. (Default is true.)
  39180. */
  39181. touchEnabled: boolean;
  39182. /**
  39183. * Defines the buttons associated with the input to handle camera rotation.
  39184. */
  39185. buttons: number[];
  39186. /**
  39187. * Assign buttons for Yaw control.
  39188. */
  39189. buttonsYaw: number[];
  39190. /**
  39191. * Assign buttons for Pitch control.
  39192. */
  39193. buttonsPitch: number[];
  39194. /**
  39195. * Assign buttons for Roll control.
  39196. */
  39197. buttonsRoll: number[];
  39198. /**
  39199. * Detect if any button is being pressed while mouse is moved.
  39200. * -1 = Mouse locked.
  39201. * 0 = Left button.
  39202. * 1 = Middle Button.
  39203. * 2 = Right Button.
  39204. */
  39205. activeButton: number;
  39206. /**
  39207. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  39208. * Higher values reduce its sensitivity.
  39209. */
  39210. angularSensibility: number;
  39211. private _mousemoveCallback;
  39212. private _observer;
  39213. private _rollObserver;
  39214. private previousPosition;
  39215. private noPreventDefault;
  39216. private element;
  39217. /**
  39218. * Listen to mouse events to control the camera.
  39219. * @param touchEnabled Define if touch is enabled. (Default is true.)
  39220. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39221. */
  39222. constructor(touchEnabled?: boolean);
  39223. /**
  39224. * Attach the mouse control to the HTML DOM element.
  39225. * @param element Defines the element that listens to the input events.
  39226. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  39227. */
  39228. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39229. /**
  39230. * Detach the current controls from the specified dom element.
  39231. * @param element Defines the element to stop listening the inputs from
  39232. */
  39233. detachControl(element: Nullable<HTMLElement>): void;
  39234. /**
  39235. * Gets the class name of the current input.
  39236. * @returns the class name.
  39237. */
  39238. getClassName(): string;
  39239. /**
  39240. * Get the friendly name associated with the input class.
  39241. * @returns the input's friendly name.
  39242. */
  39243. getSimpleName(): string;
  39244. private _pointerInput;
  39245. private _onMouseMove;
  39246. /**
  39247. * Rotate camera by mouse offset.
  39248. */
  39249. private rotateCamera;
  39250. }
  39251. }
  39252. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  39253. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39254. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  39255. /**
  39256. * Default Inputs manager for the FlyCamera.
  39257. * It groups all the default supported inputs for ease of use.
  39258. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39259. */
  39260. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  39261. /**
  39262. * Instantiates a new FlyCameraInputsManager.
  39263. * @param camera Defines the camera the inputs belong to.
  39264. */
  39265. constructor(camera: FlyCamera);
  39266. /**
  39267. * Add keyboard input support to the input manager.
  39268. * @returns the new FlyCameraKeyboardMoveInput().
  39269. */
  39270. addKeyboard(): FlyCameraInputsManager;
  39271. /**
  39272. * Add mouse input support to the input manager.
  39273. * @param touchEnabled Enable touch screen support.
  39274. * @returns the new FlyCameraMouseInput().
  39275. */
  39276. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  39277. }
  39278. }
  39279. declare module "babylonjs/Cameras/flyCamera" {
  39280. import { Scene } from "babylonjs/scene";
  39281. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  39282. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  39283. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  39284. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  39285. /**
  39286. * This is a flying camera, designed for 3D movement and rotation in all directions,
  39287. * such as in a 3D Space Shooter or a Flight Simulator.
  39288. */
  39289. export class FlyCamera extends TargetCamera {
  39290. /**
  39291. * Define the collision ellipsoid of the camera.
  39292. * This is helpful for simulating a camera body, like a player's body.
  39293. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  39294. */
  39295. ellipsoid: Vector3;
  39296. /**
  39297. * Define an offset for the position of the ellipsoid around the camera.
  39298. * This can be helpful if the camera is attached away from the player's body center,
  39299. * such as at its head.
  39300. */
  39301. ellipsoidOffset: Vector3;
  39302. /**
  39303. * Enable or disable collisions of the camera with the rest of the scene objects.
  39304. */
  39305. checkCollisions: boolean;
  39306. /**
  39307. * Enable or disable gravity on the camera.
  39308. */
  39309. applyGravity: boolean;
  39310. /**
  39311. * Define the current direction the camera is moving to.
  39312. */
  39313. cameraDirection: Vector3;
  39314. /**
  39315. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  39316. * This overrides and empties cameraRotation.
  39317. */
  39318. rotationQuaternion: Quaternion;
  39319. /**
  39320. * Track Roll to maintain the wanted Rolling when looking around.
  39321. */
  39322. _trackRoll: number;
  39323. /**
  39324. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  39325. */
  39326. rollCorrect: number;
  39327. /**
  39328. * Mimic a banked turn, Rolling the camera when Yawing.
  39329. * It's recommended to use rollCorrect = 10 for faster banking correction.
  39330. */
  39331. bankedTurn: boolean;
  39332. /**
  39333. * Limit in radians for how much Roll banking will add. (Default: 90°)
  39334. */
  39335. bankedTurnLimit: number;
  39336. /**
  39337. * Value of 0 disables the banked Roll.
  39338. * Value of 1 is equal to the Yaw angle in radians.
  39339. */
  39340. bankedTurnMultiplier: number;
  39341. /**
  39342. * The inputs manager loads all the input sources, such as keyboard and mouse.
  39343. */
  39344. inputs: FlyCameraInputsManager;
  39345. /**
  39346. * Gets the input sensibility for mouse input.
  39347. * Higher values reduce sensitivity.
  39348. */
  39349. /**
  39350. * Sets the input sensibility for a mouse input.
  39351. * Higher values reduce sensitivity.
  39352. */
  39353. angularSensibility: number;
  39354. /**
  39355. * Get the keys for camera movement forward.
  39356. */
  39357. /**
  39358. * Set the keys for camera movement forward.
  39359. */
  39360. keysForward: number[];
  39361. /**
  39362. * Get the keys for camera movement backward.
  39363. */
  39364. keysBackward: number[];
  39365. /**
  39366. * Get the keys for camera movement up.
  39367. */
  39368. /**
  39369. * Set the keys for camera movement up.
  39370. */
  39371. keysUp: number[];
  39372. /**
  39373. * Get the keys for camera movement down.
  39374. */
  39375. /**
  39376. * Set the keys for camera movement down.
  39377. */
  39378. keysDown: number[];
  39379. /**
  39380. * Get the keys for camera movement left.
  39381. */
  39382. /**
  39383. * Set the keys for camera movement left.
  39384. */
  39385. keysLeft: number[];
  39386. /**
  39387. * Set the keys for camera movement right.
  39388. */
  39389. /**
  39390. * Set the keys for camera movement right.
  39391. */
  39392. keysRight: number[];
  39393. /**
  39394. * Event raised when the camera collides with a mesh in the scene.
  39395. */
  39396. onCollide: (collidedMesh: AbstractMesh) => void;
  39397. private _collider;
  39398. private _needMoveForGravity;
  39399. private _oldPosition;
  39400. private _diffPosition;
  39401. private _newPosition;
  39402. /** @hidden */
  39403. _localDirection: Vector3;
  39404. /** @hidden */
  39405. _transformedDirection: Vector3;
  39406. /**
  39407. * Instantiates a FlyCamera.
  39408. * This is a flying camera, designed for 3D movement and rotation in all directions,
  39409. * such as in a 3D Space Shooter or a Flight Simulator.
  39410. * @param name Define the name of the camera in the scene.
  39411. * @param position Define the starting position of the camera in the scene.
  39412. * @param scene Define the scene the camera belongs to.
  39413. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  39414. */
  39415. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  39416. /**
  39417. * Attach a control to the HTML DOM element.
  39418. * @param element Defines the element that listens to the input events.
  39419. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  39420. */
  39421. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39422. /**
  39423. * Detach a control from the HTML DOM element.
  39424. * The camera will stop reacting to that input.
  39425. * @param element Defines the element that listens to the input events.
  39426. */
  39427. detachControl(element: HTMLElement): void;
  39428. private _collisionMask;
  39429. /**
  39430. * Get the mask that the camera ignores in collision events.
  39431. */
  39432. /**
  39433. * Set the mask that the camera ignores in collision events.
  39434. */
  39435. collisionMask: number;
  39436. /** @hidden */
  39437. _collideWithWorld(displacement: Vector3): void;
  39438. /** @hidden */
  39439. private _onCollisionPositionChange;
  39440. /** @hidden */
  39441. _checkInputs(): void;
  39442. /** @hidden */
  39443. _decideIfNeedsToMove(): boolean;
  39444. /** @hidden */
  39445. _updatePosition(): void;
  39446. /**
  39447. * Restore the Roll to its target value at the rate specified.
  39448. * @param rate - Higher means slower restoring.
  39449. * @hidden
  39450. */
  39451. restoreRoll(rate: number): void;
  39452. /**
  39453. * Destroy the camera and release the current resources held by it.
  39454. */
  39455. dispose(): void;
  39456. /**
  39457. * Get the current object class name.
  39458. * @returns the class name.
  39459. */
  39460. getClassName(): string;
  39461. }
  39462. }
  39463. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  39464. import { Nullable } from "babylonjs/types";
  39465. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39466. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39467. /**
  39468. * Listen to keyboard events to control the camera.
  39469. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39470. */
  39471. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  39472. /**
  39473. * Defines the camera the input is attached to.
  39474. */
  39475. camera: FlyCamera;
  39476. /**
  39477. * The list of keyboard keys used to control the forward move of the camera.
  39478. */
  39479. keysForward: number[];
  39480. /**
  39481. * The list of keyboard keys used to control the backward move of the camera.
  39482. */
  39483. keysBackward: number[];
  39484. /**
  39485. * The list of keyboard keys used to control the forward move of the camera.
  39486. */
  39487. keysUp: number[];
  39488. /**
  39489. * The list of keyboard keys used to control the backward move of the camera.
  39490. */
  39491. keysDown: number[];
  39492. /**
  39493. * The list of keyboard keys used to control the right strafe move of the camera.
  39494. */
  39495. keysRight: number[];
  39496. /**
  39497. * The list of keyboard keys used to control the left strafe move of the camera.
  39498. */
  39499. keysLeft: number[];
  39500. private _keys;
  39501. private _onCanvasBlurObserver;
  39502. private _onKeyboardObserver;
  39503. private _engine;
  39504. private _scene;
  39505. /**
  39506. * Attach the input controls to a specific dom element to get the input from.
  39507. * @param element Defines the element the controls should be listened from
  39508. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39509. */
  39510. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39511. /**
  39512. * Detach the current controls from the specified dom element.
  39513. * @param element Defines the element to stop listening the inputs from
  39514. */
  39515. detachControl(element: Nullable<HTMLElement>): void;
  39516. /**
  39517. * Gets the class name of the current intput.
  39518. * @returns the class name
  39519. */
  39520. getClassName(): string;
  39521. /** @hidden */
  39522. _onLostFocus(e: FocusEvent): void;
  39523. /**
  39524. * Get the friendly name associated with the input class.
  39525. * @returns the input friendly name
  39526. */
  39527. getSimpleName(): string;
  39528. /**
  39529. * Update the current camera state depending on the inputs that have been used this frame.
  39530. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39531. */
  39532. checkInputs(): void;
  39533. }
  39534. }
  39535. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  39536. import { Nullable } from "babylonjs/types";
  39537. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39538. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39539. /**
  39540. * Manage the mouse wheel inputs to control a follow camera.
  39541. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39542. */
  39543. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  39544. /**
  39545. * Defines the camera the input is attached to.
  39546. */
  39547. camera: FollowCamera;
  39548. /**
  39549. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  39550. */
  39551. axisControlRadius: boolean;
  39552. /**
  39553. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  39554. */
  39555. axisControlHeight: boolean;
  39556. /**
  39557. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  39558. */
  39559. axisControlRotation: boolean;
  39560. /**
  39561. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  39562. * relation to mouseWheel events.
  39563. */
  39564. wheelPrecision: number;
  39565. /**
  39566. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  39567. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  39568. */
  39569. wheelDeltaPercentage: number;
  39570. private _wheel;
  39571. private _observer;
  39572. /**
  39573. * Attach the input controls to a specific dom element to get the input from.
  39574. * @param element Defines the element the controls should be listened from
  39575. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39576. */
  39577. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39578. /**
  39579. * Detach the current controls from the specified dom element.
  39580. * @param element Defines the element to stop listening the inputs from
  39581. */
  39582. detachControl(element: Nullable<HTMLElement>): void;
  39583. /**
  39584. * Gets the class name of the current intput.
  39585. * @returns the class name
  39586. */
  39587. getClassName(): string;
  39588. /**
  39589. * Get the friendly name associated with the input class.
  39590. * @returns the input friendly name
  39591. */
  39592. getSimpleName(): string;
  39593. }
  39594. }
  39595. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  39596. import { Nullable } from "babylonjs/types";
  39597. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39598. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  39599. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  39600. /**
  39601. * Manage the pointers inputs to control an follow camera.
  39602. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39603. */
  39604. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  39605. /**
  39606. * Defines the camera the input is attached to.
  39607. */
  39608. camera: FollowCamera;
  39609. /**
  39610. * Gets the class name of the current input.
  39611. * @returns the class name
  39612. */
  39613. getClassName(): string;
  39614. /**
  39615. * Defines the pointer angular sensibility along the X axis or how fast is
  39616. * the camera rotating.
  39617. * A negative number will reverse the axis direction.
  39618. */
  39619. angularSensibilityX: number;
  39620. /**
  39621. * Defines the pointer angular sensibility along the Y axis or how fast is
  39622. * the camera rotating.
  39623. * A negative number will reverse the axis direction.
  39624. */
  39625. angularSensibilityY: number;
  39626. /**
  39627. * Defines the pointer pinch precision or how fast is the camera zooming.
  39628. * A negative number will reverse the axis direction.
  39629. */
  39630. pinchPrecision: number;
  39631. /**
  39632. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  39633. * from 0.
  39634. * It defines the percentage of current camera.radius to use as delta when
  39635. * pinch zoom is used.
  39636. */
  39637. pinchDeltaPercentage: number;
  39638. /**
  39639. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  39640. */
  39641. axisXControlRadius: boolean;
  39642. /**
  39643. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  39644. */
  39645. axisXControlHeight: boolean;
  39646. /**
  39647. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  39648. */
  39649. axisXControlRotation: boolean;
  39650. /**
  39651. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  39652. */
  39653. axisYControlRadius: boolean;
  39654. /**
  39655. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  39656. */
  39657. axisYControlHeight: boolean;
  39658. /**
  39659. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  39660. */
  39661. axisYControlRotation: boolean;
  39662. /**
  39663. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  39664. */
  39665. axisPinchControlRadius: boolean;
  39666. /**
  39667. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  39668. */
  39669. axisPinchControlHeight: boolean;
  39670. /**
  39671. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  39672. */
  39673. axisPinchControlRotation: boolean;
  39674. /**
  39675. * Log error messages if basic misconfiguration has occurred.
  39676. */
  39677. warningEnable: boolean;
  39678. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  39679. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  39680. private _warningCounter;
  39681. private _warning;
  39682. }
  39683. }
  39684. declare module "babylonjs/Cameras/followCameraInputsManager" {
  39685. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  39686. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39687. /**
  39688. * Default Inputs manager for the FollowCamera.
  39689. * It groups all the default supported inputs for ease of use.
  39690. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39691. */
  39692. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  39693. /**
  39694. * Instantiates a new FollowCameraInputsManager.
  39695. * @param camera Defines the camera the inputs belong to
  39696. */
  39697. constructor(camera: FollowCamera);
  39698. /**
  39699. * Add keyboard input support to the input manager.
  39700. * @returns the current input manager
  39701. */
  39702. addKeyboard(): FollowCameraInputsManager;
  39703. /**
  39704. * Add mouse wheel input support to the input manager.
  39705. * @returns the current input manager
  39706. */
  39707. addMouseWheel(): FollowCameraInputsManager;
  39708. /**
  39709. * Add pointers input support to the input manager.
  39710. * @returns the current input manager
  39711. */
  39712. addPointers(): FollowCameraInputsManager;
  39713. /**
  39714. * Add orientation input support to the input manager.
  39715. * @returns the current input manager
  39716. */
  39717. addVRDeviceOrientation(): FollowCameraInputsManager;
  39718. }
  39719. }
  39720. declare module "babylonjs/Cameras/followCamera" {
  39721. import { Nullable } from "babylonjs/types";
  39722. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  39723. import { Scene } from "babylonjs/scene";
  39724. import { Vector3 } from "babylonjs/Maths/math.vector";
  39725. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  39726. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  39727. /**
  39728. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  39729. * an arc rotate version arcFollowCamera are available.
  39730. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39731. */
  39732. export class FollowCamera extends TargetCamera {
  39733. /**
  39734. * Distance the follow camera should follow an object at
  39735. */
  39736. radius: number;
  39737. /**
  39738. * Minimum allowed distance of the camera to the axis of rotation
  39739. * (The camera can not get closer).
  39740. * This can help limiting how the Camera is able to move in the scene.
  39741. */
  39742. lowerRadiusLimit: Nullable<number>;
  39743. /**
  39744. * Maximum allowed distance of the camera to the axis of rotation
  39745. * (The camera can not get further).
  39746. * This can help limiting how the Camera is able to move in the scene.
  39747. */
  39748. upperRadiusLimit: Nullable<number>;
  39749. /**
  39750. * Define a rotation offset between the camera and the object it follows
  39751. */
  39752. rotationOffset: number;
  39753. /**
  39754. * Minimum allowed angle to camera position relative to target object.
  39755. * This can help limiting how the Camera is able to move in the scene.
  39756. */
  39757. lowerRotationOffsetLimit: Nullable<number>;
  39758. /**
  39759. * Maximum allowed angle to camera position relative to target object.
  39760. * This can help limiting how the Camera is able to move in the scene.
  39761. */
  39762. upperRotationOffsetLimit: Nullable<number>;
  39763. /**
  39764. * Define a height offset between the camera and the object it follows.
  39765. * It can help following an object from the top (like a car chaing a plane)
  39766. */
  39767. heightOffset: number;
  39768. /**
  39769. * Minimum allowed height of camera position relative to target object.
  39770. * This can help limiting how the Camera is able to move in the scene.
  39771. */
  39772. lowerHeightOffsetLimit: Nullable<number>;
  39773. /**
  39774. * Maximum allowed height of camera position relative to target object.
  39775. * This can help limiting how the Camera is able to move in the scene.
  39776. */
  39777. upperHeightOffsetLimit: Nullable<number>;
  39778. /**
  39779. * Define how fast the camera can accelerate to follow it s target.
  39780. */
  39781. cameraAcceleration: number;
  39782. /**
  39783. * Define the speed limit of the camera following an object.
  39784. */
  39785. maxCameraSpeed: number;
  39786. /**
  39787. * Define the target of the camera.
  39788. */
  39789. lockedTarget: Nullable<AbstractMesh>;
  39790. /**
  39791. * Defines the input associated with the camera.
  39792. */
  39793. inputs: FollowCameraInputsManager;
  39794. /**
  39795. * Instantiates the follow camera.
  39796. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39797. * @param name Define the name of the camera in the scene
  39798. * @param position Define the position of the camera
  39799. * @param scene Define the scene the camera belong to
  39800. * @param lockedTarget Define the target of the camera
  39801. */
  39802. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  39803. private _follow;
  39804. /**
  39805. * Attached controls to the current camera.
  39806. * @param element Defines the element the controls should be listened from
  39807. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39808. */
  39809. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39810. /**
  39811. * Detach the current controls from the camera.
  39812. * The camera will stop reacting to inputs.
  39813. * @param element Defines the element to stop listening the inputs from
  39814. */
  39815. detachControl(element: HTMLElement): void;
  39816. /** @hidden */
  39817. _checkInputs(): void;
  39818. private _checkLimits;
  39819. /**
  39820. * Gets the camera class name.
  39821. * @returns the class name
  39822. */
  39823. getClassName(): string;
  39824. }
  39825. /**
  39826. * Arc Rotate version of the follow camera.
  39827. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  39828. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39829. */
  39830. export class ArcFollowCamera extends TargetCamera {
  39831. /** The longitudinal angle of the camera */
  39832. alpha: number;
  39833. /** The latitudinal angle of the camera */
  39834. beta: number;
  39835. /** The radius of the camera from its target */
  39836. radius: number;
  39837. /** Define the camera target (the messh it should follow) */
  39838. target: Nullable<AbstractMesh>;
  39839. private _cartesianCoordinates;
  39840. /**
  39841. * Instantiates a new ArcFollowCamera
  39842. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39843. * @param name Define the name of the camera
  39844. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  39845. * @param beta Define the rotation angle of the camera around the elevation axis
  39846. * @param radius Define the radius of the camera from its target point
  39847. * @param target Define the target of the camera
  39848. * @param scene Define the scene the camera belongs to
  39849. */
  39850. constructor(name: string,
  39851. /** The longitudinal angle of the camera */
  39852. alpha: number,
  39853. /** The latitudinal angle of the camera */
  39854. beta: number,
  39855. /** The radius of the camera from its target */
  39856. radius: number,
  39857. /** Define the camera target (the messh it should follow) */
  39858. target: Nullable<AbstractMesh>, scene: Scene);
  39859. private _follow;
  39860. /** @hidden */
  39861. _checkInputs(): void;
  39862. /**
  39863. * Returns the class name of the object.
  39864. * It is mostly used internally for serialization purposes.
  39865. */
  39866. getClassName(): string;
  39867. }
  39868. }
  39869. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  39870. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39871. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39872. import { Nullable } from "babylonjs/types";
  39873. /**
  39874. * Manage the keyboard inputs to control the movement of a follow camera.
  39875. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39876. */
  39877. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  39878. /**
  39879. * Defines the camera the input is attached to.
  39880. */
  39881. camera: FollowCamera;
  39882. /**
  39883. * Defines the list of key codes associated with the up action (increase heightOffset)
  39884. */
  39885. keysHeightOffsetIncr: number[];
  39886. /**
  39887. * Defines the list of key codes associated with the down action (decrease heightOffset)
  39888. */
  39889. keysHeightOffsetDecr: number[];
  39890. /**
  39891. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  39892. */
  39893. keysHeightOffsetModifierAlt: boolean;
  39894. /**
  39895. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  39896. */
  39897. keysHeightOffsetModifierCtrl: boolean;
  39898. /**
  39899. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  39900. */
  39901. keysHeightOffsetModifierShift: boolean;
  39902. /**
  39903. * Defines the list of key codes associated with the left action (increase rotationOffset)
  39904. */
  39905. keysRotationOffsetIncr: number[];
  39906. /**
  39907. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  39908. */
  39909. keysRotationOffsetDecr: number[];
  39910. /**
  39911. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  39912. */
  39913. keysRotationOffsetModifierAlt: boolean;
  39914. /**
  39915. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  39916. */
  39917. keysRotationOffsetModifierCtrl: boolean;
  39918. /**
  39919. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  39920. */
  39921. keysRotationOffsetModifierShift: boolean;
  39922. /**
  39923. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  39924. */
  39925. keysRadiusIncr: number[];
  39926. /**
  39927. * Defines the list of key codes associated with the zoom-out action (increase radius)
  39928. */
  39929. keysRadiusDecr: number[];
  39930. /**
  39931. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  39932. */
  39933. keysRadiusModifierAlt: boolean;
  39934. /**
  39935. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  39936. */
  39937. keysRadiusModifierCtrl: boolean;
  39938. /**
  39939. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39940. */
  39941. keysRadiusModifierShift: boolean;
  39942. /**
  39943. * Defines the rate of change of heightOffset.
  39944. */
  39945. heightSensibility: number;
  39946. /**
  39947. * Defines the rate of change of rotationOffset.
  39948. */
  39949. rotationSensibility: number;
  39950. /**
  39951. * Defines the rate of change of radius.
  39952. */
  39953. radiusSensibility: number;
  39954. private _keys;
  39955. private _ctrlPressed;
  39956. private _altPressed;
  39957. private _shiftPressed;
  39958. private _onCanvasBlurObserver;
  39959. private _onKeyboardObserver;
  39960. private _engine;
  39961. private _scene;
  39962. /**
  39963. * Attach the input controls to a specific dom element to get the input from.
  39964. * @param element Defines the element the controls should be listened from
  39965. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39966. */
  39967. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39968. /**
  39969. * Detach the current controls from the specified dom element.
  39970. * @param element Defines the element to stop listening the inputs from
  39971. */
  39972. detachControl(element: Nullable<HTMLElement>): void;
  39973. /**
  39974. * Update the current camera state depending on the inputs that have been used this frame.
  39975. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39976. */
  39977. checkInputs(): void;
  39978. /**
  39979. * Gets the class name of the current input.
  39980. * @returns the class name
  39981. */
  39982. getClassName(): string;
  39983. /**
  39984. * Get the friendly name associated with the input class.
  39985. * @returns the input friendly name
  39986. */
  39987. getSimpleName(): string;
  39988. /**
  39989. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39990. * allow modification of the heightOffset value.
  39991. */
  39992. private _modifierHeightOffset;
  39993. /**
  39994. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39995. * allow modification of the rotationOffset value.
  39996. */
  39997. private _modifierRotationOffset;
  39998. /**
  39999. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  40000. * allow modification of the radius value.
  40001. */
  40002. private _modifierRadius;
  40003. }
  40004. }
  40005. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  40006. import { Nullable } from "babylonjs/types";
  40007. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  40008. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40009. import { Observable } from "babylonjs/Misc/observable";
  40010. module "babylonjs/Cameras/freeCameraInputsManager" {
  40011. interface FreeCameraInputsManager {
  40012. /**
  40013. * @hidden
  40014. */
  40015. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  40016. /**
  40017. * Add orientation input support to the input manager.
  40018. * @returns the current input manager
  40019. */
  40020. addDeviceOrientation(): FreeCameraInputsManager;
  40021. }
  40022. }
  40023. /**
  40024. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  40025. * Screen rotation is taken into account.
  40026. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40027. */
  40028. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  40029. private _camera;
  40030. private _screenOrientationAngle;
  40031. private _constantTranform;
  40032. private _screenQuaternion;
  40033. private _alpha;
  40034. private _beta;
  40035. private _gamma;
  40036. /**
  40037. * Can be used to detect if a device orientation sensor is availible on a device
  40038. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  40039. * @returns a promise that will resolve on orientation change
  40040. */
  40041. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  40042. /**
  40043. * @hidden
  40044. */
  40045. _onDeviceOrientationChangedObservable: Observable<void>;
  40046. /**
  40047. * Instantiates a new input
  40048. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40049. */
  40050. constructor();
  40051. /**
  40052. * Define the camera controlled by the input.
  40053. */
  40054. camera: FreeCamera;
  40055. /**
  40056. * Attach the input controls to a specific dom element to get the input from.
  40057. * @param element Defines the element the controls should be listened from
  40058. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40059. */
  40060. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40061. private _orientationChanged;
  40062. private _deviceOrientation;
  40063. /**
  40064. * Detach the current controls from the specified dom element.
  40065. * @param element Defines the element to stop listening the inputs from
  40066. */
  40067. detachControl(element: Nullable<HTMLElement>): void;
  40068. /**
  40069. * Update the current camera state depending on the inputs that have been used this frame.
  40070. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40071. */
  40072. checkInputs(): void;
  40073. /**
  40074. * Gets the class name of the current intput.
  40075. * @returns the class name
  40076. */
  40077. getClassName(): string;
  40078. /**
  40079. * Get the friendly name associated with the input class.
  40080. * @returns the input friendly name
  40081. */
  40082. getSimpleName(): string;
  40083. }
  40084. }
  40085. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  40086. import { Nullable } from "babylonjs/types";
  40087. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  40088. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40089. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40090. /**
  40091. * Manage the gamepad inputs to control a free camera.
  40092. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40093. */
  40094. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  40095. /**
  40096. * Define the camera the input is attached to.
  40097. */
  40098. camera: FreeCamera;
  40099. /**
  40100. * Define the Gamepad controlling the input
  40101. */
  40102. gamepad: Nullable<Gamepad>;
  40103. /**
  40104. * Defines the gamepad rotation sensiblity.
  40105. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40106. */
  40107. gamepadAngularSensibility: number;
  40108. /**
  40109. * Defines the gamepad move sensiblity.
  40110. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40111. */
  40112. gamepadMoveSensibility: number;
  40113. private _yAxisScale;
  40114. /**
  40115. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  40116. */
  40117. invertYAxis: boolean;
  40118. private _onGamepadConnectedObserver;
  40119. private _onGamepadDisconnectedObserver;
  40120. private _cameraTransform;
  40121. private _deltaTransform;
  40122. private _vector3;
  40123. private _vector2;
  40124. /**
  40125. * Attach the input controls to a specific dom element to get the input from.
  40126. * @param element Defines the element the controls should be listened from
  40127. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40128. */
  40129. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40130. /**
  40131. * Detach the current controls from the specified dom element.
  40132. * @param element Defines the element to stop listening the inputs from
  40133. */
  40134. detachControl(element: Nullable<HTMLElement>): void;
  40135. /**
  40136. * Update the current camera state depending on the inputs that have been used this frame.
  40137. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40138. */
  40139. checkInputs(): void;
  40140. /**
  40141. * Gets the class name of the current intput.
  40142. * @returns the class name
  40143. */
  40144. getClassName(): string;
  40145. /**
  40146. * Get the friendly name associated with the input class.
  40147. * @returns the input friendly name
  40148. */
  40149. getSimpleName(): string;
  40150. }
  40151. }
  40152. declare module "babylonjs/Misc/virtualJoystick" {
  40153. import { Nullable } from "babylonjs/types";
  40154. import { Vector3 } from "babylonjs/Maths/math.vector";
  40155. /**
  40156. * Defines the potential axis of a Joystick
  40157. */
  40158. export enum JoystickAxis {
  40159. /** X axis */
  40160. X = 0,
  40161. /** Y axis */
  40162. Y = 1,
  40163. /** Z axis */
  40164. Z = 2
  40165. }
  40166. /**
  40167. * Class used to define virtual joystick (used in touch mode)
  40168. */
  40169. export class VirtualJoystick {
  40170. /**
  40171. * Gets or sets a boolean indicating that left and right values must be inverted
  40172. */
  40173. reverseLeftRight: boolean;
  40174. /**
  40175. * Gets or sets a boolean indicating that up and down values must be inverted
  40176. */
  40177. reverseUpDown: boolean;
  40178. /**
  40179. * Gets the offset value for the position (ie. the change of the position value)
  40180. */
  40181. deltaPosition: Vector3;
  40182. /**
  40183. * Gets a boolean indicating if the virtual joystick was pressed
  40184. */
  40185. pressed: boolean;
  40186. /**
  40187. * Canvas the virtual joystick will render onto, default z-index of this is 5
  40188. */
  40189. static Canvas: Nullable<HTMLCanvasElement>;
  40190. private static _globalJoystickIndex;
  40191. private static vjCanvasContext;
  40192. private static vjCanvasWidth;
  40193. private static vjCanvasHeight;
  40194. private static halfWidth;
  40195. private _action;
  40196. private _axisTargetedByLeftAndRight;
  40197. private _axisTargetedByUpAndDown;
  40198. private _joystickSensibility;
  40199. private _inversedSensibility;
  40200. private _joystickPointerID;
  40201. private _joystickColor;
  40202. private _joystickPointerPos;
  40203. private _joystickPreviousPointerPos;
  40204. private _joystickPointerStartPos;
  40205. private _deltaJoystickVector;
  40206. private _leftJoystick;
  40207. private _touches;
  40208. private _onPointerDownHandlerRef;
  40209. private _onPointerMoveHandlerRef;
  40210. private _onPointerUpHandlerRef;
  40211. private _onResize;
  40212. /**
  40213. * Creates a new virtual joystick
  40214. * @param leftJoystick defines that the joystick is for left hand (false by default)
  40215. */
  40216. constructor(leftJoystick?: boolean);
  40217. /**
  40218. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  40219. * @param newJoystickSensibility defines the new sensibility
  40220. */
  40221. setJoystickSensibility(newJoystickSensibility: number): void;
  40222. private _onPointerDown;
  40223. private _onPointerMove;
  40224. private _onPointerUp;
  40225. /**
  40226. * Change the color of the virtual joystick
  40227. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  40228. */
  40229. setJoystickColor(newColor: string): void;
  40230. /**
  40231. * Defines a callback to call when the joystick is touched
  40232. * @param action defines the callback
  40233. */
  40234. setActionOnTouch(action: () => any): void;
  40235. /**
  40236. * Defines which axis you'd like to control for left & right
  40237. * @param axis defines the axis to use
  40238. */
  40239. setAxisForLeftRight(axis: JoystickAxis): void;
  40240. /**
  40241. * Defines which axis you'd like to control for up & down
  40242. * @param axis defines the axis to use
  40243. */
  40244. setAxisForUpDown(axis: JoystickAxis): void;
  40245. private _drawVirtualJoystick;
  40246. /**
  40247. * Release internal HTML canvas
  40248. */
  40249. releaseCanvas(): void;
  40250. }
  40251. }
  40252. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  40253. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  40254. import { Nullable } from "babylonjs/types";
  40255. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  40256. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40257. module "babylonjs/Cameras/freeCameraInputsManager" {
  40258. interface FreeCameraInputsManager {
  40259. /**
  40260. * Add virtual joystick input support to the input manager.
  40261. * @returns the current input manager
  40262. */
  40263. addVirtualJoystick(): FreeCameraInputsManager;
  40264. }
  40265. }
  40266. /**
  40267. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  40268. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40269. */
  40270. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  40271. /**
  40272. * Defines the camera the input is attached to.
  40273. */
  40274. camera: FreeCamera;
  40275. private _leftjoystick;
  40276. private _rightjoystick;
  40277. /**
  40278. * Gets the left stick of the virtual joystick.
  40279. * @returns The virtual Joystick
  40280. */
  40281. getLeftJoystick(): VirtualJoystick;
  40282. /**
  40283. * Gets the right stick of the virtual joystick.
  40284. * @returns The virtual Joystick
  40285. */
  40286. getRightJoystick(): VirtualJoystick;
  40287. /**
  40288. * Update the current camera state depending on the inputs that have been used this frame.
  40289. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40290. */
  40291. checkInputs(): void;
  40292. /**
  40293. * Attach the input controls to a specific dom element to get the input from.
  40294. * @param element Defines the element the controls should be listened from
  40295. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40296. */
  40297. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40298. /**
  40299. * Detach the current controls from the specified dom element.
  40300. * @param element Defines the element to stop listening the inputs from
  40301. */
  40302. detachControl(element: Nullable<HTMLElement>): void;
  40303. /**
  40304. * Gets the class name of the current intput.
  40305. * @returns the class name
  40306. */
  40307. getClassName(): string;
  40308. /**
  40309. * Get the friendly name associated with the input class.
  40310. * @returns the input friendly name
  40311. */
  40312. getSimpleName(): string;
  40313. }
  40314. }
  40315. declare module "babylonjs/Cameras/Inputs/index" {
  40316. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  40317. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  40318. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  40319. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  40320. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40321. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  40322. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  40323. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  40324. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  40325. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  40326. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  40327. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  40328. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  40329. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  40330. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  40331. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40332. }
  40333. declare module "babylonjs/Cameras/touchCamera" {
  40334. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40335. import { Scene } from "babylonjs/scene";
  40336. import { Vector3 } from "babylonjs/Maths/math.vector";
  40337. /**
  40338. * This represents a FPS type of camera controlled by touch.
  40339. * This is like a universal camera minus the Gamepad controls.
  40340. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40341. */
  40342. export class TouchCamera extends FreeCamera {
  40343. /**
  40344. * Defines the touch sensibility for rotation.
  40345. * The higher the faster.
  40346. */
  40347. touchAngularSensibility: number;
  40348. /**
  40349. * Defines the touch sensibility for move.
  40350. * The higher the faster.
  40351. */
  40352. touchMoveSensibility: number;
  40353. /**
  40354. * Instantiates a new touch camera.
  40355. * This represents a FPS type of camera controlled by touch.
  40356. * This is like a universal camera minus the Gamepad controls.
  40357. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40358. * @param name Define the name of the camera in the scene
  40359. * @param position Define the start position of the camera in the scene
  40360. * @param scene Define the scene the camera belongs to
  40361. */
  40362. constructor(name: string, position: Vector3, scene: Scene);
  40363. /**
  40364. * Gets the current object class name.
  40365. * @return the class name
  40366. */
  40367. getClassName(): string;
  40368. /** @hidden */
  40369. _setupInputs(): void;
  40370. }
  40371. }
  40372. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  40373. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40374. import { Scene } from "babylonjs/scene";
  40375. import { Vector3 } from "babylonjs/Maths/math.vector";
  40376. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  40377. import { Axis } from "babylonjs/Maths/math.axis";
  40378. /**
  40379. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  40380. * being tilted forward or back and left or right.
  40381. */
  40382. export class DeviceOrientationCamera extends FreeCamera {
  40383. private _initialQuaternion;
  40384. private _quaternionCache;
  40385. private _tmpDragQuaternion;
  40386. private _disablePointerInputWhenUsingDeviceOrientation;
  40387. /**
  40388. * Creates a new device orientation camera
  40389. * @param name The name of the camera
  40390. * @param position The start position camera
  40391. * @param scene The scene the camera belongs to
  40392. */
  40393. constructor(name: string, position: Vector3, scene: Scene);
  40394. /**
  40395. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  40396. */
  40397. disablePointerInputWhenUsingDeviceOrientation: boolean;
  40398. private _dragFactor;
  40399. /**
  40400. * Enabled turning on the y axis when the orientation sensor is active
  40401. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  40402. */
  40403. enableHorizontalDragging(dragFactor?: number): void;
  40404. /**
  40405. * Gets the current instance class name ("DeviceOrientationCamera").
  40406. * This helps avoiding instanceof at run time.
  40407. * @returns the class name
  40408. */
  40409. getClassName(): string;
  40410. /**
  40411. * @hidden
  40412. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  40413. */
  40414. _checkInputs(): void;
  40415. /**
  40416. * Reset the camera to its default orientation on the specified axis only.
  40417. * @param axis The axis to reset
  40418. */
  40419. resetToCurrentRotation(axis?: Axis): void;
  40420. }
  40421. }
  40422. declare module "babylonjs/Gamepads/xboxGamepad" {
  40423. import { Observable } from "babylonjs/Misc/observable";
  40424. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40425. /**
  40426. * Defines supported buttons for XBox360 compatible gamepads
  40427. */
  40428. export enum Xbox360Button {
  40429. /** A */
  40430. A = 0,
  40431. /** B */
  40432. B = 1,
  40433. /** X */
  40434. X = 2,
  40435. /** Y */
  40436. Y = 3,
  40437. /** Start */
  40438. Start = 4,
  40439. /** Back */
  40440. Back = 5,
  40441. /** Left button */
  40442. LB = 6,
  40443. /** Right button */
  40444. RB = 7,
  40445. /** Left stick */
  40446. LeftStick = 8,
  40447. /** Right stick */
  40448. RightStick = 9
  40449. }
  40450. /** Defines values for XBox360 DPad */
  40451. export enum Xbox360Dpad {
  40452. /** Up */
  40453. Up = 0,
  40454. /** Down */
  40455. Down = 1,
  40456. /** Left */
  40457. Left = 2,
  40458. /** Right */
  40459. Right = 3
  40460. }
  40461. /**
  40462. * Defines a XBox360 gamepad
  40463. */
  40464. export class Xbox360Pad extends Gamepad {
  40465. private _leftTrigger;
  40466. private _rightTrigger;
  40467. private _onlefttriggerchanged;
  40468. private _onrighttriggerchanged;
  40469. private _onbuttondown;
  40470. private _onbuttonup;
  40471. private _ondpaddown;
  40472. private _ondpadup;
  40473. /** Observable raised when a button is pressed */
  40474. onButtonDownObservable: Observable<Xbox360Button>;
  40475. /** Observable raised when a button is released */
  40476. onButtonUpObservable: Observable<Xbox360Button>;
  40477. /** Observable raised when a pad is pressed */
  40478. onPadDownObservable: Observable<Xbox360Dpad>;
  40479. /** Observable raised when a pad is released */
  40480. onPadUpObservable: Observable<Xbox360Dpad>;
  40481. private _buttonA;
  40482. private _buttonB;
  40483. private _buttonX;
  40484. private _buttonY;
  40485. private _buttonBack;
  40486. private _buttonStart;
  40487. private _buttonLB;
  40488. private _buttonRB;
  40489. private _buttonLeftStick;
  40490. private _buttonRightStick;
  40491. private _dPadUp;
  40492. private _dPadDown;
  40493. private _dPadLeft;
  40494. private _dPadRight;
  40495. private _isXboxOnePad;
  40496. /**
  40497. * Creates a new XBox360 gamepad object
  40498. * @param id defines the id of this gamepad
  40499. * @param index defines its index
  40500. * @param gamepad defines the internal HTML gamepad object
  40501. * @param xboxOne defines if it is a XBox One gamepad
  40502. */
  40503. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  40504. /**
  40505. * Defines the callback to call when left trigger is pressed
  40506. * @param callback defines the callback to use
  40507. */
  40508. onlefttriggerchanged(callback: (value: number) => void): void;
  40509. /**
  40510. * Defines the callback to call when right trigger is pressed
  40511. * @param callback defines the callback to use
  40512. */
  40513. onrighttriggerchanged(callback: (value: number) => void): void;
  40514. /**
  40515. * Gets the left trigger value
  40516. */
  40517. /**
  40518. * Sets the left trigger value
  40519. */
  40520. leftTrigger: number;
  40521. /**
  40522. * Gets the right trigger value
  40523. */
  40524. /**
  40525. * Sets the right trigger value
  40526. */
  40527. rightTrigger: number;
  40528. /**
  40529. * Defines the callback to call when a button is pressed
  40530. * @param callback defines the callback to use
  40531. */
  40532. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  40533. /**
  40534. * Defines the callback to call when a button is released
  40535. * @param callback defines the callback to use
  40536. */
  40537. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  40538. /**
  40539. * Defines the callback to call when a pad is pressed
  40540. * @param callback defines the callback to use
  40541. */
  40542. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  40543. /**
  40544. * Defines the callback to call when a pad is released
  40545. * @param callback defines the callback to use
  40546. */
  40547. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  40548. private _setButtonValue;
  40549. private _setDPadValue;
  40550. /**
  40551. * Gets the value of the `A` button
  40552. */
  40553. /**
  40554. * Sets the value of the `A` button
  40555. */
  40556. buttonA: number;
  40557. /**
  40558. * Gets the value of the `B` button
  40559. */
  40560. /**
  40561. * Sets the value of the `B` button
  40562. */
  40563. buttonB: number;
  40564. /**
  40565. * Gets the value of the `X` button
  40566. */
  40567. /**
  40568. * Sets the value of the `X` button
  40569. */
  40570. buttonX: number;
  40571. /**
  40572. * Gets the value of the `Y` button
  40573. */
  40574. /**
  40575. * Sets the value of the `Y` button
  40576. */
  40577. buttonY: number;
  40578. /**
  40579. * Gets the value of the `Start` button
  40580. */
  40581. /**
  40582. * Sets the value of the `Start` button
  40583. */
  40584. buttonStart: number;
  40585. /**
  40586. * Gets the value of the `Back` button
  40587. */
  40588. /**
  40589. * Sets the value of the `Back` button
  40590. */
  40591. buttonBack: number;
  40592. /**
  40593. * Gets the value of the `Left` button
  40594. */
  40595. /**
  40596. * Sets the value of the `Left` button
  40597. */
  40598. buttonLB: number;
  40599. /**
  40600. * Gets the value of the `Right` button
  40601. */
  40602. /**
  40603. * Sets the value of the `Right` button
  40604. */
  40605. buttonRB: number;
  40606. /**
  40607. * Gets the value of the Left joystick
  40608. */
  40609. /**
  40610. * Sets the value of the Left joystick
  40611. */
  40612. buttonLeftStick: number;
  40613. /**
  40614. * Gets the value of the Right joystick
  40615. */
  40616. /**
  40617. * Sets the value of the Right joystick
  40618. */
  40619. buttonRightStick: number;
  40620. /**
  40621. * Gets the value of D-pad up
  40622. */
  40623. /**
  40624. * Sets the value of D-pad up
  40625. */
  40626. dPadUp: number;
  40627. /**
  40628. * Gets the value of D-pad down
  40629. */
  40630. /**
  40631. * Sets the value of D-pad down
  40632. */
  40633. dPadDown: number;
  40634. /**
  40635. * Gets the value of D-pad left
  40636. */
  40637. /**
  40638. * Sets the value of D-pad left
  40639. */
  40640. dPadLeft: number;
  40641. /**
  40642. * Gets the value of D-pad right
  40643. */
  40644. /**
  40645. * Sets the value of D-pad right
  40646. */
  40647. dPadRight: number;
  40648. /**
  40649. * Force the gamepad to synchronize with device values
  40650. */
  40651. update(): void;
  40652. /**
  40653. * Disposes the gamepad
  40654. */
  40655. dispose(): void;
  40656. }
  40657. }
  40658. declare module "babylonjs/Gamepads/dualShockGamepad" {
  40659. import { Observable } from "babylonjs/Misc/observable";
  40660. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40661. /**
  40662. * Defines supported buttons for DualShock compatible gamepads
  40663. */
  40664. export enum DualShockButton {
  40665. /** Cross */
  40666. Cross = 0,
  40667. /** Circle */
  40668. Circle = 1,
  40669. /** Square */
  40670. Square = 2,
  40671. /** Triangle */
  40672. Triangle = 3,
  40673. /** Options */
  40674. Options = 4,
  40675. /** Share */
  40676. Share = 5,
  40677. /** L1 */
  40678. L1 = 6,
  40679. /** R1 */
  40680. R1 = 7,
  40681. /** Left stick */
  40682. LeftStick = 8,
  40683. /** Right stick */
  40684. RightStick = 9
  40685. }
  40686. /** Defines values for DualShock DPad */
  40687. export enum DualShockDpad {
  40688. /** Up */
  40689. Up = 0,
  40690. /** Down */
  40691. Down = 1,
  40692. /** Left */
  40693. Left = 2,
  40694. /** Right */
  40695. Right = 3
  40696. }
  40697. /**
  40698. * Defines a DualShock gamepad
  40699. */
  40700. export class DualShockPad extends Gamepad {
  40701. private _leftTrigger;
  40702. private _rightTrigger;
  40703. private _onlefttriggerchanged;
  40704. private _onrighttriggerchanged;
  40705. private _onbuttondown;
  40706. private _onbuttonup;
  40707. private _ondpaddown;
  40708. private _ondpadup;
  40709. /** Observable raised when a button is pressed */
  40710. onButtonDownObservable: Observable<DualShockButton>;
  40711. /** Observable raised when a button is released */
  40712. onButtonUpObservable: Observable<DualShockButton>;
  40713. /** Observable raised when a pad is pressed */
  40714. onPadDownObservable: Observable<DualShockDpad>;
  40715. /** Observable raised when a pad is released */
  40716. onPadUpObservable: Observable<DualShockDpad>;
  40717. private _buttonCross;
  40718. private _buttonCircle;
  40719. private _buttonSquare;
  40720. private _buttonTriangle;
  40721. private _buttonShare;
  40722. private _buttonOptions;
  40723. private _buttonL1;
  40724. private _buttonR1;
  40725. private _buttonLeftStick;
  40726. private _buttonRightStick;
  40727. private _dPadUp;
  40728. private _dPadDown;
  40729. private _dPadLeft;
  40730. private _dPadRight;
  40731. /**
  40732. * Creates a new DualShock gamepad object
  40733. * @param id defines the id of this gamepad
  40734. * @param index defines its index
  40735. * @param gamepad defines the internal HTML gamepad object
  40736. */
  40737. constructor(id: string, index: number, gamepad: any);
  40738. /**
  40739. * Defines the callback to call when left trigger is pressed
  40740. * @param callback defines the callback to use
  40741. */
  40742. onlefttriggerchanged(callback: (value: number) => void): void;
  40743. /**
  40744. * Defines the callback to call when right trigger is pressed
  40745. * @param callback defines the callback to use
  40746. */
  40747. onrighttriggerchanged(callback: (value: number) => void): void;
  40748. /**
  40749. * Gets the left trigger value
  40750. */
  40751. /**
  40752. * Sets the left trigger value
  40753. */
  40754. leftTrigger: number;
  40755. /**
  40756. * Gets the right trigger value
  40757. */
  40758. /**
  40759. * Sets the right trigger value
  40760. */
  40761. rightTrigger: number;
  40762. /**
  40763. * Defines the callback to call when a button is pressed
  40764. * @param callback defines the callback to use
  40765. */
  40766. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  40767. /**
  40768. * Defines the callback to call when a button is released
  40769. * @param callback defines the callback to use
  40770. */
  40771. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  40772. /**
  40773. * Defines the callback to call when a pad is pressed
  40774. * @param callback defines the callback to use
  40775. */
  40776. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  40777. /**
  40778. * Defines the callback to call when a pad is released
  40779. * @param callback defines the callback to use
  40780. */
  40781. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  40782. private _setButtonValue;
  40783. private _setDPadValue;
  40784. /**
  40785. * Gets the value of the `Cross` button
  40786. */
  40787. /**
  40788. * Sets the value of the `Cross` button
  40789. */
  40790. buttonCross: number;
  40791. /**
  40792. * Gets the value of the `Circle` button
  40793. */
  40794. /**
  40795. * Sets the value of the `Circle` button
  40796. */
  40797. buttonCircle: number;
  40798. /**
  40799. * Gets the value of the `Square` button
  40800. */
  40801. /**
  40802. * Sets the value of the `Square` button
  40803. */
  40804. buttonSquare: number;
  40805. /**
  40806. * Gets the value of the `Triangle` button
  40807. */
  40808. /**
  40809. * Sets the value of the `Triangle` button
  40810. */
  40811. buttonTriangle: number;
  40812. /**
  40813. * Gets the value of the `Options` button
  40814. */
  40815. /**
  40816. * Sets the value of the `Options` button
  40817. */
  40818. buttonOptions: number;
  40819. /**
  40820. * Gets the value of the `Share` button
  40821. */
  40822. /**
  40823. * Sets the value of the `Share` button
  40824. */
  40825. buttonShare: number;
  40826. /**
  40827. * Gets the value of the `L1` button
  40828. */
  40829. /**
  40830. * Sets the value of the `L1` button
  40831. */
  40832. buttonL1: number;
  40833. /**
  40834. * Gets the value of the `R1` button
  40835. */
  40836. /**
  40837. * Sets the value of the `R1` button
  40838. */
  40839. buttonR1: number;
  40840. /**
  40841. * Gets the value of the Left joystick
  40842. */
  40843. /**
  40844. * Sets the value of the Left joystick
  40845. */
  40846. buttonLeftStick: number;
  40847. /**
  40848. * Gets the value of the Right joystick
  40849. */
  40850. /**
  40851. * Sets the value of the Right joystick
  40852. */
  40853. buttonRightStick: number;
  40854. /**
  40855. * Gets the value of D-pad up
  40856. */
  40857. /**
  40858. * Sets the value of D-pad up
  40859. */
  40860. dPadUp: number;
  40861. /**
  40862. * Gets the value of D-pad down
  40863. */
  40864. /**
  40865. * Sets the value of D-pad down
  40866. */
  40867. dPadDown: number;
  40868. /**
  40869. * Gets the value of D-pad left
  40870. */
  40871. /**
  40872. * Sets the value of D-pad left
  40873. */
  40874. dPadLeft: number;
  40875. /**
  40876. * Gets the value of D-pad right
  40877. */
  40878. /**
  40879. * Sets the value of D-pad right
  40880. */
  40881. dPadRight: number;
  40882. /**
  40883. * Force the gamepad to synchronize with device values
  40884. */
  40885. update(): void;
  40886. /**
  40887. * Disposes the gamepad
  40888. */
  40889. dispose(): void;
  40890. }
  40891. }
  40892. declare module "babylonjs/Gamepads/gamepadManager" {
  40893. import { Observable } from "babylonjs/Misc/observable";
  40894. import { Nullable } from "babylonjs/types";
  40895. import { Scene } from "babylonjs/scene";
  40896. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40897. /**
  40898. * Manager for handling gamepads
  40899. */
  40900. export class GamepadManager {
  40901. private _scene?;
  40902. private _babylonGamepads;
  40903. private _oneGamepadConnected;
  40904. /** @hidden */
  40905. _isMonitoring: boolean;
  40906. private _gamepadEventSupported;
  40907. private _gamepadSupport;
  40908. /**
  40909. * observable to be triggered when the gamepad controller has been connected
  40910. */
  40911. onGamepadConnectedObservable: Observable<Gamepad>;
  40912. /**
  40913. * observable to be triggered when the gamepad controller has been disconnected
  40914. */
  40915. onGamepadDisconnectedObservable: Observable<Gamepad>;
  40916. private _onGamepadConnectedEvent;
  40917. private _onGamepadDisconnectedEvent;
  40918. /**
  40919. * Initializes the gamepad manager
  40920. * @param _scene BabylonJS scene
  40921. */
  40922. constructor(_scene?: Scene | undefined);
  40923. /**
  40924. * The gamepads in the game pad manager
  40925. */
  40926. readonly gamepads: Gamepad[];
  40927. /**
  40928. * Get the gamepad controllers based on type
  40929. * @param type The type of gamepad controller
  40930. * @returns Nullable gamepad
  40931. */
  40932. getGamepadByType(type?: number): Nullable<Gamepad>;
  40933. /**
  40934. * Disposes the gamepad manager
  40935. */
  40936. dispose(): void;
  40937. private _addNewGamepad;
  40938. private _startMonitoringGamepads;
  40939. private _stopMonitoringGamepads;
  40940. /** @hidden */
  40941. _checkGamepadsStatus(): void;
  40942. private _updateGamepadObjects;
  40943. }
  40944. }
  40945. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40946. import { Nullable } from "babylonjs/types";
  40947. import { Scene } from "babylonjs/scene";
  40948. import { ISceneComponent } from "babylonjs/sceneComponent";
  40949. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40950. module "babylonjs/scene" {
  40951. interface Scene {
  40952. /** @hidden */
  40953. _gamepadManager: Nullable<GamepadManager>;
  40954. /**
  40955. * Gets the gamepad manager associated with the scene
  40956. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40957. */
  40958. gamepadManager: GamepadManager;
  40959. }
  40960. }
  40961. module "babylonjs/Cameras/freeCameraInputsManager" {
  40962. /**
  40963. * Interface representing a free camera inputs manager
  40964. */
  40965. interface FreeCameraInputsManager {
  40966. /**
  40967. * Adds gamepad input support to the FreeCameraInputsManager.
  40968. * @returns the FreeCameraInputsManager
  40969. */
  40970. addGamepad(): FreeCameraInputsManager;
  40971. }
  40972. }
  40973. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40974. /**
  40975. * Interface representing an arc rotate camera inputs manager
  40976. */
  40977. interface ArcRotateCameraInputsManager {
  40978. /**
  40979. * Adds gamepad input support to the ArcRotateCamera InputManager.
  40980. * @returns the camera inputs manager
  40981. */
  40982. addGamepad(): ArcRotateCameraInputsManager;
  40983. }
  40984. }
  40985. /**
  40986. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  40987. */
  40988. export class GamepadSystemSceneComponent implements ISceneComponent {
  40989. /**
  40990. * The component name helpfull to identify the component in the list of scene components.
  40991. */
  40992. readonly name: string;
  40993. /**
  40994. * The scene the component belongs to.
  40995. */
  40996. scene: Scene;
  40997. /**
  40998. * Creates a new instance of the component for the given scene
  40999. * @param scene Defines the scene to register the component in
  41000. */
  41001. constructor(scene: Scene);
  41002. /**
  41003. * Registers the component in a given scene
  41004. */
  41005. register(): void;
  41006. /**
  41007. * Rebuilds the elements related to this component in case of
  41008. * context lost for instance.
  41009. */
  41010. rebuild(): void;
  41011. /**
  41012. * Disposes the component and the associated ressources
  41013. */
  41014. dispose(): void;
  41015. private _beforeCameraUpdate;
  41016. }
  41017. }
  41018. declare module "babylonjs/Cameras/universalCamera" {
  41019. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  41020. import { Scene } from "babylonjs/scene";
  41021. import { Vector3 } from "babylonjs/Maths/math.vector";
  41022. import "babylonjs/Gamepads/gamepadSceneComponent";
  41023. /**
  41024. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  41025. * which still works and will still be found in many Playgrounds.
  41026. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  41027. */
  41028. export class UniversalCamera extends TouchCamera {
  41029. /**
  41030. * Defines the gamepad rotation sensiblity.
  41031. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  41032. */
  41033. gamepadAngularSensibility: number;
  41034. /**
  41035. * Defines the gamepad move sensiblity.
  41036. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  41037. */
  41038. gamepadMoveSensibility: number;
  41039. /**
  41040. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  41041. * which still works and will still be found in many Playgrounds.
  41042. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  41043. * @param name Define the name of the camera in the scene
  41044. * @param position Define the start position of the camera in the scene
  41045. * @param scene Define the scene the camera belongs to
  41046. */
  41047. constructor(name: string, position: Vector3, scene: Scene);
  41048. /**
  41049. * Gets the current object class name.
  41050. * @return the class name
  41051. */
  41052. getClassName(): string;
  41053. }
  41054. }
  41055. declare module "babylonjs/Cameras/gamepadCamera" {
  41056. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41057. import { Scene } from "babylonjs/scene";
  41058. import { Vector3 } from "babylonjs/Maths/math.vector";
  41059. /**
  41060. * This represents a FPS type of camera. This is only here for back compat purpose.
  41061. * Please use the UniversalCamera instead as both are identical.
  41062. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  41063. */
  41064. export class GamepadCamera extends UniversalCamera {
  41065. /**
  41066. * Instantiates a new Gamepad Camera
  41067. * This represents a FPS type of camera. This is only here for back compat purpose.
  41068. * Please use the UniversalCamera instead as both are identical.
  41069. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  41070. * @param name Define the name of the camera in the scene
  41071. * @param position Define the start position of the camera in the scene
  41072. * @param scene Define the scene the camera belongs to
  41073. */
  41074. constructor(name: string, position: Vector3, scene: Scene);
  41075. /**
  41076. * Gets the current object class name.
  41077. * @return the class name
  41078. */
  41079. getClassName(): string;
  41080. }
  41081. }
  41082. declare module "babylonjs/Shaders/pass.fragment" {
  41083. /** @hidden */
  41084. export var passPixelShader: {
  41085. name: string;
  41086. shader: string;
  41087. };
  41088. }
  41089. declare module "babylonjs/Shaders/passCube.fragment" {
  41090. /** @hidden */
  41091. export var passCubePixelShader: {
  41092. name: string;
  41093. shader: string;
  41094. };
  41095. }
  41096. declare module "babylonjs/PostProcesses/passPostProcess" {
  41097. import { Nullable } from "babylonjs/types";
  41098. import { Camera } from "babylonjs/Cameras/camera";
  41099. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41100. import { Engine } from "babylonjs/Engines/engine";
  41101. import "babylonjs/Shaders/pass.fragment";
  41102. import "babylonjs/Shaders/passCube.fragment";
  41103. /**
  41104. * PassPostProcess which produces an output the same as it's input
  41105. */
  41106. export class PassPostProcess extends PostProcess {
  41107. /**
  41108. * Creates the PassPostProcess
  41109. * @param name The name of the effect.
  41110. * @param options The required width/height ratio to downsize to before computing the render pass.
  41111. * @param camera The camera to apply the render pass to.
  41112. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  41113. * @param engine The engine which the post process will be applied. (default: current engine)
  41114. * @param reusable If the post process can be reused on the same frame. (default: false)
  41115. * @param textureType The type of texture to be used when performing the post processing.
  41116. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  41117. */
  41118. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  41119. }
  41120. /**
  41121. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  41122. */
  41123. export class PassCubePostProcess extends PostProcess {
  41124. private _face;
  41125. /**
  41126. * Gets or sets the cube face to display.
  41127. * * 0 is +X
  41128. * * 1 is -X
  41129. * * 2 is +Y
  41130. * * 3 is -Y
  41131. * * 4 is +Z
  41132. * * 5 is -Z
  41133. */
  41134. face: number;
  41135. /**
  41136. * Creates the PassCubePostProcess
  41137. * @param name The name of the effect.
  41138. * @param options The required width/height ratio to downsize to before computing the render pass.
  41139. * @param camera The camera to apply the render pass to.
  41140. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  41141. * @param engine The engine which the post process will be applied. (default: current engine)
  41142. * @param reusable If the post process can be reused on the same frame. (default: false)
  41143. * @param textureType The type of texture to be used when performing the post processing.
  41144. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  41145. */
  41146. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  41147. }
  41148. }
  41149. declare module "babylonjs/Shaders/anaglyph.fragment" {
  41150. /** @hidden */
  41151. export var anaglyphPixelShader: {
  41152. name: string;
  41153. shader: string;
  41154. };
  41155. }
  41156. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  41157. import { Engine } from "babylonjs/Engines/engine";
  41158. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41159. import { Camera } from "babylonjs/Cameras/camera";
  41160. import "babylonjs/Shaders/anaglyph.fragment";
  41161. /**
  41162. * Postprocess used to generate anaglyphic rendering
  41163. */
  41164. export class AnaglyphPostProcess extends PostProcess {
  41165. private _passedProcess;
  41166. /**
  41167. * Creates a new AnaglyphPostProcess
  41168. * @param name defines postprocess name
  41169. * @param options defines creation options or target ratio scale
  41170. * @param rigCameras defines cameras using this postprocess
  41171. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  41172. * @param engine defines hosting engine
  41173. * @param reusable defines if the postprocess will be reused multiple times per frame
  41174. */
  41175. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  41176. }
  41177. }
  41178. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  41179. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  41180. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41181. import { Scene } from "babylonjs/scene";
  41182. import { Vector3 } from "babylonjs/Maths/math.vector";
  41183. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41184. /**
  41185. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  41186. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41187. */
  41188. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  41189. /**
  41190. * Creates a new AnaglyphArcRotateCamera
  41191. * @param name defines camera name
  41192. * @param alpha defines alpha angle (in radians)
  41193. * @param beta defines beta angle (in radians)
  41194. * @param radius defines radius
  41195. * @param target defines camera target
  41196. * @param interaxialDistance defines distance between each color axis
  41197. * @param scene defines the hosting scene
  41198. */
  41199. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  41200. /**
  41201. * Gets camera class name
  41202. * @returns AnaglyphArcRotateCamera
  41203. */
  41204. getClassName(): string;
  41205. }
  41206. }
  41207. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  41208. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41209. import { Scene } from "babylonjs/scene";
  41210. import { Vector3 } from "babylonjs/Maths/math.vector";
  41211. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41212. /**
  41213. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  41214. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41215. */
  41216. export class AnaglyphFreeCamera extends FreeCamera {
  41217. /**
  41218. * Creates a new AnaglyphFreeCamera
  41219. * @param name defines camera name
  41220. * @param position defines initial position
  41221. * @param interaxialDistance defines distance between each color axis
  41222. * @param scene defines the hosting scene
  41223. */
  41224. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  41225. /**
  41226. * Gets camera class name
  41227. * @returns AnaglyphFreeCamera
  41228. */
  41229. getClassName(): string;
  41230. }
  41231. }
  41232. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  41233. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  41234. import { Scene } from "babylonjs/scene";
  41235. import { Vector3 } from "babylonjs/Maths/math.vector";
  41236. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41237. /**
  41238. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  41239. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41240. */
  41241. export class AnaglyphGamepadCamera extends GamepadCamera {
  41242. /**
  41243. * Creates a new AnaglyphGamepadCamera
  41244. * @param name defines camera name
  41245. * @param position defines initial position
  41246. * @param interaxialDistance defines distance between each color axis
  41247. * @param scene defines the hosting scene
  41248. */
  41249. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  41250. /**
  41251. * Gets camera class name
  41252. * @returns AnaglyphGamepadCamera
  41253. */
  41254. getClassName(): string;
  41255. }
  41256. }
  41257. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  41258. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41259. import { Scene } from "babylonjs/scene";
  41260. import { Vector3 } from "babylonjs/Maths/math.vector";
  41261. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41262. /**
  41263. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  41264. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41265. */
  41266. export class AnaglyphUniversalCamera extends UniversalCamera {
  41267. /**
  41268. * Creates a new AnaglyphUniversalCamera
  41269. * @param name defines camera name
  41270. * @param position defines initial position
  41271. * @param interaxialDistance defines distance between each color axis
  41272. * @param scene defines the hosting scene
  41273. */
  41274. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  41275. /**
  41276. * Gets camera class name
  41277. * @returns AnaglyphUniversalCamera
  41278. */
  41279. getClassName(): string;
  41280. }
  41281. }
  41282. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  41283. /** @hidden */
  41284. export var stereoscopicInterlacePixelShader: {
  41285. name: string;
  41286. shader: string;
  41287. };
  41288. }
  41289. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  41290. import { Camera } from "babylonjs/Cameras/camera";
  41291. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  41292. import { Engine } from "babylonjs/Engines/engine";
  41293. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  41294. /**
  41295. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  41296. */
  41297. export class StereoscopicInterlacePostProcess extends PostProcess {
  41298. private _stepSize;
  41299. private _passedProcess;
  41300. /**
  41301. * Initializes a StereoscopicInterlacePostProcess
  41302. * @param name The name of the effect.
  41303. * @param rigCameras The rig cameras to be appled to the post process
  41304. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  41305. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  41306. * @param engine The engine which the post process will be applied. (default: current engine)
  41307. * @param reusable If the post process can be reused on the same frame. (default: false)
  41308. */
  41309. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  41310. }
  41311. }
  41312. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  41313. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  41314. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41315. import { Scene } from "babylonjs/scene";
  41316. import { Vector3 } from "babylonjs/Maths/math.vector";
  41317. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41318. /**
  41319. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  41320. * @see http://doc.babylonjs.com/features/cameras
  41321. */
  41322. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  41323. /**
  41324. * Creates a new StereoscopicArcRotateCamera
  41325. * @param name defines camera name
  41326. * @param alpha defines alpha angle (in radians)
  41327. * @param beta defines beta angle (in radians)
  41328. * @param radius defines radius
  41329. * @param target defines camera target
  41330. * @param interaxialDistance defines distance between each color axis
  41331. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41332. * @param scene defines the hosting scene
  41333. */
  41334. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41335. /**
  41336. * Gets camera class name
  41337. * @returns StereoscopicArcRotateCamera
  41338. */
  41339. getClassName(): string;
  41340. }
  41341. }
  41342. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  41343. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41344. import { Scene } from "babylonjs/scene";
  41345. import { Vector3 } from "babylonjs/Maths/math.vector";
  41346. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41347. /**
  41348. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  41349. * @see http://doc.babylonjs.com/features/cameras
  41350. */
  41351. export class StereoscopicFreeCamera extends FreeCamera {
  41352. /**
  41353. * Creates a new StereoscopicFreeCamera
  41354. * @param name defines camera name
  41355. * @param position defines initial position
  41356. * @param interaxialDistance defines distance between each color axis
  41357. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41358. * @param scene defines the hosting scene
  41359. */
  41360. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41361. /**
  41362. * Gets camera class name
  41363. * @returns StereoscopicFreeCamera
  41364. */
  41365. getClassName(): string;
  41366. }
  41367. }
  41368. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  41369. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  41370. import { Scene } from "babylonjs/scene";
  41371. import { Vector3 } from "babylonjs/Maths/math.vector";
  41372. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41373. /**
  41374. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  41375. * @see http://doc.babylonjs.com/features/cameras
  41376. */
  41377. export class StereoscopicGamepadCamera extends GamepadCamera {
  41378. /**
  41379. * Creates a new StereoscopicGamepadCamera
  41380. * @param name defines camera name
  41381. * @param position defines initial position
  41382. * @param interaxialDistance defines distance between each color axis
  41383. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41384. * @param scene defines the hosting scene
  41385. */
  41386. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41387. /**
  41388. * Gets camera class name
  41389. * @returns StereoscopicGamepadCamera
  41390. */
  41391. getClassName(): string;
  41392. }
  41393. }
  41394. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  41395. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41396. import { Scene } from "babylonjs/scene";
  41397. import { Vector3 } from "babylonjs/Maths/math.vector";
  41398. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41399. /**
  41400. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  41401. * @see http://doc.babylonjs.com/features/cameras
  41402. */
  41403. export class StereoscopicUniversalCamera extends UniversalCamera {
  41404. /**
  41405. * Creates a new StereoscopicUniversalCamera
  41406. * @param name defines camera name
  41407. * @param position defines initial position
  41408. * @param interaxialDistance defines distance between each color axis
  41409. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41410. * @param scene defines the hosting scene
  41411. */
  41412. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41413. /**
  41414. * Gets camera class name
  41415. * @returns StereoscopicUniversalCamera
  41416. */
  41417. getClassName(): string;
  41418. }
  41419. }
  41420. declare module "babylonjs/Cameras/Stereoscopic/index" {
  41421. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  41422. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  41423. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  41424. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  41425. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  41426. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  41427. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  41428. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  41429. }
  41430. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  41431. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41432. import { Scene } from "babylonjs/scene";
  41433. import { Vector3 } from "babylonjs/Maths/math.vector";
  41434. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  41435. /**
  41436. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  41437. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41438. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41439. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41440. */
  41441. export class VirtualJoysticksCamera extends FreeCamera {
  41442. /**
  41443. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  41444. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41445. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41446. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41447. * @param name Define the name of the camera in the scene
  41448. * @param position Define the start position of the camera in the scene
  41449. * @param scene Define the scene the camera belongs to
  41450. */
  41451. constructor(name: string, position: Vector3, scene: Scene);
  41452. /**
  41453. * Gets the current object class name.
  41454. * @return the class name
  41455. */
  41456. getClassName(): string;
  41457. }
  41458. }
  41459. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  41460. import { Matrix } from "babylonjs/Maths/math.vector";
  41461. /**
  41462. * This represents all the required metrics to create a VR camera.
  41463. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  41464. */
  41465. export class VRCameraMetrics {
  41466. /**
  41467. * Define the horizontal resolution off the screen.
  41468. */
  41469. hResolution: number;
  41470. /**
  41471. * Define the vertical resolution off the screen.
  41472. */
  41473. vResolution: number;
  41474. /**
  41475. * Define the horizontal screen size.
  41476. */
  41477. hScreenSize: number;
  41478. /**
  41479. * Define the vertical screen size.
  41480. */
  41481. vScreenSize: number;
  41482. /**
  41483. * Define the vertical screen center position.
  41484. */
  41485. vScreenCenter: number;
  41486. /**
  41487. * Define the distance of the eyes to the screen.
  41488. */
  41489. eyeToScreenDistance: number;
  41490. /**
  41491. * Define the distance between both lenses
  41492. */
  41493. lensSeparationDistance: number;
  41494. /**
  41495. * Define the distance between both viewer's eyes.
  41496. */
  41497. interpupillaryDistance: number;
  41498. /**
  41499. * Define the distortion factor of the VR postprocess.
  41500. * Please, touch with care.
  41501. */
  41502. distortionK: number[];
  41503. /**
  41504. * Define the chromatic aberration correction factors for the VR post process.
  41505. */
  41506. chromaAbCorrection: number[];
  41507. /**
  41508. * Define the scale factor of the post process.
  41509. * The smaller the better but the slower.
  41510. */
  41511. postProcessScaleFactor: number;
  41512. /**
  41513. * Define an offset for the lens center.
  41514. */
  41515. lensCenterOffset: number;
  41516. /**
  41517. * Define if the current vr camera should compensate the distortion of the lense or not.
  41518. */
  41519. compensateDistortion: boolean;
  41520. /**
  41521. * Defines if multiview should be enabled when rendering (Default: false)
  41522. */
  41523. multiviewEnabled: boolean;
  41524. /**
  41525. * Gets the rendering aspect ratio based on the provided resolutions.
  41526. */
  41527. readonly aspectRatio: number;
  41528. /**
  41529. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  41530. */
  41531. readonly aspectRatioFov: number;
  41532. /**
  41533. * @hidden
  41534. */
  41535. readonly leftHMatrix: Matrix;
  41536. /**
  41537. * @hidden
  41538. */
  41539. readonly rightHMatrix: Matrix;
  41540. /**
  41541. * @hidden
  41542. */
  41543. readonly leftPreViewMatrix: Matrix;
  41544. /**
  41545. * @hidden
  41546. */
  41547. readonly rightPreViewMatrix: Matrix;
  41548. /**
  41549. * Get the default VRMetrics based on the most generic setup.
  41550. * @returns the default vr metrics
  41551. */
  41552. static GetDefault(): VRCameraMetrics;
  41553. }
  41554. }
  41555. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  41556. /** @hidden */
  41557. export var vrDistortionCorrectionPixelShader: {
  41558. name: string;
  41559. shader: string;
  41560. };
  41561. }
  41562. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  41563. import { Camera } from "babylonjs/Cameras/camera";
  41564. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41565. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  41566. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  41567. /**
  41568. * VRDistortionCorrectionPostProcess used for mobile VR
  41569. */
  41570. export class VRDistortionCorrectionPostProcess extends PostProcess {
  41571. private _isRightEye;
  41572. private _distortionFactors;
  41573. private _postProcessScaleFactor;
  41574. private _lensCenterOffset;
  41575. private _scaleIn;
  41576. private _scaleFactor;
  41577. private _lensCenter;
  41578. /**
  41579. * Initializes the VRDistortionCorrectionPostProcess
  41580. * @param name The name of the effect.
  41581. * @param camera The camera to apply the render pass to.
  41582. * @param isRightEye If this is for the right eye distortion
  41583. * @param vrMetrics All the required metrics for the VR camera
  41584. */
  41585. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  41586. }
  41587. }
  41588. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  41589. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  41590. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41591. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41592. import { Scene } from "babylonjs/scene";
  41593. import { Vector3 } from "babylonjs/Maths/math.vector";
  41594. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  41595. import "babylonjs/Cameras/RigModes/vrRigMode";
  41596. /**
  41597. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  41598. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41599. */
  41600. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  41601. /**
  41602. * Creates a new VRDeviceOrientationArcRotateCamera
  41603. * @param name defines camera name
  41604. * @param alpha defines the camera rotation along the logitudinal axis
  41605. * @param beta defines the camera rotation along the latitudinal axis
  41606. * @param radius defines the camera distance from its target
  41607. * @param target defines the camera target
  41608. * @param scene defines the scene the camera belongs to
  41609. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41610. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41611. */
  41612. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41613. /**
  41614. * Gets camera class name
  41615. * @returns VRDeviceOrientationArcRotateCamera
  41616. */
  41617. getClassName(): string;
  41618. }
  41619. }
  41620. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  41621. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  41622. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41623. import { Scene } from "babylonjs/scene";
  41624. import { Vector3 } from "babylonjs/Maths/math.vector";
  41625. import "babylonjs/Cameras/RigModes/vrRigMode";
  41626. /**
  41627. * Camera used to simulate VR rendering (based on FreeCamera)
  41628. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41629. */
  41630. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  41631. /**
  41632. * Creates a new VRDeviceOrientationFreeCamera
  41633. * @param name defines camera name
  41634. * @param position defines the start position of the camera
  41635. * @param scene defines the scene the camera belongs to
  41636. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41637. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41638. */
  41639. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41640. /**
  41641. * Gets camera class name
  41642. * @returns VRDeviceOrientationFreeCamera
  41643. */
  41644. getClassName(): string;
  41645. }
  41646. }
  41647. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  41648. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  41649. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41650. import { Scene } from "babylonjs/scene";
  41651. import { Vector3 } from "babylonjs/Maths/math.vector";
  41652. import "babylonjs/Gamepads/gamepadSceneComponent";
  41653. /**
  41654. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  41655. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41656. */
  41657. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  41658. /**
  41659. * Creates a new VRDeviceOrientationGamepadCamera
  41660. * @param name defines camera name
  41661. * @param position defines the start position of the camera
  41662. * @param scene defines the scene the camera belongs to
  41663. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41664. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41665. */
  41666. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41667. /**
  41668. * Gets camera class name
  41669. * @returns VRDeviceOrientationGamepadCamera
  41670. */
  41671. getClassName(): string;
  41672. }
  41673. }
  41674. declare module "babylonjs/Materials/pushMaterial" {
  41675. import { Nullable } from "babylonjs/types";
  41676. import { Scene } from "babylonjs/scene";
  41677. import { Matrix } from "babylonjs/Maths/math.vector";
  41678. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41679. import { Mesh } from "babylonjs/Meshes/mesh";
  41680. import { Material } from "babylonjs/Materials/material";
  41681. import { Effect } from "babylonjs/Materials/effect";
  41682. /**
  41683. * Base class of materials working in push mode in babylon JS
  41684. * @hidden
  41685. */
  41686. export class PushMaterial extends Material {
  41687. protected _activeEffect: Effect;
  41688. protected _normalMatrix: Matrix;
  41689. /**
  41690. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  41691. * This means that the material can keep using a previous shader while a new one is being compiled.
  41692. * This is mostly used when shader parallel compilation is supported (true by default)
  41693. */
  41694. allowShaderHotSwapping: boolean;
  41695. constructor(name: string, scene: Scene);
  41696. getEffect(): Effect;
  41697. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  41698. /**
  41699. * Binds the given world matrix to the active effect
  41700. *
  41701. * @param world the matrix to bind
  41702. */
  41703. bindOnlyWorldMatrix(world: Matrix): void;
  41704. /**
  41705. * Binds the given normal matrix to the active effect
  41706. *
  41707. * @param normalMatrix the matrix to bind
  41708. */
  41709. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  41710. bind(world: Matrix, mesh?: Mesh): void;
  41711. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  41712. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  41713. }
  41714. }
  41715. declare module "babylonjs/Materials/materialFlags" {
  41716. /**
  41717. * This groups all the flags used to control the materials channel.
  41718. */
  41719. export class MaterialFlags {
  41720. private static _DiffuseTextureEnabled;
  41721. /**
  41722. * Are diffuse textures enabled in the application.
  41723. */
  41724. static DiffuseTextureEnabled: boolean;
  41725. private static _AmbientTextureEnabled;
  41726. /**
  41727. * Are ambient textures enabled in the application.
  41728. */
  41729. static AmbientTextureEnabled: boolean;
  41730. private static _OpacityTextureEnabled;
  41731. /**
  41732. * Are opacity textures enabled in the application.
  41733. */
  41734. static OpacityTextureEnabled: boolean;
  41735. private static _ReflectionTextureEnabled;
  41736. /**
  41737. * Are reflection textures enabled in the application.
  41738. */
  41739. static ReflectionTextureEnabled: boolean;
  41740. private static _EmissiveTextureEnabled;
  41741. /**
  41742. * Are emissive textures enabled in the application.
  41743. */
  41744. static EmissiveTextureEnabled: boolean;
  41745. private static _SpecularTextureEnabled;
  41746. /**
  41747. * Are specular textures enabled in the application.
  41748. */
  41749. static SpecularTextureEnabled: boolean;
  41750. private static _BumpTextureEnabled;
  41751. /**
  41752. * Are bump textures enabled in the application.
  41753. */
  41754. static BumpTextureEnabled: boolean;
  41755. private static _LightmapTextureEnabled;
  41756. /**
  41757. * Are lightmap textures enabled in the application.
  41758. */
  41759. static LightmapTextureEnabled: boolean;
  41760. private static _RefractionTextureEnabled;
  41761. /**
  41762. * Are refraction textures enabled in the application.
  41763. */
  41764. static RefractionTextureEnabled: boolean;
  41765. private static _ColorGradingTextureEnabled;
  41766. /**
  41767. * Are color grading textures enabled in the application.
  41768. */
  41769. static ColorGradingTextureEnabled: boolean;
  41770. private static _FresnelEnabled;
  41771. /**
  41772. * Are fresnels enabled in the application.
  41773. */
  41774. static FresnelEnabled: boolean;
  41775. private static _ClearCoatTextureEnabled;
  41776. /**
  41777. * Are clear coat textures enabled in the application.
  41778. */
  41779. static ClearCoatTextureEnabled: boolean;
  41780. private static _ClearCoatBumpTextureEnabled;
  41781. /**
  41782. * Are clear coat bump textures enabled in the application.
  41783. */
  41784. static ClearCoatBumpTextureEnabled: boolean;
  41785. private static _ClearCoatTintTextureEnabled;
  41786. /**
  41787. * Are clear coat tint textures enabled in the application.
  41788. */
  41789. static ClearCoatTintTextureEnabled: boolean;
  41790. private static _SheenTextureEnabled;
  41791. /**
  41792. * Are sheen textures enabled in the application.
  41793. */
  41794. static SheenTextureEnabled: boolean;
  41795. private static _AnisotropicTextureEnabled;
  41796. /**
  41797. * Are anisotropic textures enabled in the application.
  41798. */
  41799. static AnisotropicTextureEnabled: boolean;
  41800. private static _ThicknessTextureEnabled;
  41801. /**
  41802. * Are thickness textures enabled in the application.
  41803. */
  41804. static ThicknessTextureEnabled: boolean;
  41805. }
  41806. }
  41807. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  41808. /** @hidden */
  41809. export var defaultFragmentDeclaration: {
  41810. name: string;
  41811. shader: string;
  41812. };
  41813. }
  41814. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  41815. /** @hidden */
  41816. export var defaultUboDeclaration: {
  41817. name: string;
  41818. shader: string;
  41819. };
  41820. }
  41821. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  41822. /** @hidden */
  41823. export var lightFragmentDeclaration: {
  41824. name: string;
  41825. shader: string;
  41826. };
  41827. }
  41828. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  41829. /** @hidden */
  41830. export var lightUboDeclaration: {
  41831. name: string;
  41832. shader: string;
  41833. };
  41834. }
  41835. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  41836. /** @hidden */
  41837. export var lightsFragmentFunctions: {
  41838. name: string;
  41839. shader: string;
  41840. };
  41841. }
  41842. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  41843. /** @hidden */
  41844. export var shadowsFragmentFunctions: {
  41845. name: string;
  41846. shader: string;
  41847. };
  41848. }
  41849. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  41850. /** @hidden */
  41851. export var fresnelFunction: {
  41852. name: string;
  41853. shader: string;
  41854. };
  41855. }
  41856. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  41857. /** @hidden */
  41858. export var reflectionFunction: {
  41859. name: string;
  41860. shader: string;
  41861. };
  41862. }
  41863. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  41864. /** @hidden */
  41865. export var bumpFragmentFunctions: {
  41866. name: string;
  41867. shader: string;
  41868. };
  41869. }
  41870. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  41871. /** @hidden */
  41872. export var logDepthDeclaration: {
  41873. name: string;
  41874. shader: string;
  41875. };
  41876. }
  41877. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  41878. /** @hidden */
  41879. export var bumpFragment: {
  41880. name: string;
  41881. shader: string;
  41882. };
  41883. }
  41884. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  41885. /** @hidden */
  41886. export var depthPrePass: {
  41887. name: string;
  41888. shader: string;
  41889. };
  41890. }
  41891. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  41892. /** @hidden */
  41893. export var lightFragment: {
  41894. name: string;
  41895. shader: string;
  41896. };
  41897. }
  41898. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  41899. /** @hidden */
  41900. export var logDepthFragment: {
  41901. name: string;
  41902. shader: string;
  41903. };
  41904. }
  41905. declare module "babylonjs/Shaders/default.fragment" {
  41906. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  41907. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41908. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41909. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41910. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41911. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  41912. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  41913. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  41914. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  41915. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41916. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41917. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  41918. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  41919. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41920. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  41921. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  41922. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  41923. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  41924. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  41925. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  41926. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  41927. /** @hidden */
  41928. export var defaultPixelShader: {
  41929. name: string;
  41930. shader: string;
  41931. };
  41932. }
  41933. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  41934. /** @hidden */
  41935. export var defaultVertexDeclaration: {
  41936. name: string;
  41937. shader: string;
  41938. };
  41939. }
  41940. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  41941. /** @hidden */
  41942. export var bumpVertexDeclaration: {
  41943. name: string;
  41944. shader: string;
  41945. };
  41946. }
  41947. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41948. /** @hidden */
  41949. export var bumpVertex: {
  41950. name: string;
  41951. shader: string;
  41952. };
  41953. }
  41954. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41955. /** @hidden */
  41956. export var fogVertex: {
  41957. name: string;
  41958. shader: string;
  41959. };
  41960. }
  41961. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  41962. /** @hidden */
  41963. export var shadowsVertex: {
  41964. name: string;
  41965. shader: string;
  41966. };
  41967. }
  41968. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  41969. /** @hidden */
  41970. export var pointCloudVertex: {
  41971. name: string;
  41972. shader: string;
  41973. };
  41974. }
  41975. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  41976. /** @hidden */
  41977. export var logDepthVertex: {
  41978. name: string;
  41979. shader: string;
  41980. };
  41981. }
  41982. declare module "babylonjs/Shaders/default.vertex" {
  41983. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  41984. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41985. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41986. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  41987. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  41988. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  41989. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  41990. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  41991. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41992. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41993. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  41994. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  41995. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41996. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  41997. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  41998. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  41999. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  42000. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  42001. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  42002. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  42003. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  42004. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  42005. /** @hidden */
  42006. export var defaultVertexShader: {
  42007. name: string;
  42008. shader: string;
  42009. };
  42010. }
  42011. declare module "babylonjs/Materials/standardMaterial" {
  42012. import { SmartArray } from "babylonjs/Misc/smartArray";
  42013. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  42014. import { Nullable } from "babylonjs/types";
  42015. import { Scene } from "babylonjs/scene";
  42016. import { Matrix } from "babylonjs/Maths/math.vector";
  42017. import { Color3 } from "babylonjs/Maths/math.color";
  42018. import { SubMesh } from "babylonjs/Meshes/subMesh";
  42019. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42020. import { Mesh } from "babylonjs/Meshes/mesh";
  42021. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  42022. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  42023. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  42024. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  42025. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  42026. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  42027. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42028. import "babylonjs/Shaders/default.fragment";
  42029. import "babylonjs/Shaders/default.vertex";
  42030. /** @hidden */
  42031. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  42032. MAINUV1: boolean;
  42033. MAINUV2: boolean;
  42034. DIFFUSE: boolean;
  42035. DIFFUSEDIRECTUV: number;
  42036. AMBIENT: boolean;
  42037. AMBIENTDIRECTUV: number;
  42038. OPACITY: boolean;
  42039. OPACITYDIRECTUV: number;
  42040. OPACITYRGB: boolean;
  42041. REFLECTION: boolean;
  42042. EMISSIVE: boolean;
  42043. EMISSIVEDIRECTUV: number;
  42044. SPECULAR: boolean;
  42045. SPECULARDIRECTUV: number;
  42046. BUMP: boolean;
  42047. BUMPDIRECTUV: number;
  42048. PARALLAX: boolean;
  42049. PARALLAXOCCLUSION: boolean;
  42050. SPECULAROVERALPHA: boolean;
  42051. CLIPPLANE: boolean;
  42052. CLIPPLANE2: boolean;
  42053. CLIPPLANE3: boolean;
  42054. CLIPPLANE4: boolean;
  42055. ALPHATEST: boolean;
  42056. DEPTHPREPASS: boolean;
  42057. ALPHAFROMDIFFUSE: boolean;
  42058. POINTSIZE: boolean;
  42059. FOG: boolean;
  42060. SPECULARTERM: boolean;
  42061. DIFFUSEFRESNEL: boolean;
  42062. OPACITYFRESNEL: boolean;
  42063. REFLECTIONFRESNEL: boolean;
  42064. REFRACTIONFRESNEL: boolean;
  42065. EMISSIVEFRESNEL: boolean;
  42066. FRESNEL: boolean;
  42067. NORMAL: boolean;
  42068. UV1: boolean;
  42069. UV2: boolean;
  42070. VERTEXCOLOR: boolean;
  42071. VERTEXALPHA: boolean;
  42072. NUM_BONE_INFLUENCERS: number;
  42073. BonesPerMesh: number;
  42074. BONETEXTURE: boolean;
  42075. INSTANCES: boolean;
  42076. GLOSSINESS: boolean;
  42077. ROUGHNESS: boolean;
  42078. EMISSIVEASILLUMINATION: boolean;
  42079. LINKEMISSIVEWITHDIFFUSE: boolean;
  42080. REFLECTIONFRESNELFROMSPECULAR: boolean;
  42081. LIGHTMAP: boolean;
  42082. LIGHTMAPDIRECTUV: number;
  42083. OBJECTSPACE_NORMALMAP: boolean;
  42084. USELIGHTMAPASSHADOWMAP: boolean;
  42085. REFLECTIONMAP_3D: boolean;
  42086. REFLECTIONMAP_SPHERICAL: boolean;
  42087. REFLECTIONMAP_PLANAR: boolean;
  42088. REFLECTIONMAP_CUBIC: boolean;
  42089. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  42090. REFLECTIONMAP_PROJECTION: boolean;
  42091. REFLECTIONMAP_SKYBOX: boolean;
  42092. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  42093. REFLECTIONMAP_EXPLICIT: boolean;
  42094. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  42095. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  42096. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  42097. INVERTCUBICMAP: boolean;
  42098. LOGARITHMICDEPTH: boolean;
  42099. REFRACTION: boolean;
  42100. REFRACTIONMAP_3D: boolean;
  42101. REFLECTIONOVERALPHA: boolean;
  42102. TWOSIDEDLIGHTING: boolean;
  42103. SHADOWFLOAT: boolean;
  42104. MORPHTARGETS: boolean;
  42105. MORPHTARGETS_NORMAL: boolean;
  42106. MORPHTARGETS_TANGENT: boolean;
  42107. MORPHTARGETS_UV: boolean;
  42108. NUM_MORPH_INFLUENCERS: number;
  42109. NONUNIFORMSCALING: boolean;
  42110. PREMULTIPLYALPHA: boolean;
  42111. IMAGEPROCESSING: boolean;
  42112. VIGNETTE: boolean;
  42113. VIGNETTEBLENDMODEMULTIPLY: boolean;
  42114. VIGNETTEBLENDMODEOPAQUE: boolean;
  42115. TONEMAPPING: boolean;
  42116. TONEMAPPING_ACES: boolean;
  42117. CONTRAST: boolean;
  42118. COLORCURVES: boolean;
  42119. COLORGRADING: boolean;
  42120. COLORGRADING3D: boolean;
  42121. SAMPLER3DGREENDEPTH: boolean;
  42122. SAMPLER3DBGRMAP: boolean;
  42123. IMAGEPROCESSINGPOSTPROCESS: boolean;
  42124. MULTIVIEW: boolean;
  42125. /**
  42126. * If the reflection texture on this material is in linear color space
  42127. * @hidden
  42128. */
  42129. IS_REFLECTION_LINEAR: boolean;
  42130. /**
  42131. * If the refraction texture on this material is in linear color space
  42132. * @hidden
  42133. */
  42134. IS_REFRACTION_LINEAR: boolean;
  42135. EXPOSURE: boolean;
  42136. constructor();
  42137. setReflectionMode(modeToEnable: string): void;
  42138. }
  42139. /**
  42140. * This is the default material used in Babylon. It is the best trade off between quality
  42141. * and performances.
  42142. * @see http://doc.babylonjs.com/babylon101/materials
  42143. */
  42144. export class StandardMaterial extends PushMaterial {
  42145. private _diffuseTexture;
  42146. /**
  42147. * The basic texture of the material as viewed under a light.
  42148. */
  42149. diffuseTexture: Nullable<BaseTexture>;
  42150. private _ambientTexture;
  42151. /**
  42152. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  42153. */
  42154. ambientTexture: Nullable<BaseTexture>;
  42155. private _opacityTexture;
  42156. /**
  42157. * Define the transparency of the material from a texture.
  42158. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  42159. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  42160. */
  42161. opacityTexture: Nullable<BaseTexture>;
  42162. private _reflectionTexture;
  42163. /**
  42164. * Define the texture used to display the reflection.
  42165. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42166. */
  42167. reflectionTexture: Nullable<BaseTexture>;
  42168. private _emissiveTexture;
  42169. /**
  42170. * Define texture of the material as if self lit.
  42171. * This will be mixed in the final result even in the absence of light.
  42172. */
  42173. emissiveTexture: Nullable<BaseTexture>;
  42174. private _specularTexture;
  42175. /**
  42176. * Define how the color and intensity of the highlight given by the light in the material.
  42177. */
  42178. specularTexture: Nullable<BaseTexture>;
  42179. private _bumpTexture;
  42180. /**
  42181. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  42182. * These are made by creating a normal map from an image. The means to do this can be found on the web, a search for 'normal map generator' will bring up free and paid for methods of doing this.
  42183. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  42184. */
  42185. bumpTexture: Nullable<BaseTexture>;
  42186. private _lightmapTexture;
  42187. /**
  42188. * Complex lighting can be computationally expensive to compute at runtime.
  42189. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  42190. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  42191. */
  42192. lightmapTexture: Nullable<BaseTexture>;
  42193. private _refractionTexture;
  42194. /**
  42195. * Define the texture used to display the refraction.
  42196. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42197. */
  42198. refractionTexture: Nullable<BaseTexture>;
  42199. /**
  42200. * The color of the material lit by the environmental background lighting.
  42201. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  42202. */
  42203. ambientColor: Color3;
  42204. /**
  42205. * The basic color of the material as viewed under a light.
  42206. */
  42207. diffuseColor: Color3;
  42208. /**
  42209. * Define how the color and intensity of the highlight given by the light in the material.
  42210. */
  42211. specularColor: Color3;
  42212. /**
  42213. * Define the color of the material as if self lit.
  42214. * This will be mixed in the final result even in the absence of light.
  42215. */
  42216. emissiveColor: Color3;
  42217. /**
  42218. * Defines how sharp are the highlights in the material.
  42219. * The bigger the value the sharper giving a more glossy feeling to the result.
  42220. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  42221. */
  42222. specularPower: number;
  42223. private _useAlphaFromDiffuseTexture;
  42224. /**
  42225. * Does the transparency come from the diffuse texture alpha channel.
  42226. */
  42227. useAlphaFromDiffuseTexture: boolean;
  42228. private _useEmissiveAsIllumination;
  42229. /**
  42230. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  42231. */
  42232. useEmissiveAsIllumination: boolean;
  42233. private _linkEmissiveWithDiffuse;
  42234. /**
  42235. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  42236. * the emissive level when the final color is close to one.
  42237. */
  42238. linkEmissiveWithDiffuse: boolean;
  42239. private _useSpecularOverAlpha;
  42240. /**
  42241. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  42242. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  42243. */
  42244. useSpecularOverAlpha: boolean;
  42245. private _useReflectionOverAlpha;
  42246. /**
  42247. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  42248. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  42249. */
  42250. useReflectionOverAlpha: boolean;
  42251. private _disableLighting;
  42252. /**
  42253. * Does lights from the scene impacts this material.
  42254. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  42255. */
  42256. disableLighting: boolean;
  42257. private _useObjectSpaceNormalMap;
  42258. /**
  42259. * Allows using an object space normal map (instead of tangent space).
  42260. */
  42261. useObjectSpaceNormalMap: boolean;
  42262. private _useParallax;
  42263. /**
  42264. * Is parallax enabled or not.
  42265. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  42266. */
  42267. useParallax: boolean;
  42268. private _useParallaxOcclusion;
  42269. /**
  42270. * Is parallax occlusion enabled or not.
  42271. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  42272. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  42273. */
  42274. useParallaxOcclusion: boolean;
  42275. /**
  42276. * Apply a scaling factor that determine which "depth" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.
  42277. */
  42278. parallaxScaleBias: number;
  42279. private _roughness;
  42280. /**
  42281. * Helps to define how blurry the reflections should appears in the material.
  42282. */
  42283. roughness: number;
  42284. /**
  42285. * In case of refraction, define the value of the index of refraction.
  42286. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42287. */
  42288. indexOfRefraction: number;
  42289. /**
  42290. * Invert the refraction texture alongside the y axis.
  42291. * It can be useful with procedural textures or probe for instance.
  42292. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42293. */
  42294. invertRefractionY: boolean;
  42295. /**
  42296. * Defines the alpha limits in alpha test mode.
  42297. */
  42298. alphaCutOff: number;
  42299. private _useLightmapAsShadowmap;
  42300. /**
  42301. * In case of light mapping, define whether the map contains light or shadow informations.
  42302. */
  42303. useLightmapAsShadowmap: boolean;
  42304. private _diffuseFresnelParameters;
  42305. /**
  42306. * Define the diffuse fresnel parameters of the material.
  42307. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42308. */
  42309. diffuseFresnelParameters: FresnelParameters;
  42310. private _opacityFresnelParameters;
  42311. /**
  42312. * Define the opacity fresnel parameters of the material.
  42313. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42314. */
  42315. opacityFresnelParameters: FresnelParameters;
  42316. private _reflectionFresnelParameters;
  42317. /**
  42318. * Define the reflection fresnel parameters of the material.
  42319. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42320. */
  42321. reflectionFresnelParameters: FresnelParameters;
  42322. private _refractionFresnelParameters;
  42323. /**
  42324. * Define the refraction fresnel parameters of the material.
  42325. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42326. */
  42327. refractionFresnelParameters: FresnelParameters;
  42328. private _emissiveFresnelParameters;
  42329. /**
  42330. * Define the emissive fresnel parameters of the material.
  42331. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42332. */
  42333. emissiveFresnelParameters: FresnelParameters;
  42334. private _useReflectionFresnelFromSpecular;
  42335. /**
  42336. * If true automatically deducts the fresnels values from the material specularity.
  42337. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42338. */
  42339. useReflectionFresnelFromSpecular: boolean;
  42340. private _useGlossinessFromSpecularMapAlpha;
  42341. /**
  42342. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  42343. */
  42344. useGlossinessFromSpecularMapAlpha: boolean;
  42345. private _maxSimultaneousLights;
  42346. /**
  42347. * Defines the maximum number of lights that can be used in the material
  42348. */
  42349. maxSimultaneousLights: number;
  42350. private _invertNormalMapX;
  42351. /**
  42352. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  42353. */
  42354. invertNormalMapX: boolean;
  42355. private _invertNormalMapY;
  42356. /**
  42357. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  42358. */
  42359. invertNormalMapY: boolean;
  42360. private _twoSidedLighting;
  42361. /**
  42362. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  42363. */
  42364. twoSidedLighting: boolean;
  42365. /**
  42366. * Default configuration related to image processing available in the standard Material.
  42367. */
  42368. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  42369. /**
  42370. * Gets the image processing configuration used either in this material.
  42371. */
  42372. /**
  42373. * Sets the Default image processing configuration used either in the this material.
  42374. *
  42375. * If sets to null, the scene one is in use.
  42376. */
  42377. imageProcessingConfiguration: ImageProcessingConfiguration;
  42378. /**
  42379. * Keep track of the image processing observer to allow dispose and replace.
  42380. */
  42381. private _imageProcessingObserver;
  42382. /**
  42383. * Attaches a new image processing configuration to the Standard Material.
  42384. * @param configuration
  42385. */
  42386. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  42387. /**
  42388. * Gets wether the color curves effect is enabled.
  42389. */
  42390. /**
  42391. * Sets wether the color curves effect is enabled.
  42392. */
  42393. cameraColorCurvesEnabled: boolean;
  42394. /**
  42395. * Gets wether the color grading effect is enabled.
  42396. */
  42397. /**
  42398. * Gets wether the color grading effect is enabled.
  42399. */
  42400. cameraColorGradingEnabled: boolean;
  42401. /**
  42402. * Gets wether tonemapping is enabled or not.
  42403. */
  42404. /**
  42405. * Sets wether tonemapping is enabled or not
  42406. */
  42407. cameraToneMappingEnabled: boolean;
  42408. /**
  42409. * The camera exposure used on this material.
  42410. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42411. * This corresponds to a photographic exposure.
  42412. */
  42413. /**
  42414. * The camera exposure used on this material.
  42415. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42416. * This corresponds to a photographic exposure.
  42417. */
  42418. cameraExposure: number;
  42419. /**
  42420. * Gets The camera contrast used on this material.
  42421. */
  42422. /**
  42423. * Sets The camera contrast used on this material.
  42424. */
  42425. cameraContrast: number;
  42426. /**
  42427. * Gets the Color Grading 2D Lookup Texture.
  42428. */
  42429. /**
  42430. * Sets the Color Grading 2D Lookup Texture.
  42431. */
  42432. cameraColorGradingTexture: Nullable<BaseTexture>;
  42433. /**
  42434. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42435. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42436. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  42437. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42438. */
  42439. /**
  42440. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42441. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42442. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  42443. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42444. */
  42445. cameraColorCurves: Nullable<ColorCurves>;
  42446. /**
  42447. * Custom callback helping to override the default shader used in the material.
  42448. */
  42449. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  42450. protected _renderTargets: SmartArray<RenderTargetTexture>;
  42451. protected _worldViewProjectionMatrix: Matrix;
  42452. protected _globalAmbientColor: Color3;
  42453. protected _useLogarithmicDepth: boolean;
  42454. protected _rebuildInParallel: boolean;
  42455. /**
  42456. * Instantiates a new standard material.
  42457. * This is the default material used in Babylon. It is the best trade off between quality
  42458. * and performances.
  42459. * @see http://doc.babylonjs.com/babylon101/materials
  42460. * @param name Define the name of the material in the scene
  42461. * @param scene Define the scene the material belong to
  42462. */
  42463. constructor(name: string, scene: Scene);
  42464. /**
  42465. * Gets a boolean indicating that current material needs to register RTT
  42466. */
  42467. readonly hasRenderTargetTextures: boolean;
  42468. /**
  42469. * Gets the current class name of the material e.g. "StandardMaterial"
  42470. * Mainly use in serialization.
  42471. * @returns the class name
  42472. */
  42473. getClassName(): string;
  42474. /**
  42475. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  42476. * You can try switching to logarithmic depth.
  42477. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  42478. */
  42479. useLogarithmicDepth: boolean;
  42480. /**
  42481. * Specifies if the material will require alpha blending
  42482. * @returns a boolean specifying if alpha blending is needed
  42483. */
  42484. needAlphaBlending(): boolean;
  42485. /**
  42486. * Specifies if this material should be rendered in alpha test mode
  42487. * @returns a boolean specifying if an alpha test is needed.
  42488. */
  42489. needAlphaTesting(): boolean;
  42490. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  42491. /**
  42492. * Get the texture used for alpha test purpose.
  42493. * @returns the diffuse texture in case of the standard material.
  42494. */
  42495. getAlphaTestTexture(): Nullable<BaseTexture>;
  42496. /**
  42497. * Get if the submesh is ready to be used and all its information available.
  42498. * Child classes can use it to update shaders
  42499. * @param mesh defines the mesh to check
  42500. * @param subMesh defines which submesh to check
  42501. * @param useInstances specifies that instances should be used
  42502. * @returns a boolean indicating that the submesh is ready or not
  42503. */
  42504. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  42505. /**
  42506. * Builds the material UBO layouts.
  42507. * Used internally during the effect preparation.
  42508. */
  42509. buildUniformLayout(): void;
  42510. /**
  42511. * Unbinds the material from the mesh
  42512. */
  42513. unbind(): void;
  42514. /**
  42515. * Binds the submesh to this material by preparing the effect and shader to draw
  42516. * @param world defines the world transformation matrix
  42517. * @param mesh defines the mesh containing the submesh
  42518. * @param subMesh defines the submesh to bind the material to
  42519. */
  42520. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  42521. /**
  42522. * Get the list of animatables in the material.
  42523. * @returns the list of animatables object used in the material
  42524. */
  42525. getAnimatables(): IAnimatable[];
  42526. /**
  42527. * Gets the active textures from the material
  42528. * @returns an array of textures
  42529. */
  42530. getActiveTextures(): BaseTexture[];
  42531. /**
  42532. * Specifies if the material uses a texture
  42533. * @param texture defines the texture to check against the material
  42534. * @returns a boolean specifying if the material uses the texture
  42535. */
  42536. hasTexture(texture: BaseTexture): boolean;
  42537. /**
  42538. * Disposes the material
  42539. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  42540. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  42541. */
  42542. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  42543. /**
  42544. * Makes a duplicate of the material, and gives it a new name
  42545. * @param name defines the new name for the duplicated material
  42546. * @returns the cloned material
  42547. */
  42548. clone(name: string): StandardMaterial;
  42549. /**
  42550. * Serializes this material in a JSON representation
  42551. * @returns the serialized material object
  42552. */
  42553. serialize(): any;
  42554. /**
  42555. * Creates a standard material from parsed material data
  42556. * @param source defines the JSON representation of the material
  42557. * @param scene defines the hosting scene
  42558. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  42559. * @returns a new standard material
  42560. */
  42561. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  42562. /**
  42563. * Are diffuse textures enabled in the application.
  42564. */
  42565. static DiffuseTextureEnabled: boolean;
  42566. /**
  42567. * Are ambient textures enabled in the application.
  42568. */
  42569. static AmbientTextureEnabled: boolean;
  42570. /**
  42571. * Are opacity textures enabled in the application.
  42572. */
  42573. static OpacityTextureEnabled: boolean;
  42574. /**
  42575. * Are reflection textures enabled in the application.
  42576. */
  42577. static ReflectionTextureEnabled: boolean;
  42578. /**
  42579. * Are emissive textures enabled in the application.
  42580. */
  42581. static EmissiveTextureEnabled: boolean;
  42582. /**
  42583. * Are specular textures enabled in the application.
  42584. */
  42585. static SpecularTextureEnabled: boolean;
  42586. /**
  42587. * Are bump textures enabled in the application.
  42588. */
  42589. static BumpTextureEnabled: boolean;
  42590. /**
  42591. * Are lightmap textures enabled in the application.
  42592. */
  42593. static LightmapTextureEnabled: boolean;
  42594. /**
  42595. * Are refraction textures enabled in the application.
  42596. */
  42597. static RefractionTextureEnabled: boolean;
  42598. /**
  42599. * Are color grading textures enabled in the application.
  42600. */
  42601. static ColorGradingTextureEnabled: boolean;
  42602. /**
  42603. * Are fresnels enabled in the application.
  42604. */
  42605. static FresnelEnabled: boolean;
  42606. }
  42607. }
  42608. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  42609. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  42610. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  42611. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  42612. /** @hidden */
  42613. export var imageProcessingPixelShader: {
  42614. name: string;
  42615. shader: string;
  42616. };
  42617. }
  42618. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  42619. import { Nullable } from "babylonjs/types";
  42620. import { Color4 } from "babylonjs/Maths/math.color";
  42621. import { Camera } from "babylonjs/Cameras/camera";
  42622. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  42623. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  42624. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  42625. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  42626. import { Engine } from "babylonjs/Engines/engine";
  42627. import "babylonjs/Shaders/imageProcessing.fragment";
  42628. import "babylonjs/Shaders/postprocess.vertex";
  42629. /**
  42630. * ImageProcessingPostProcess
  42631. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  42632. */
  42633. export class ImageProcessingPostProcess extends PostProcess {
  42634. /**
  42635. * Default configuration related to image processing available in the PBR Material.
  42636. */
  42637. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  42638. /**
  42639. * Gets the image processing configuration used either in this material.
  42640. */
  42641. /**
  42642. * Sets the Default image processing configuration used either in the this material.
  42643. *
  42644. * If sets to null, the scene one is in use.
  42645. */
  42646. imageProcessingConfiguration: ImageProcessingConfiguration;
  42647. /**
  42648. * Keep track of the image processing observer to allow dispose and replace.
  42649. */
  42650. private _imageProcessingObserver;
  42651. /**
  42652. * Attaches a new image processing configuration to the PBR Material.
  42653. * @param configuration
  42654. */
  42655. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  42656. /**
  42657. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42658. */
  42659. /**
  42660. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42661. */
  42662. colorCurves: Nullable<ColorCurves>;
  42663. /**
  42664. * Gets wether the color curves effect is enabled.
  42665. */
  42666. /**
  42667. * Sets wether the color curves effect is enabled.
  42668. */
  42669. colorCurvesEnabled: boolean;
  42670. /**
  42671. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42672. */
  42673. /**
  42674. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42675. */
  42676. colorGradingTexture: Nullable<BaseTexture>;
  42677. /**
  42678. * Gets wether the color grading effect is enabled.
  42679. */
  42680. /**
  42681. * Gets wether the color grading effect is enabled.
  42682. */
  42683. colorGradingEnabled: boolean;
  42684. /**
  42685. * Gets exposure used in the effect.
  42686. */
  42687. /**
  42688. * Sets exposure used in the effect.
  42689. */
  42690. exposure: number;
  42691. /**
  42692. * Gets wether tonemapping is enabled or not.
  42693. */
  42694. /**
  42695. * Sets wether tonemapping is enabled or not
  42696. */
  42697. toneMappingEnabled: boolean;
  42698. /**
  42699. * Gets the type of tone mapping effect.
  42700. */
  42701. /**
  42702. * Sets the type of tone mapping effect.
  42703. */
  42704. toneMappingType: number;
  42705. /**
  42706. * Gets contrast used in the effect.
  42707. */
  42708. /**
  42709. * Sets contrast used in the effect.
  42710. */
  42711. contrast: number;
  42712. /**
  42713. * Gets Vignette stretch size.
  42714. */
  42715. /**
  42716. * Sets Vignette stretch size.
  42717. */
  42718. vignetteStretch: number;
  42719. /**
  42720. * Gets Vignette centre X Offset.
  42721. */
  42722. /**
  42723. * Sets Vignette centre X Offset.
  42724. */
  42725. vignetteCentreX: number;
  42726. /**
  42727. * Gets Vignette centre Y Offset.
  42728. */
  42729. /**
  42730. * Sets Vignette centre Y Offset.
  42731. */
  42732. vignetteCentreY: number;
  42733. /**
  42734. * Gets Vignette weight or intensity of the vignette effect.
  42735. */
  42736. /**
  42737. * Sets Vignette weight or intensity of the vignette effect.
  42738. */
  42739. vignetteWeight: number;
  42740. /**
  42741. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42742. * if vignetteEnabled is set to true.
  42743. */
  42744. /**
  42745. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42746. * if vignetteEnabled is set to true.
  42747. */
  42748. vignetteColor: Color4;
  42749. /**
  42750. * Gets Camera field of view used by the Vignette effect.
  42751. */
  42752. /**
  42753. * Sets Camera field of view used by the Vignette effect.
  42754. */
  42755. vignetteCameraFov: number;
  42756. /**
  42757. * Gets the vignette blend mode allowing different kind of effect.
  42758. */
  42759. /**
  42760. * Sets the vignette blend mode allowing different kind of effect.
  42761. */
  42762. vignetteBlendMode: number;
  42763. /**
  42764. * Gets wether the vignette effect is enabled.
  42765. */
  42766. /**
  42767. * Sets wether the vignette effect is enabled.
  42768. */
  42769. vignetteEnabled: boolean;
  42770. private _fromLinearSpace;
  42771. /**
  42772. * Gets wether the input of the processing is in Gamma or Linear Space.
  42773. */
  42774. /**
  42775. * Sets wether the input of the processing is in Gamma or Linear Space.
  42776. */
  42777. fromLinearSpace: boolean;
  42778. /**
  42779. * Defines cache preventing GC.
  42780. */
  42781. private _defines;
  42782. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  42783. /**
  42784. * "ImageProcessingPostProcess"
  42785. * @returns "ImageProcessingPostProcess"
  42786. */
  42787. getClassName(): string;
  42788. protected _updateParameters(): void;
  42789. dispose(camera?: Camera): void;
  42790. }
  42791. }
  42792. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  42793. import { Scene } from "babylonjs/scene";
  42794. import { Color3 } from "babylonjs/Maths/math.color";
  42795. import { Mesh } from "babylonjs/Meshes/mesh";
  42796. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  42797. import { Nullable } from "babylonjs/types";
  42798. /**
  42799. * Class containing static functions to help procedurally build meshes
  42800. */
  42801. export class GroundBuilder {
  42802. /**
  42803. * Creates a ground mesh
  42804. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  42805. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  42806. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  42807. * @param name defines the name of the mesh
  42808. * @param options defines the options used to create the mesh
  42809. * @param scene defines the hosting scene
  42810. * @returns the ground mesh
  42811. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  42812. */
  42813. static CreateGround(name: string, options: {
  42814. width?: number;
  42815. height?: number;
  42816. subdivisions?: number;
  42817. subdivisionsX?: number;
  42818. subdivisionsY?: number;
  42819. updatable?: boolean;
  42820. }, scene: any): Mesh;
  42821. /**
  42822. * Creates a tiled ground mesh
  42823. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  42824. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  42825. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  42826. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  42827. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42828. * @param name defines the name of the mesh
  42829. * @param options defines the options used to create the mesh
  42830. * @param scene defines the hosting scene
  42831. * @returns the tiled ground mesh
  42832. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42833. */
  42834. static CreateTiledGround(name: string, options: {
  42835. xmin: number;
  42836. zmin: number;
  42837. xmax: number;
  42838. zmax: number;
  42839. subdivisions?: {
  42840. w: number;
  42841. h: number;
  42842. };
  42843. precision?: {
  42844. w: number;
  42845. h: number;
  42846. };
  42847. updatable?: boolean;
  42848. }, scene?: Nullable<Scene>): Mesh;
  42849. /**
  42850. * Creates a ground mesh from a height map
  42851. * * The parameter `url` sets the URL of the height map image resource.
  42852. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  42853. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  42854. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  42855. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  42856. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  42857. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  42858. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42859. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42860. * @param name defines the name of the mesh
  42861. * @param url defines the url to the height map
  42862. * @param options defines the options used to create the mesh
  42863. * @param scene defines the hosting scene
  42864. * @returns the ground mesh
  42865. * @see https://doc.babylonjs.com/babylon101/height_map
  42866. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42867. */
  42868. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42869. width?: number;
  42870. height?: number;
  42871. subdivisions?: number;
  42872. minHeight?: number;
  42873. maxHeight?: number;
  42874. colorFilter?: Color3;
  42875. alphaFilter?: number;
  42876. updatable?: boolean;
  42877. onReady?: (mesh: GroundMesh) => void;
  42878. }, scene?: Nullable<Scene>): GroundMesh;
  42879. }
  42880. }
  42881. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42882. import { Vector4 } from "babylonjs/Maths/math.vector";
  42883. import { Mesh } from "babylonjs/Meshes/mesh";
  42884. /**
  42885. * Class containing static functions to help procedurally build meshes
  42886. */
  42887. export class TorusBuilder {
  42888. /**
  42889. * Creates a torus mesh
  42890. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42891. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42892. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42893. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42894. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  42895. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42896. * @param name defines the name of the mesh
  42897. * @param options defines the options used to create the mesh
  42898. * @param scene defines the hosting scene
  42899. * @returns the torus mesh
  42900. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42901. */
  42902. static CreateTorus(name: string, options: {
  42903. diameter?: number;
  42904. thickness?: number;
  42905. tessellation?: number;
  42906. updatable?: boolean;
  42907. sideOrientation?: number;
  42908. frontUVs?: Vector4;
  42909. backUVs?: Vector4;
  42910. }, scene: any): Mesh;
  42911. }
  42912. }
  42913. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42914. import { Vector4 } from "babylonjs/Maths/math.vector";
  42915. import { Color4 } from "babylonjs/Maths/math.color";
  42916. import { Mesh } from "babylonjs/Meshes/mesh";
  42917. /**
  42918. * Class containing static functions to help procedurally build meshes
  42919. */
  42920. export class CylinderBuilder {
  42921. /**
  42922. * Creates a cylinder or a cone mesh
  42923. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42924. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42925. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  42926. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42927. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42928. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42929. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42930. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  42931. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42932. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  42933. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  42934. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42935. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  42936. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  42937. * * If `enclose` is false, a ring surface is one element.
  42938. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42939. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  42940. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42941. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  42942. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42943. * @param name defines the name of the mesh
  42944. * @param options defines the options used to create the mesh
  42945. * @param scene defines the hosting scene
  42946. * @returns the cylinder mesh
  42947. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42948. */
  42949. static CreateCylinder(name: string, options: {
  42950. height?: number;
  42951. diameterTop?: number;
  42952. diameterBottom?: number;
  42953. diameter?: number;
  42954. tessellation?: number;
  42955. subdivisions?: number;
  42956. arc?: number;
  42957. faceColors?: Color4[];
  42958. faceUV?: Vector4[];
  42959. updatable?: boolean;
  42960. hasRings?: boolean;
  42961. enclose?: boolean;
  42962. cap?: number;
  42963. sideOrientation?: number;
  42964. frontUVs?: Vector4;
  42965. backUVs?: Vector4;
  42966. }, scene: any): Mesh;
  42967. }
  42968. }
  42969. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  42970. import { Observable } from "babylonjs/Misc/observable";
  42971. import { Nullable } from "babylonjs/types";
  42972. import { Camera } from "babylonjs/Cameras/camera";
  42973. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  42974. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42975. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  42976. import { Scene } from "babylonjs/scene";
  42977. import { Vector3 } from "babylonjs/Maths/math.vector";
  42978. import { Color3 } from "babylonjs/Maths/math.color";
  42979. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42980. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42981. import { Mesh } from "babylonjs/Meshes/mesh";
  42982. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  42983. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  42984. import "babylonjs/Meshes/Builders/groundBuilder";
  42985. import "babylonjs/Meshes/Builders/torusBuilder";
  42986. import "babylonjs/Meshes/Builders/cylinderBuilder";
  42987. import "babylonjs/Gamepads/gamepadSceneComponent";
  42988. import "babylonjs/Animations/animatable";
  42989. /**
  42990. * Options to modify the vr teleportation behavior.
  42991. */
  42992. export interface VRTeleportationOptions {
  42993. /**
  42994. * The name of the mesh which should be used as the teleportation floor. (default: null)
  42995. */
  42996. floorMeshName?: string;
  42997. /**
  42998. * A list of meshes to be used as the teleportation floor. (default: empty)
  42999. */
  43000. floorMeshes?: Mesh[];
  43001. /**
  43002. * The teleportation mode. (default: TELEPORTATIONMODE_CONSTANTTIME)
  43003. */
  43004. teleportationMode?: number;
  43005. /**
  43006. * The duration of the animation in ms, apply when animationMode is TELEPORTATIONMODE_CONSTANTTIME. (default 122ms)
  43007. */
  43008. teleportationTime?: number;
  43009. /**
  43010. * The speed of the animation in distance/sec, apply when animationMode is TELEPORTATIONMODE_CONSTANTSPEED. (default 20 units / sec)
  43011. */
  43012. teleportationSpeed?: number;
  43013. }
  43014. /**
  43015. * Options to modify the vr experience helper's behavior.
  43016. */
  43017. export interface VRExperienceHelperOptions extends WebVROptions {
  43018. /**
  43019. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  43020. */
  43021. createDeviceOrientationCamera?: boolean;
  43022. /**
  43023. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  43024. */
  43025. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  43026. /**
  43027. * Uses the main button on the controller to toggle the laser casted. (default: true)
  43028. */
  43029. laserToggle?: boolean;
  43030. /**
  43031. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  43032. */
  43033. floorMeshes?: Mesh[];
  43034. /**
  43035. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  43036. */
  43037. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  43038. }
  43039. /**
  43040. * Event containing information after VR has been entered
  43041. */
  43042. export class OnAfterEnteringVRObservableEvent {
  43043. /**
  43044. * If entering vr was successful
  43045. */
  43046. success: boolean;
  43047. }
  43048. /**
  43049. * Helps to quickly add VR support to an existing scene.
  43050. * See http://doc.babylonjs.com/how_to/webvr_helper
  43051. */
  43052. export class VRExperienceHelper {
  43053. /** Options to modify the vr experience helper's behavior. */
  43054. webVROptions: VRExperienceHelperOptions;
  43055. private _scene;
  43056. private _position;
  43057. private _btnVR;
  43058. private _btnVRDisplayed;
  43059. private _webVRsupported;
  43060. private _webVRready;
  43061. private _webVRrequesting;
  43062. private _webVRpresenting;
  43063. private _hasEnteredVR;
  43064. private _fullscreenVRpresenting;
  43065. private _inputElement;
  43066. private _webVRCamera;
  43067. private _vrDeviceOrientationCamera;
  43068. private _deviceOrientationCamera;
  43069. private _existingCamera;
  43070. private _onKeyDown;
  43071. private _onVrDisplayPresentChange;
  43072. private _onVRDisplayChanged;
  43073. private _onVRRequestPresentStart;
  43074. private _onVRRequestPresentComplete;
  43075. /**
  43076. * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)
  43077. */
  43078. enableGazeEvenWhenNoPointerLock: boolean;
  43079. /**
  43080. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  43081. */
  43082. exitVROnDoubleTap: boolean;
  43083. /**
  43084. * Observable raised right before entering VR.
  43085. */
  43086. onEnteringVRObservable: Observable<VRExperienceHelper>;
  43087. /**
  43088. * Observable raised when entering VR has completed.
  43089. */
  43090. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  43091. /**
  43092. * Observable raised when exiting VR.
  43093. */
  43094. onExitingVRObservable: Observable<VRExperienceHelper>;
  43095. /**
  43096. * Observable raised when controller mesh is loaded.
  43097. */
  43098. onControllerMeshLoadedObservable: Observable<WebVRController>;
  43099. /** Return this.onEnteringVRObservable
  43100. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  43101. */
  43102. readonly onEnteringVR: Observable<VRExperienceHelper>;
  43103. /** Return this.onExitingVRObservable
  43104. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  43105. */
  43106. readonly onExitingVR: Observable<VRExperienceHelper>;
  43107. /** Return this.onControllerMeshLoadedObservable
  43108. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  43109. */
  43110. readonly onControllerMeshLoaded: Observable<WebVRController>;
  43111. private _rayLength;
  43112. private _useCustomVRButton;
  43113. private _teleportationRequested;
  43114. private _teleportActive;
  43115. private _floorMeshName;
  43116. private _floorMeshesCollection;
  43117. private _teleportationMode;
  43118. private _teleportationTime;
  43119. private _teleportationSpeed;
  43120. private _rotationAllowed;
  43121. private _teleportBackwardsVector;
  43122. private _teleportationTarget;
  43123. private _isDefaultTeleportationTarget;
  43124. private _postProcessMove;
  43125. private _teleportationFillColor;
  43126. private _teleportationBorderColor;
  43127. private _rotationAngle;
  43128. private _haloCenter;
  43129. private _cameraGazer;
  43130. private _padSensibilityUp;
  43131. private _padSensibilityDown;
  43132. private _leftController;
  43133. private _rightController;
  43134. /**
  43135. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  43136. */
  43137. onNewMeshSelected: Observable<AbstractMesh>;
  43138. /**
  43139. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  43140. * This observable will provide the mesh and the controller used to select the mesh
  43141. */
  43142. onMeshSelectedWithController: Observable<{
  43143. mesh: AbstractMesh;
  43144. controller: WebVRController;
  43145. }>;
  43146. /**
  43147. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  43148. */
  43149. onNewMeshPicked: Observable<PickingInfo>;
  43150. private _circleEase;
  43151. /**
  43152. * Observable raised before camera teleportation
  43153. */
  43154. onBeforeCameraTeleport: Observable<Vector3>;
  43155. /**
  43156. * Observable raised after camera teleportation
  43157. */
  43158. onAfterCameraTeleport: Observable<Vector3>;
  43159. /**
  43160. * Observable raised when current selected mesh gets unselected
  43161. */
  43162. onSelectedMeshUnselected: Observable<AbstractMesh>;
  43163. private _raySelectionPredicate;
  43164. /**
  43165. * To be optionaly changed by user to define custom ray selection
  43166. */
  43167. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  43168. /**
  43169. * To be optionaly changed by user to define custom selection logic (after ray selection)
  43170. */
  43171. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  43172. /**
  43173. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  43174. */
  43175. teleportationEnabled: boolean;
  43176. private _defaultHeight;
  43177. private _teleportationInitialized;
  43178. private _interactionsEnabled;
  43179. private _interactionsRequested;
  43180. private _displayGaze;
  43181. private _displayLaserPointer;
  43182. /**
  43183. * The mesh used to display where the user is going to teleport.
  43184. */
  43185. /**
  43186. * Sets the mesh to be used to display where the user is going to teleport.
  43187. */
  43188. teleportationTarget: Mesh;
  43189. /**
  43190. * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
  43191. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  43192. * See http://doc.babylonjs.com/resources/baking_transformations
  43193. */
  43194. gazeTrackerMesh: Mesh;
  43195. /**
  43196. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  43197. */
  43198. updateGazeTrackerScale: boolean;
  43199. /**
  43200. * If the gaze trackers color should be updated when selecting meshes
  43201. */
  43202. updateGazeTrackerColor: boolean;
  43203. /**
  43204. * If the controller laser color should be updated when selecting meshes
  43205. */
  43206. updateControllerLaserColor: boolean;
  43207. /**
  43208. * The gaze tracking mesh corresponding to the left controller
  43209. */
  43210. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  43211. /**
  43212. * The gaze tracking mesh corresponding to the right controller
  43213. */
  43214. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  43215. /**
  43216. * If the ray of the gaze should be displayed.
  43217. */
  43218. /**
  43219. * Sets if the ray of the gaze should be displayed.
  43220. */
  43221. displayGaze: boolean;
  43222. /**
  43223. * If the ray of the LaserPointer should be displayed.
  43224. */
  43225. /**
  43226. * Sets if the ray of the LaserPointer should be displayed.
  43227. */
  43228. displayLaserPointer: boolean;
  43229. /**
  43230. * The deviceOrientationCamera used as the camera when not in VR.
  43231. */
  43232. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  43233. /**
  43234. * Based on the current WebVR support, returns the current VR camera used.
  43235. */
  43236. readonly currentVRCamera: Nullable<Camera>;
  43237. /**
  43238. * The webVRCamera which is used when in VR.
  43239. */
  43240. readonly webVRCamera: WebVRFreeCamera;
  43241. /**
  43242. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  43243. */
  43244. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  43245. /**
  43246. * The html button that is used to trigger entering into VR.
  43247. */
  43248. readonly vrButton: Nullable<HTMLButtonElement>;
  43249. private readonly _teleportationRequestInitiated;
  43250. /**
  43251. * Defines wether or not Pointer lock should be requested when switching to
  43252. * full screen.
  43253. */
  43254. requestPointerLockOnFullScreen: boolean;
  43255. /**
  43256. * Instantiates a VRExperienceHelper.
  43257. * Helps to quickly add VR support to an existing scene.
  43258. * @param scene The scene the VRExperienceHelper belongs to.
  43259. * @param webVROptions Options to modify the vr experience helper's behavior.
  43260. */
  43261. constructor(scene: Scene,
  43262. /** Options to modify the vr experience helper's behavior. */
  43263. webVROptions?: VRExperienceHelperOptions);
  43264. private _onDefaultMeshLoaded;
  43265. private _onResize;
  43266. private _onFullscreenChange;
  43267. /**
  43268. * Gets a value indicating if we are currently in VR mode.
  43269. */
  43270. readonly isInVRMode: boolean;
  43271. private onVrDisplayPresentChange;
  43272. private onVRDisplayChanged;
  43273. private moveButtonToBottomRight;
  43274. private displayVRButton;
  43275. private updateButtonVisibility;
  43276. private _cachedAngularSensibility;
  43277. /**
  43278. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  43279. * Otherwise, will use the fullscreen API.
  43280. */
  43281. enterVR(): void;
  43282. /**
  43283. * Attempt to exit VR, or fullscreen.
  43284. */
  43285. exitVR(): void;
  43286. /**
  43287. * The position of the vr experience helper.
  43288. */
  43289. /**
  43290. * Sets the position of the vr experience helper.
  43291. */
  43292. position: Vector3;
  43293. /**
  43294. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  43295. */
  43296. enableInteractions(): void;
  43297. private readonly _noControllerIsActive;
  43298. private beforeRender;
  43299. private _isTeleportationFloor;
  43300. /**
  43301. * Adds a floor mesh to be used for teleportation.
  43302. * @param floorMesh the mesh to be used for teleportation.
  43303. */
  43304. addFloorMesh(floorMesh: Mesh): void;
  43305. /**
  43306. * Removes a floor mesh from being used for teleportation.
  43307. * @param floorMesh the mesh to be removed.
  43308. */
  43309. removeFloorMesh(floorMesh: Mesh): void;
  43310. /**
  43311. * Enables interactions and teleportation using the VR controllers and gaze.
  43312. * @param vrTeleportationOptions options to modify teleportation behavior.
  43313. */
  43314. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  43315. private _onNewGamepadConnected;
  43316. private _tryEnableInteractionOnController;
  43317. private _onNewGamepadDisconnected;
  43318. private _enableInteractionOnController;
  43319. private _checkTeleportWithRay;
  43320. private _checkRotate;
  43321. private _checkTeleportBackwards;
  43322. private _enableTeleportationOnController;
  43323. private _createTeleportationCircles;
  43324. private _displayTeleportationTarget;
  43325. private _hideTeleportationTarget;
  43326. private _rotateCamera;
  43327. private _moveTeleportationSelectorTo;
  43328. private _workingVector;
  43329. private _workingQuaternion;
  43330. private _workingMatrix;
  43331. /**
  43332. * Time Constant Teleportation Mode
  43333. */
  43334. static readonly TELEPORTATIONMODE_CONSTANTTIME: number;
  43335. /**
  43336. * Speed Constant Teleportation Mode
  43337. */
  43338. static readonly TELEPORTATIONMODE_CONSTANTSPEED: number;
  43339. /**
  43340. * Teleports the users feet to the desired location
  43341. * @param location The location where the user's feet should be placed
  43342. */
  43343. teleportCamera(location: Vector3): void;
  43344. private _convertNormalToDirectionOfRay;
  43345. private _castRayAndSelectObject;
  43346. private _notifySelectedMeshUnselected;
  43347. /**
  43348. * Sets the color of the laser ray from the vr controllers.
  43349. * @param color new color for the ray.
  43350. */
  43351. changeLaserColor(color: Color3): void;
  43352. /**
  43353. * Sets the color of the ray from the vr headsets gaze.
  43354. * @param color new color for the ray.
  43355. */
  43356. changeGazeColor(color: Color3): void;
  43357. /**
  43358. * Exits VR and disposes of the vr experience helper
  43359. */
  43360. dispose(): void;
  43361. /**
  43362. * Gets the name of the VRExperienceHelper class
  43363. * @returns "VRExperienceHelper"
  43364. */
  43365. getClassName(): string;
  43366. }
  43367. }
  43368. declare module "babylonjs/Cameras/VR/index" {
  43369. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  43370. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  43371. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  43372. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  43373. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  43374. export * from "babylonjs/Cameras/VR/webVRCamera";
  43375. }
  43376. declare module "babylonjs/Cameras/XR/webXRTypes" {
  43377. import { Nullable } from "babylonjs/types";
  43378. import { IDisposable } from "babylonjs/scene";
  43379. /**
  43380. * States of the webXR experience
  43381. */
  43382. export enum WebXRState {
  43383. /**
  43384. * Transitioning to being in XR mode
  43385. */
  43386. ENTERING_XR = 0,
  43387. /**
  43388. * Transitioning to non XR mode
  43389. */
  43390. EXITING_XR = 1,
  43391. /**
  43392. * In XR mode and presenting
  43393. */
  43394. IN_XR = 2,
  43395. /**
  43396. * Not entered XR mode
  43397. */
  43398. NOT_IN_XR = 3
  43399. }
  43400. /**
  43401. * Abstraction of the XR render target
  43402. */
  43403. export interface WebXRRenderTarget extends IDisposable {
  43404. /**
  43405. * xrpresent context of the canvas which can be used to display/mirror xr content
  43406. */
  43407. canvasContext: WebGLRenderingContext;
  43408. /**
  43409. * xr layer for the canvas
  43410. */
  43411. xrLayer: Nullable<XRWebGLLayer>;
  43412. /**
  43413. * Initializes the xr layer for the session
  43414. * @param xrSession xr session
  43415. * @returns a promise that will resolve once the XR Layer has been created
  43416. */
  43417. initializeXRLayerAsync(xrSession: XRSession): Promise<void>;
  43418. }
  43419. }
  43420. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  43421. import { Nullable } from "babylonjs/types";
  43422. import { Observable } from "babylonjs/Misc/observable";
  43423. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  43424. import { WebXRState, WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43425. /**
  43426. * COnfiguration object for WebXR output canvas
  43427. */
  43428. export class WebXRManagedOutputCanvasOptions {
  43429. /**
  43430. * Options for this XR Layer output
  43431. */
  43432. canvasOptions: XRWebGLLayerOptions;
  43433. /**
  43434. * CSS styling for a newly created canvas (if not provided)
  43435. */
  43436. newCanvasCssStyle?: string;
  43437. /**
  43438. * Get the default values of the configuration object
  43439. * @returns default values of this configuration object
  43440. */
  43441. static GetDefaults(): WebXRManagedOutputCanvasOptions;
  43442. }
  43443. /**
  43444. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  43445. */
  43446. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  43447. private configuration;
  43448. private _engine;
  43449. private _canvas;
  43450. /**
  43451. * xrpresent context of the canvas which can be used to display/mirror xr content
  43452. */
  43453. canvasContext: WebGLRenderingContext;
  43454. /**
  43455. * xr layer for the canvas
  43456. */
  43457. xrLayer: Nullable<XRWebGLLayer>;
  43458. /**
  43459. * Initializes the xr layer for the session
  43460. * @param xrSession xr session
  43461. * @returns a promise that will resolve once the XR Layer has been created
  43462. */
  43463. initializeXRLayerAsync(xrSession: any): any;
  43464. /**
  43465. * Initializes the canvas to be added/removed upon entering/exiting xr
  43466. * @param engine the Babylon engine
  43467. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  43468. * @param onStateChangedObservable the mechanism by which the canvas will be added/removed based on XR state
  43469. * @param configuration optional configuration for this canvas output. defaults will be used if not provided
  43470. */
  43471. constructor(engine: ThinEngine, canvas?: HTMLCanvasElement, onStateChangedObservable?: Observable<WebXRState>, configuration?: WebXRManagedOutputCanvasOptions);
  43472. /**
  43473. * Disposes of the object
  43474. */
  43475. dispose(): void;
  43476. private _setManagedOutputCanvas;
  43477. private _addCanvas;
  43478. private _removeCanvas;
  43479. }
  43480. }
  43481. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  43482. import { Observable } from "babylonjs/Misc/observable";
  43483. import { Nullable } from "babylonjs/types";
  43484. import { IDisposable, Scene } from "babylonjs/scene";
  43485. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  43486. import { WebXRRenderTarget, WebXRState } from "babylonjs/Cameras/XR/webXRTypes";
  43487. import { WebXRManagedOutputCanvasOptions } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43488. /**
  43489. * Manages an XRSession to work with Babylon's engine
  43490. * @see https://doc.babylonjs.com/how_to/webxr
  43491. */
  43492. export class WebXRSessionManager implements IDisposable {
  43493. private scene;
  43494. /**
  43495. * Fires every time a new xrFrame arrives which can be used to update the camera
  43496. */
  43497. onXRFrameObservable: Observable<any>;
  43498. /**
  43499. * Fires when the xr session is ended either by the device or manually done
  43500. */
  43501. onXRSessionEnded: Observable<any>;
  43502. /**
  43503. * Underlying xr session
  43504. */
  43505. session: XRSession;
  43506. /**
  43507. * Type of reference space used when creating the session
  43508. */
  43509. referenceSpace: XRReferenceSpace;
  43510. /**
  43511. * Current XR frame
  43512. */
  43513. currentFrame: Nullable<XRFrame>;
  43514. private _xrNavigator;
  43515. private baseLayer;
  43516. private _rttProvider;
  43517. private _sessionEnded;
  43518. /**
  43519. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  43520. * @param scene The scene which the session should be created for
  43521. */
  43522. constructor(scene: Scene);
  43523. /**
  43524. * Initializes the manager
  43525. * After initialization enterXR can be called to start an XR session
  43526. * @returns Promise which resolves after it is initialized
  43527. */
  43528. initializeAsync(): Promise<void>;
  43529. /**
  43530. * Initializes an xr session
  43531. * @param xrSessionMode mode to initialize
  43532. * @param optionalFeatures defines optional values to pass to the session builder
  43533. * @returns a promise which will resolve once the session has been initialized
  43534. */
  43535. initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): Promise<XRSession>;
  43536. /**
  43537. * Sets the reference space on the xr session
  43538. * @param referenceSpace space to set
  43539. * @returns a promise that will resolve once the reference space has been set
  43540. */
  43541. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  43542. /**
  43543. * Updates the render state of the session
  43544. * @param state state to set
  43545. * @returns a promise that resolves once the render state has been updated
  43546. */
  43547. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  43548. /**
  43549. * Starts rendering to the xr layer
  43550. * @returns a promise that will resolve once rendering has started
  43551. */
  43552. startRenderingToXRAsync(): Promise<void>;
  43553. /**
  43554. * Gets the correct render target texture to be rendered this frame for this eye
  43555. * @param eye the eye for which to get the render target
  43556. * @returns the render target for the specified eye
  43557. */
  43558. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  43559. /**
  43560. * Stops the xrSession and restores the renderloop
  43561. * @returns Promise which resolves after it exits XR
  43562. */
  43563. exitXRAsync(): Promise<void>;
  43564. /**
  43565. * Checks if a session would be supported for the creation options specified
  43566. * @param sessionMode session mode to check if supported eg. immersive-vr
  43567. * @returns true if supported
  43568. */
  43569. supportsSessionAsync(sessionMode: XRSessionMode): any;
  43570. /**
  43571. * Creates a WebXRRenderTarget object for the XR session
  43572. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  43573. * @param options optional options to provide when creating a new render target
  43574. * @returns a WebXR render target to which the session can render
  43575. */
  43576. getWebXRRenderTarget(onStateChangedObservable?: Observable<WebXRState>, options?: WebXRManagedOutputCanvasOptions): WebXRRenderTarget;
  43577. /**
  43578. * @hidden
  43579. * Converts the render layer of xrSession to a render target
  43580. * @param session session to create render target for
  43581. * @param scene scene the new render target should be created for
  43582. */
  43583. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  43584. /**
  43585. * Disposes of the session manager
  43586. */
  43587. dispose(): void;
  43588. }
  43589. }
  43590. declare module "babylonjs/Cameras/XR/webXRCamera" {
  43591. import { Scene } from "babylonjs/scene";
  43592. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  43593. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43594. /**
  43595. * WebXR Camera which holds the views for the xrSession
  43596. * @see https://doc.babylonjs.com/how_to/webxr
  43597. */
  43598. export class WebXRCamera extends FreeCamera {
  43599. /**
  43600. * Is the camera in debug mode. Used when using an emulator
  43601. */
  43602. debugMode: boolean;
  43603. /**
  43604. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  43605. * @param name the name of the camera
  43606. * @param scene the scene to add the camera to
  43607. */
  43608. constructor(name: string, scene: Scene);
  43609. private _updateNumberOfRigCameras;
  43610. /** @hidden */
  43611. _updateForDualEyeDebugging(): void;
  43612. /**
  43613. * Updates the cameras position from the current pose information of the XR session
  43614. * @param xrSessionManager the session containing pose information
  43615. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  43616. */
  43617. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  43618. }
  43619. }
  43620. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  43621. import { Observable } from "babylonjs/Misc/observable";
  43622. import { IDisposable, Scene } from "babylonjs/scene";
  43623. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  43624. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43625. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43626. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  43627. import { WebXRState, WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43628. /**
  43629. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  43630. * @see https://doc.babylonjs.com/how_to/webxr
  43631. */
  43632. export class WebXRExperienceHelper implements IDisposable {
  43633. private scene;
  43634. /**
  43635. * Container which stores the xr camera and controllers as children. This can be used to move the camera/user as the camera's position is updated by the xr device
  43636. */
  43637. container: AbstractMesh;
  43638. /**
  43639. * Camera used to render xr content
  43640. */
  43641. camera: WebXRCamera;
  43642. /**
  43643. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  43644. */
  43645. state: WebXRState;
  43646. private _setState;
  43647. private static _TmpVector;
  43648. /**
  43649. * Fires when the state of the experience helper has changed
  43650. */
  43651. onStateChangedObservable: Observable<WebXRState>;
  43652. /** Session manager used to keep track of xr session */
  43653. sessionManager: WebXRSessionManager;
  43654. private _nonVRCamera;
  43655. private _originalSceneAutoClear;
  43656. private _supported;
  43657. /**
  43658. * Creates the experience helper
  43659. * @param scene the scene to attach the experience helper to
  43660. * @returns a promise for the experience helper
  43661. */
  43662. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  43663. /**
  43664. * Creates a WebXRExperienceHelper
  43665. * @param scene The scene the helper should be created in
  43666. */
  43667. private constructor();
  43668. /**
  43669. * Exits XR mode and returns the scene to its original state
  43670. * @returns promise that resolves after xr mode has exited
  43671. */
  43672. exitXRAsync(): Promise<void>;
  43673. /**
  43674. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  43675. * @param sessionMode options for the XR session
  43676. * @param referenceSpaceType frame of reference of the XR session
  43677. * @param renderTarget the output canvas that will be used to enter XR mode
  43678. * @returns promise that resolves after xr mode has entered
  43679. */
  43680. enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): Promise<WebXRSessionManager>;
  43681. /**
  43682. * Updates the global position of the camera by moving the camera's container
  43683. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  43684. * @param position The desired global position of the camera
  43685. */
  43686. setPositionOfCameraUsingContainer(position: Vector3): void;
  43687. /**
  43688. * Rotates the xr camera by rotating the camera's container around the camera's position
  43689. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  43690. * @param rotation the desired quaternion rotation to apply to the camera
  43691. */
  43692. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  43693. /**
  43694. * Disposes of the experience helper
  43695. */
  43696. dispose(): void;
  43697. }
  43698. }
  43699. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  43700. import { Nullable } from "babylonjs/types";
  43701. import { Observable } from "babylonjs/Misc/observable";
  43702. import { IDisposable, Scene } from "babylonjs/scene";
  43703. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43704. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43705. /**
  43706. * Button which can be used to enter a different mode of XR
  43707. */
  43708. export class WebXREnterExitUIButton {
  43709. /** button element */
  43710. element: HTMLElement;
  43711. /** XR initialization options for the button */
  43712. sessionMode: XRSessionMode;
  43713. /** Reference space type */
  43714. referenceSpaceType: XRReferenceSpaceType;
  43715. /**
  43716. * Creates a WebXREnterExitUIButton
  43717. * @param element button element
  43718. * @param sessionMode XR initialization session mode
  43719. * @param referenceSpaceType the type of reference space to be used
  43720. */
  43721. constructor(
  43722. /** button element */
  43723. element: HTMLElement,
  43724. /** XR initialization options for the button */
  43725. sessionMode: XRSessionMode,
  43726. /** Reference space type */
  43727. referenceSpaceType: XRReferenceSpaceType);
  43728. /**
  43729. * Overwritable function which can be used to update the button's visuals when the state changes
  43730. * @param activeButton the current active button in the UI
  43731. */
  43732. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  43733. }
  43734. /**
  43735. * Options to create the webXR UI
  43736. */
  43737. export class WebXREnterExitUIOptions {
  43738. /**
  43739. * Context to enter xr with
  43740. */
  43741. renderTarget?: Nullable<WebXRRenderTarget>;
  43742. /**
  43743. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  43744. */
  43745. customButtons?: Array<WebXREnterExitUIButton>;
  43746. /**
  43747. * A session mode to use when creating the default button.
  43748. * Default is immersive-vr
  43749. */
  43750. sessionMode?: XRSessionMode;
  43751. /**
  43752. * A reference space type to use when creating the default button.
  43753. * Default is local-floor
  43754. */
  43755. referenceSpaceType?: XRReferenceSpaceType;
  43756. }
  43757. /**
  43758. * UI to allow the user to enter/exit XR mode
  43759. */
  43760. export class WebXREnterExitUI implements IDisposable {
  43761. private scene;
  43762. private _overlay;
  43763. private _buttons;
  43764. private _activeButton;
  43765. /**
  43766. * Fired every time the active button is changed.
  43767. *
  43768. * When xr is entered via a button that launches xr that button will be the callback parameter
  43769. *
  43770. * When exiting xr the callback parameter will be null)
  43771. */
  43772. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  43773. /**
  43774. * Creates UI to allow the user to enter/exit XR mode
  43775. * @param scene the scene to add the ui to
  43776. * @param helper the xr experience helper to enter/exit xr with
  43777. * @param options options to configure the UI
  43778. * @returns the created ui
  43779. */
  43780. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  43781. private constructor();
  43782. private _updateButtons;
  43783. /**
  43784. * Disposes of the object
  43785. */
  43786. dispose(): void;
  43787. }
  43788. }
  43789. declare module "babylonjs/Cameras/XR/webXRController" {
  43790. import { Nullable } from "babylonjs/types";
  43791. import { Observable } from "babylonjs/Misc/observable";
  43792. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43793. import { Ray } from "babylonjs/Culling/ray";
  43794. import { Scene } from "babylonjs/scene";
  43795. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43796. /**
  43797. * Represents an XR input
  43798. */
  43799. export class WebXRController {
  43800. private scene;
  43801. /** The underlying input source for the controller */
  43802. inputSource: XRInputSource;
  43803. private parentContainer;
  43804. /**
  43805. * Represents the part of the controller that is held. This may not exist if the controller is the head mounted display itself, if thats the case only the pointer from the head will be availible
  43806. */
  43807. grip?: AbstractMesh;
  43808. /**
  43809. * Pointer which can be used to select objects or attach a visible laser to
  43810. */
  43811. pointer: AbstractMesh;
  43812. private _gamepadMode;
  43813. /**
  43814. * If available, this is the gamepad object related to this controller.
  43815. * Using this object it is possible to get click events and trackpad changes of the
  43816. * webxr controller that is currently being used.
  43817. */
  43818. gamepadController?: WebVRController;
  43819. /**
  43820. * Event that fires when the controller is removed/disposed
  43821. */
  43822. onDisposeObservable: Observable<{}>;
  43823. private _tmpMatrix;
  43824. private _tmpQuaternion;
  43825. private _tmpVector;
  43826. /**
  43827. * Creates the controller
  43828. * @see https://doc.babylonjs.com/how_to/webxr
  43829. * @param scene the scene which the controller should be associated to
  43830. * @param inputSource the underlying input source for the controller
  43831. * @param parentContainer parent that the controller meshes should be children of
  43832. */
  43833. constructor(scene: Scene,
  43834. /** The underlying input source for the controller */
  43835. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  43836. /**
  43837. * Updates the controller pose based on the given XRFrame
  43838. * @param xrFrame xr frame to update the pose with
  43839. * @param referenceSpace reference space to use
  43840. */
  43841. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  43842. /**
  43843. * Gets a world space ray coming from the controller
  43844. * @param result the resulting ray
  43845. */
  43846. getWorldPointerRayToRef(result: Ray): void;
  43847. /**
  43848. * Get the scene associated with this controller
  43849. * @returns the scene object
  43850. */
  43851. getScene(): Scene;
  43852. /**
  43853. * Disposes of the object
  43854. */
  43855. dispose(): void;
  43856. }
  43857. }
  43858. declare module "babylonjs/Cameras/XR/webXRInput" {
  43859. import { Observable } from "babylonjs/Misc/observable";
  43860. import { IDisposable } from "babylonjs/scene";
  43861. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43862. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  43863. /**
  43864. * XR input used to track XR inputs such as controllers/rays
  43865. */
  43866. export class WebXRInput implements IDisposable {
  43867. /**
  43868. * Base experience the input listens to
  43869. */
  43870. baseExperience: WebXRExperienceHelper;
  43871. /**
  43872. * XR controllers being tracked
  43873. */
  43874. controllers: Array<WebXRController>;
  43875. private _frameObserver;
  43876. private _stateObserver;
  43877. /**
  43878. * Event when a controller has been connected/added
  43879. */
  43880. onControllerAddedObservable: Observable<WebXRController>;
  43881. /**
  43882. * Event when a controller has been removed/disconnected
  43883. */
  43884. onControllerRemovedObservable: Observable<WebXRController>;
  43885. /**
  43886. * Initializes the WebXRInput
  43887. * @param baseExperience experience helper which the input should be created for
  43888. */
  43889. constructor(
  43890. /**
  43891. * Base experience the input listens to
  43892. */
  43893. baseExperience: WebXRExperienceHelper);
  43894. private _onInputSourcesChange;
  43895. private _addAndRemoveControllers;
  43896. /**
  43897. * Disposes of the object
  43898. */
  43899. dispose(): void;
  43900. }
  43901. }
  43902. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  43903. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43904. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43905. /**
  43906. * Enables teleportation
  43907. */
  43908. export class WebXRControllerTeleportation {
  43909. private _teleportationFillColor;
  43910. private _teleportationBorderColor;
  43911. private _tmpRay;
  43912. private _tmpVector;
  43913. /**
  43914. * Creates a WebXRControllerTeleportation
  43915. * @param input input manager to add teleportation to
  43916. * @param floorMeshes floormeshes which can be teleported to
  43917. */
  43918. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  43919. }
  43920. }
  43921. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  43922. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43923. /**
  43924. * Handles pointer input automatically for the pointer of XR controllers
  43925. */
  43926. export class WebXRControllerPointerSelection {
  43927. private static _idCounter;
  43928. private _tmpRay;
  43929. /**
  43930. * Creates a WebXRControllerPointerSelection
  43931. * @param input input manager to setup pointer selection
  43932. */
  43933. constructor(input: WebXRInput);
  43934. private _convertNormalToDirectionOfRay;
  43935. private _updatePointerDistance;
  43936. }
  43937. }
  43938. declare module "babylonjs/Loading/sceneLoader" {
  43939. import { Observable } from "babylonjs/Misc/observable";
  43940. import { Nullable } from "babylonjs/types";
  43941. import { Scene } from "babylonjs/scene";
  43942. import { Engine } from "babylonjs/Engines/engine";
  43943. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43944. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  43945. import { AssetContainer } from "babylonjs/assetContainer";
  43946. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  43947. import { Skeleton } from "babylonjs/Bones/skeleton";
  43948. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  43949. import { WebRequest } from "babylonjs/Misc/webRequest";
  43950. /**
  43951. * Class used to represent data loading progression
  43952. */
  43953. export class SceneLoaderProgressEvent {
  43954. /** defines if data length to load can be evaluated */
  43955. readonly lengthComputable: boolean;
  43956. /** defines the loaded data length */
  43957. readonly loaded: number;
  43958. /** defines the data length to load */
  43959. readonly total: number;
  43960. /**
  43961. * Create a new progress event
  43962. * @param lengthComputable defines if data length to load can be evaluated
  43963. * @param loaded defines the loaded data length
  43964. * @param total defines the data length to load
  43965. */
  43966. constructor(
  43967. /** defines if data length to load can be evaluated */
  43968. lengthComputable: boolean,
  43969. /** defines the loaded data length */
  43970. loaded: number,
  43971. /** defines the data length to load */
  43972. total: number);
  43973. /**
  43974. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  43975. * @param event defines the source event
  43976. * @returns a new SceneLoaderProgressEvent
  43977. */
  43978. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  43979. }
  43980. /**
  43981. * Interface used by SceneLoader plugins to define supported file extensions
  43982. */
  43983. export interface ISceneLoaderPluginExtensions {
  43984. /**
  43985. * Defines the list of supported extensions
  43986. */
  43987. [extension: string]: {
  43988. isBinary: boolean;
  43989. };
  43990. }
  43991. /**
  43992. * Interface used by SceneLoader plugin factory
  43993. */
  43994. export interface ISceneLoaderPluginFactory {
  43995. /**
  43996. * Defines the name of the factory
  43997. */
  43998. name: string;
  43999. /**
  44000. * Function called to create a new plugin
  44001. * @return the new plugin
  44002. */
  44003. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  44004. /**
  44005. * The callback that returns true if the data can be directly loaded.
  44006. * @param data string containing the file data
  44007. * @returns if the data can be loaded directly
  44008. */
  44009. canDirectLoad?(data: string): boolean;
  44010. }
  44011. /**
  44012. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  44013. */
  44014. export interface ISceneLoaderPluginBase {
  44015. /**
  44016. * The friendly name of this plugin.
  44017. */
  44018. name: string;
  44019. /**
  44020. * The file extensions supported by this plugin.
  44021. */
  44022. extensions: string | ISceneLoaderPluginExtensions;
  44023. /**
  44024. * The callback called when loading from a url.
  44025. * @param scene scene loading this url
  44026. * @param url url to load
  44027. * @param onSuccess callback called when the file successfully loads
  44028. * @param onProgress callback called while file is loading (if the server supports this mode)
  44029. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  44030. * @param onError callback called when the file fails to load
  44031. * @returns a file request object
  44032. */
  44033. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  44034. /**
  44035. * The callback called when loading from a file object.
  44036. * @param scene scene loading this file
  44037. * @param file defines the file to load
  44038. * @param onSuccess defines the callback to call when data is loaded
  44039. * @param onProgress defines the callback to call during loading process
  44040. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  44041. * @param onError defines the callback to call when an error occurs
  44042. * @returns a file request object
  44043. */
  44044. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  44045. /**
  44046. * The callback that returns true if the data can be directly loaded.
  44047. * @param data string containing the file data
  44048. * @returns if the data can be loaded directly
  44049. */
  44050. canDirectLoad?(data: string): boolean;
  44051. /**
  44052. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  44053. * @param scene scene loading this data
  44054. * @param data string containing the data
  44055. * @returns data to pass to the plugin
  44056. */
  44057. directLoad?(scene: Scene, data: string): any;
  44058. /**
  44059. * The callback that allows custom handling of the root url based on the response url.
  44060. * @param rootUrl the original root url
  44061. * @param responseURL the response url if available
  44062. * @returns the new root url
  44063. */
  44064. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  44065. }
  44066. /**
  44067. * Interface used to define a SceneLoader plugin
  44068. */
  44069. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  44070. /**
  44071. * Import meshes into a scene.
  44072. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44073. * @param scene The scene to import into
  44074. * @param data The data to import
  44075. * @param rootUrl The root url for scene and resources
  44076. * @param meshes The meshes array to import into
  44077. * @param particleSystems The particle systems array to import into
  44078. * @param skeletons The skeletons array to import into
  44079. * @param onError The callback when import fails
  44080. * @returns True if successful or false otherwise
  44081. */
  44082. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  44083. /**
  44084. * Load into a scene.
  44085. * @param scene The scene to load into
  44086. * @param data The data to import
  44087. * @param rootUrl The root url for scene and resources
  44088. * @param onError The callback when import fails
  44089. * @returns True if successful or false otherwise
  44090. */
  44091. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  44092. /**
  44093. * Load into an asset container.
  44094. * @param scene The scene to load into
  44095. * @param data The data to import
  44096. * @param rootUrl The root url for scene and resources
  44097. * @param onError The callback when import fails
  44098. * @returns The loaded asset container
  44099. */
  44100. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  44101. }
  44102. /**
  44103. * Interface used to define an async SceneLoader plugin
  44104. */
  44105. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  44106. /**
  44107. * Import meshes into a scene.
  44108. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44109. * @param scene The scene to import into
  44110. * @param data The data to import
  44111. * @param rootUrl The root url for scene and resources
  44112. * @param onProgress The callback when the load progresses
  44113. * @param fileName Defines the name of the file to load
  44114. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  44115. */
  44116. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  44117. meshes: AbstractMesh[];
  44118. particleSystems: IParticleSystem[];
  44119. skeletons: Skeleton[];
  44120. animationGroups: AnimationGroup[];
  44121. }>;
  44122. /**
  44123. * Load into a scene.
  44124. * @param scene The scene to load into
  44125. * @param data The data to import
  44126. * @param rootUrl The root url for scene and resources
  44127. * @param onProgress The callback when the load progresses
  44128. * @param fileName Defines the name of the file to load
  44129. * @returns Nothing
  44130. */
  44131. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  44132. /**
  44133. * Load into an asset container.
  44134. * @param scene The scene to load into
  44135. * @param data The data to import
  44136. * @param rootUrl The root url for scene and resources
  44137. * @param onProgress The callback when the load progresses
  44138. * @param fileName Defines the name of the file to load
  44139. * @returns The loaded asset container
  44140. */
  44141. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  44142. }
  44143. /**
  44144. * Class used to load scene from various file formats using registered plugins
  44145. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  44146. */
  44147. export class SceneLoader {
  44148. /**
  44149. * No logging while loading
  44150. */
  44151. static readonly NO_LOGGING: number;
  44152. /**
  44153. * Minimal logging while loading
  44154. */
  44155. static readonly MINIMAL_LOGGING: number;
  44156. /**
  44157. * Summary logging while loading
  44158. */
  44159. static readonly SUMMARY_LOGGING: number;
  44160. /**
  44161. * Detailled logging while loading
  44162. */
  44163. static readonly DETAILED_LOGGING: number;
  44164. /**
  44165. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  44166. */
  44167. static ForceFullSceneLoadingForIncremental: boolean;
  44168. /**
  44169. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  44170. */
  44171. static ShowLoadingScreen: boolean;
  44172. /**
  44173. * Defines the current logging level (while loading the scene)
  44174. * @ignorenaming
  44175. */
  44176. static loggingLevel: number;
  44177. /**
  44178. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  44179. */
  44180. static CleanBoneMatrixWeights: boolean;
  44181. /**
  44182. * Event raised when a plugin is used to load a scene
  44183. */
  44184. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  44185. private static _registeredPlugins;
  44186. private static _getDefaultPlugin;
  44187. private static _getPluginForExtension;
  44188. private static _getPluginForDirectLoad;
  44189. private static _getPluginForFilename;
  44190. private static _getDirectLoad;
  44191. private static _loadData;
  44192. private static _getFileInfo;
  44193. /**
  44194. * Gets a plugin that can load the given extension
  44195. * @param extension defines the extension to load
  44196. * @returns a plugin or null if none works
  44197. */
  44198. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  44199. /**
  44200. * Gets a boolean indicating that the given extension can be loaded
  44201. * @param extension defines the extension to load
  44202. * @returns true if the extension is supported
  44203. */
  44204. static IsPluginForExtensionAvailable(extension: string): boolean;
  44205. /**
  44206. * Adds a new plugin to the list of registered plugins
  44207. * @param plugin defines the plugin to add
  44208. */
  44209. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  44210. /**
  44211. * Import meshes into a scene
  44212. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44213. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  44214. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  44215. * @param scene the instance of BABYLON.Scene to append to
  44216. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  44217. * @param onProgress a callback with a progress event for each file being loaded
  44218. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44219. * @param pluginExtension the extension used to determine the plugin
  44220. * @returns The loaded plugin
  44221. */
  44222. static ImportMesh(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[]) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  44223. /**
  44224. * Import meshes into a scene
  44225. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44226. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  44227. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  44228. * @param scene the instance of BABYLON.Scene to append to
  44229. * @param onProgress a callback with a progress event for each file being loaded
  44230. * @param pluginExtension the extension used to determine the plugin
  44231. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  44232. */
  44233. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  44234. meshes: AbstractMesh[];
  44235. particleSystems: IParticleSystem[];
  44236. skeletons: Skeleton[];
  44237. animationGroups: AnimationGroup[];
  44238. }>;
  44239. /**
  44240. * Load a scene
  44241. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  44242. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  44243. * @param engine is the instance of BABYLON.Engine to use to create the scene
  44244. * @param onSuccess a callback with the scene when import succeeds
  44245. * @param onProgress a callback with a progress event for each file being loaded
  44246. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44247. * @param pluginExtension the extension used to determine the plugin
  44248. * @returns The loaded plugin
  44249. */
  44250. static Load(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  44251. /**
  44252. * Load a scene
  44253. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  44254. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  44255. * @param engine is the instance of BABYLON.Engine to use to create the scene
  44256. * @param onProgress a callback with a progress event for each file being loaded
  44257. * @param pluginExtension the extension used to determine the plugin
  44258. * @returns The loaded scene
  44259. */
  44260. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  44261. /**
  44262. * Append a scene
  44263. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  44264. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  44265. * @param scene is the instance of BABYLON.Scene to append to
  44266. * @param onSuccess a callback with the scene when import succeeds
  44267. * @param onProgress a callback with a progress event for each file being loaded
  44268. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44269. * @param pluginExtension the extension used to determine the plugin
  44270. * @returns The loaded plugin
  44271. */
  44272. static Append(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  44273. /**
  44274. * Append a scene
  44275. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  44276. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  44277. * @param scene is the instance of BABYLON.Scene to append to
  44278. * @param onProgress a callback with a progress event for each file being loaded
  44279. * @param pluginExtension the extension used to determine the plugin
  44280. * @returns The given scene
  44281. */
  44282. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  44283. /**
  44284. * Load a scene into an asset container
  44285. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  44286. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  44287. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  44288. * @param onSuccess a callback with the scene when import succeeds
  44289. * @param onProgress a callback with a progress event for each file being loaded
  44290. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44291. * @param pluginExtension the extension used to determine the plugin
  44292. * @returns The loaded plugin
  44293. */
  44294. static LoadAssetContainer(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(assets: AssetContainer) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  44295. /**
  44296. * Load a scene into an asset container
  44297. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  44298. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  44299. * @param scene is the instance of Scene to append to
  44300. * @param onProgress a callback with a progress event for each file being loaded
  44301. * @param pluginExtension the extension used to determine the plugin
  44302. * @returns The loaded asset container
  44303. */
  44304. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  44305. }
  44306. }
  44307. declare module "babylonjs/Gamepads/Controllers/genericController" {
  44308. import { Scene } from "babylonjs/scene";
  44309. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44310. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44311. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44312. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44313. /**
  44314. * Generic Controller
  44315. */
  44316. export class GenericController extends WebVRController {
  44317. /**
  44318. * Base Url for the controller model.
  44319. */
  44320. static readonly MODEL_BASE_URL: string;
  44321. /**
  44322. * File name for the controller model.
  44323. */
  44324. static readonly MODEL_FILENAME: string;
  44325. /**
  44326. * Creates a new GenericController from a gamepad
  44327. * @param vrGamepad the gamepad that the controller should be created from
  44328. */
  44329. constructor(vrGamepad: any);
  44330. /**
  44331. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44332. * @param scene scene in which to add meshes
  44333. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44334. */
  44335. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44336. /**
  44337. * Called once for each button that changed state since the last frame
  44338. * @param buttonIdx Which button index changed
  44339. * @param state New state of the button
  44340. * @param changes Which properties on the state changed since last frame
  44341. */
  44342. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44343. }
  44344. }
  44345. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  44346. import { Observable } from "babylonjs/Misc/observable";
  44347. import { Scene } from "babylonjs/scene";
  44348. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44349. import { Ray } from "babylonjs/Culling/ray";
  44350. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44351. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44352. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44353. /**
  44354. * Defines the WindowsMotionController object that the state of the windows motion controller
  44355. */
  44356. export class WindowsMotionController extends WebVRController {
  44357. /**
  44358. * The base url used to load the left and right controller models
  44359. */
  44360. static MODEL_BASE_URL: string;
  44361. /**
  44362. * The name of the left controller model file
  44363. */
  44364. static MODEL_LEFT_FILENAME: string;
  44365. /**
  44366. * The name of the right controller model file
  44367. */
  44368. static MODEL_RIGHT_FILENAME: string;
  44369. /**
  44370. * The controller name prefix for this controller type
  44371. */
  44372. static readonly GAMEPAD_ID_PREFIX: string;
  44373. /**
  44374. * The controller id pattern for this controller type
  44375. */
  44376. private static readonly GAMEPAD_ID_PATTERN;
  44377. private _loadedMeshInfo;
  44378. private readonly _mapping;
  44379. /**
  44380. * Fired when the trackpad on this controller is clicked
  44381. */
  44382. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  44383. /**
  44384. * Fired when the trackpad on this controller is modified
  44385. */
  44386. onTrackpadValuesChangedObservable: Observable<StickValues>;
  44387. /**
  44388. * The current x and y values of this controller's trackpad
  44389. */
  44390. trackpad: StickValues;
  44391. /**
  44392. * Creates a new WindowsMotionController from a gamepad
  44393. * @param vrGamepad the gamepad that the controller should be created from
  44394. */
  44395. constructor(vrGamepad: any);
  44396. /**
  44397. * Fired when the trigger on this controller is modified
  44398. */
  44399. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44400. /**
  44401. * Fired when the menu button on this controller is modified
  44402. */
  44403. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44404. /**
  44405. * Fired when the grip button on this controller is modified
  44406. */
  44407. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44408. /**
  44409. * Fired when the thumbstick button on this controller is modified
  44410. */
  44411. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44412. /**
  44413. * Fired when the touchpad button on this controller is modified
  44414. */
  44415. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44416. /**
  44417. * Fired when the touchpad values on this controller are modified
  44418. */
  44419. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  44420. private _updateTrackpad;
  44421. /**
  44422. * Called once per frame by the engine.
  44423. */
  44424. update(): void;
  44425. /**
  44426. * Called once for each button that changed state since the last frame
  44427. * @param buttonIdx Which button index changed
  44428. * @param state New state of the button
  44429. * @param changes Which properties on the state changed since last frame
  44430. */
  44431. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44432. /**
  44433. * Moves the buttons on the controller mesh based on their current state
  44434. * @param buttonName the name of the button to move
  44435. * @param buttonValue the value of the button which determines the buttons new position
  44436. */
  44437. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  44438. /**
  44439. * Moves the axis on the controller mesh based on its current state
  44440. * @param axis the index of the axis
  44441. * @param axisValue the value of the axis which determines the meshes new position
  44442. * @hidden
  44443. */
  44444. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  44445. /**
  44446. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44447. * @param scene scene in which to add meshes
  44448. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44449. */
  44450. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  44451. /**
  44452. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  44453. * can be transformed by button presses and axes values, based on this._mapping.
  44454. *
  44455. * @param scene scene in which the meshes exist
  44456. * @param meshes list of meshes that make up the controller model to process
  44457. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  44458. */
  44459. private processModel;
  44460. private createMeshInfo;
  44461. /**
  44462. * Gets the ray of the controller in the direction the controller is pointing
  44463. * @param length the length the resulting ray should be
  44464. * @returns a ray in the direction the controller is pointing
  44465. */
  44466. getForwardRay(length?: number): Ray;
  44467. /**
  44468. * Disposes of the controller
  44469. */
  44470. dispose(): void;
  44471. }
  44472. }
  44473. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  44474. import { Observable } from "babylonjs/Misc/observable";
  44475. import { Scene } from "babylonjs/scene";
  44476. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44477. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44478. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44479. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44480. /**
  44481. * Oculus Touch Controller
  44482. */
  44483. export class OculusTouchController extends WebVRController {
  44484. /**
  44485. * Base Url for the controller model.
  44486. */
  44487. static MODEL_BASE_URL: string;
  44488. /**
  44489. * File name for the left controller model.
  44490. */
  44491. static MODEL_LEFT_FILENAME: string;
  44492. /**
  44493. * File name for the right controller model.
  44494. */
  44495. static MODEL_RIGHT_FILENAME: string;
  44496. /**
  44497. * Base Url for the Quest controller model.
  44498. */
  44499. static QUEST_MODEL_BASE_URL: string;
  44500. /**
  44501. * @hidden
  44502. * If the controllers are running on a device that needs the updated Quest controller models
  44503. */
  44504. static _IsQuest: boolean;
  44505. /**
  44506. * Fired when the secondary trigger on this controller is modified
  44507. */
  44508. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  44509. /**
  44510. * Fired when the thumb rest on this controller is modified
  44511. */
  44512. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  44513. /**
  44514. * Creates a new OculusTouchController from a gamepad
  44515. * @param vrGamepad the gamepad that the controller should be created from
  44516. */
  44517. constructor(vrGamepad: any);
  44518. /**
  44519. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44520. * @param scene scene in which to add meshes
  44521. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44522. */
  44523. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44524. /**
  44525. * Fired when the A button on this controller is modified
  44526. */
  44527. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44528. /**
  44529. * Fired when the B button on this controller is modified
  44530. */
  44531. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44532. /**
  44533. * Fired when the X button on this controller is modified
  44534. */
  44535. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44536. /**
  44537. * Fired when the Y button on this controller is modified
  44538. */
  44539. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44540. /**
  44541. * Called once for each button that changed state since the last frame
  44542. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  44543. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  44544. * 2) secondary trigger (same)
  44545. * 3) A (right) X (left), touch, pressed = value
  44546. * 4) B / Y
  44547. * 5) thumb rest
  44548. * @param buttonIdx Which button index changed
  44549. * @param state New state of the button
  44550. * @param changes Which properties on the state changed since last frame
  44551. */
  44552. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44553. }
  44554. }
  44555. declare module "babylonjs/Gamepads/Controllers/viveController" {
  44556. import { Scene } from "babylonjs/scene";
  44557. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44558. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44559. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44560. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44561. import { Observable } from "babylonjs/Misc/observable";
  44562. /**
  44563. * Vive Controller
  44564. */
  44565. export class ViveController extends WebVRController {
  44566. /**
  44567. * Base Url for the controller model.
  44568. */
  44569. static MODEL_BASE_URL: string;
  44570. /**
  44571. * File name for the controller model.
  44572. */
  44573. static MODEL_FILENAME: string;
  44574. /**
  44575. * Creates a new ViveController from a gamepad
  44576. * @param vrGamepad the gamepad that the controller should be created from
  44577. */
  44578. constructor(vrGamepad: any);
  44579. /**
  44580. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44581. * @param scene scene in which to add meshes
  44582. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44583. */
  44584. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44585. /**
  44586. * Fired when the left button on this controller is modified
  44587. */
  44588. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44589. /**
  44590. * Fired when the right button on this controller is modified
  44591. */
  44592. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44593. /**
  44594. * Fired when the menu button on this controller is modified
  44595. */
  44596. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44597. /**
  44598. * Called once for each button that changed state since the last frame
  44599. * Vive mapping:
  44600. * 0: touchpad
  44601. * 1: trigger
  44602. * 2: left AND right buttons
  44603. * 3: menu button
  44604. * @param buttonIdx Which button index changed
  44605. * @param state New state of the button
  44606. * @param changes Which properties on the state changed since last frame
  44607. */
  44608. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44609. }
  44610. }
  44611. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  44612. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  44613. import { Observable } from "babylonjs/Misc/observable";
  44614. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  44615. /**
  44616. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  44617. */
  44618. export class WebXRControllerModelLoader {
  44619. /**
  44620. * an observable that triggers when a new model (the mesh itself) was initialized.
  44621. * To know when the mesh was loaded use the controller's own modelLoaded() method
  44622. */
  44623. onControllerModelLoaded: Observable<WebXRController>;
  44624. /**
  44625. * Creates the WebXRControllerModelLoader
  44626. * @param input xr input that creates the controllers
  44627. */
  44628. constructor(input: WebXRInput);
  44629. }
  44630. }
  44631. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  44632. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  44633. import { Scene } from "babylonjs/scene";
  44634. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  44635. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  44636. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  44637. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  44638. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  44639. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  44640. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44641. import { WebXRManagedOutputCanvasOptions } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  44642. /**
  44643. * Options for the default xr helper
  44644. */
  44645. export class WebXRDefaultExperienceOptions {
  44646. /**
  44647. * Floor meshes that should be used for teleporting
  44648. */
  44649. floorMeshes: Array<AbstractMesh>;
  44650. /**
  44651. * Enable or disable default UI to enter XR
  44652. */
  44653. disableDefaultUI: boolean;
  44654. /**
  44655. * optional configuration for the output canvas
  44656. */
  44657. outputCanvasOptions?: WebXRManagedOutputCanvasOptions;
  44658. }
  44659. /**
  44660. * Default experience which provides a similar setup to the previous webVRExperience
  44661. */
  44662. export class WebXRDefaultExperience {
  44663. /**
  44664. * Base experience
  44665. */
  44666. baseExperience: WebXRExperienceHelper;
  44667. /**
  44668. * Input experience extension
  44669. */
  44670. input: WebXRInput;
  44671. /**
  44672. * Loads the controller models
  44673. */
  44674. controllerModelLoader: WebXRControllerModelLoader;
  44675. /**
  44676. * Enables laser pointer and selection
  44677. */
  44678. pointerSelection: WebXRControllerPointerSelection;
  44679. /**
  44680. * Enables teleportation
  44681. */
  44682. teleportation: WebXRControllerTeleportation;
  44683. /**
  44684. * Enables ui for enetering/exiting xr
  44685. */
  44686. enterExitUI: WebXREnterExitUI;
  44687. /**
  44688. * Default target xr should render to
  44689. */
  44690. renderTarget: WebXRRenderTarget;
  44691. /**
  44692. * Creates the default xr experience
  44693. * @param scene scene
  44694. * @param options options for basic configuration
  44695. * @returns resulting WebXRDefaultExperience
  44696. */
  44697. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  44698. private constructor();
  44699. /**
  44700. * DIsposes of the experience helper
  44701. */
  44702. dispose(): void;
  44703. }
  44704. }
  44705. declare module "babylonjs/Cameras/XR/index" {
  44706. export * from "babylonjs/Cameras/XR/webXRCamera";
  44707. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  44708. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  44709. export * from "babylonjs/Cameras/XR/webXRInput";
  44710. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  44711. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  44712. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  44713. export * from "babylonjs/Cameras/XR/webXRController";
  44714. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  44715. export * from "babylonjs/Cameras/XR/webXRTypes";
  44716. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  44717. export * from "babylonjs/Cameras/XR/webXRDefaultExperience";
  44718. }
  44719. declare module "babylonjs/Cameras/RigModes/index" {
  44720. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  44721. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  44722. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  44723. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  44724. }
  44725. declare module "babylonjs/Cameras/index" {
  44726. export * from "babylonjs/Cameras/Inputs/index";
  44727. export * from "babylonjs/Cameras/cameraInputsManager";
  44728. export * from "babylonjs/Cameras/camera";
  44729. export * from "babylonjs/Cameras/targetCamera";
  44730. export * from "babylonjs/Cameras/freeCamera";
  44731. export * from "babylonjs/Cameras/freeCameraInputsManager";
  44732. export * from "babylonjs/Cameras/touchCamera";
  44733. export * from "babylonjs/Cameras/arcRotateCamera";
  44734. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  44735. export * from "babylonjs/Cameras/deviceOrientationCamera";
  44736. export * from "babylonjs/Cameras/flyCamera";
  44737. export * from "babylonjs/Cameras/flyCameraInputsManager";
  44738. export * from "babylonjs/Cameras/followCamera";
  44739. export * from "babylonjs/Cameras/followCameraInputsManager";
  44740. export * from "babylonjs/Cameras/gamepadCamera";
  44741. export * from "babylonjs/Cameras/Stereoscopic/index";
  44742. export * from "babylonjs/Cameras/universalCamera";
  44743. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  44744. export * from "babylonjs/Cameras/VR/index";
  44745. export * from "babylonjs/Cameras/XR/index";
  44746. export * from "babylonjs/Cameras/RigModes/index";
  44747. }
  44748. declare module "babylonjs/Collisions/index" {
  44749. export * from "babylonjs/Collisions/collider";
  44750. export * from "babylonjs/Collisions/collisionCoordinator";
  44751. export * from "babylonjs/Collisions/pickingInfo";
  44752. export * from "babylonjs/Collisions/intersectionInfo";
  44753. export * from "babylonjs/Collisions/meshCollisionData";
  44754. }
  44755. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  44756. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  44757. import { Vector3 } from "babylonjs/Maths/math.vector";
  44758. import { Ray } from "babylonjs/Culling/ray";
  44759. import { Plane } from "babylonjs/Maths/math.plane";
  44760. /**
  44761. * Contains an array of blocks representing the octree
  44762. */
  44763. export interface IOctreeContainer<T> {
  44764. /**
  44765. * Blocks within the octree
  44766. */
  44767. blocks: Array<OctreeBlock<T>>;
  44768. }
  44769. /**
  44770. * Class used to store a cell in an octree
  44771. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44772. */
  44773. export class OctreeBlock<T> {
  44774. /**
  44775. * Gets the content of the current block
  44776. */
  44777. entries: T[];
  44778. /**
  44779. * Gets the list of block children
  44780. */
  44781. blocks: Array<OctreeBlock<T>>;
  44782. private _depth;
  44783. private _maxDepth;
  44784. private _capacity;
  44785. private _minPoint;
  44786. private _maxPoint;
  44787. private _boundingVectors;
  44788. private _creationFunc;
  44789. /**
  44790. * Creates a new block
  44791. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  44792. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  44793. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44794. * @param depth defines the current depth of this block in the octree
  44795. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  44796. * @param creationFunc defines a callback to call when an element is added to the block
  44797. */
  44798. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  44799. /**
  44800. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44801. */
  44802. readonly capacity: number;
  44803. /**
  44804. * Gets the minimum vector (in world space) of the block's bounding box
  44805. */
  44806. readonly minPoint: Vector3;
  44807. /**
  44808. * Gets the maximum vector (in world space) of the block's bounding box
  44809. */
  44810. readonly maxPoint: Vector3;
  44811. /**
  44812. * Add a new element to this block
  44813. * @param entry defines the element to add
  44814. */
  44815. addEntry(entry: T): void;
  44816. /**
  44817. * Remove an element from this block
  44818. * @param entry defines the element to remove
  44819. */
  44820. removeEntry(entry: T): void;
  44821. /**
  44822. * Add an array of elements to this block
  44823. * @param entries defines the array of elements to add
  44824. */
  44825. addEntries(entries: T[]): void;
  44826. /**
  44827. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  44828. * @param frustumPlanes defines the frustum planes to test
  44829. * @param selection defines the array to store current content if selection is positive
  44830. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44831. */
  44832. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44833. /**
  44834. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  44835. * @param sphereCenter defines the bounding sphere center
  44836. * @param sphereRadius defines the bounding sphere radius
  44837. * @param selection defines the array to store current content if selection is positive
  44838. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44839. */
  44840. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44841. /**
  44842. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  44843. * @param ray defines the ray to test with
  44844. * @param selection defines the array to store current content if selection is positive
  44845. */
  44846. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  44847. /**
  44848. * Subdivide the content into child blocks (this block will then be empty)
  44849. */
  44850. createInnerBlocks(): void;
  44851. /**
  44852. * @hidden
  44853. */
  44854. static _CreateBlocks<T>(worldMin: Vector3, worldMax: Vector3, entries: T[], maxBlockCapacity: number, currentDepth: number, maxDepth: number, target: IOctreeContainer<T>, creationFunc: (entry: T, block: OctreeBlock<T>) => void): void;
  44855. }
  44856. }
  44857. declare module "babylonjs/Culling/Octrees/octree" {
  44858. import { SmartArray } from "babylonjs/Misc/smartArray";
  44859. import { Vector3 } from "babylonjs/Maths/math.vector";
  44860. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44861. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44862. import { Ray } from "babylonjs/Culling/ray";
  44863. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  44864. import { Plane } from "babylonjs/Maths/math.plane";
  44865. /**
  44866. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  44867. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44868. */
  44869. export class Octree<T> {
  44870. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  44871. maxDepth: number;
  44872. /**
  44873. * Blocks within the octree containing objects
  44874. */
  44875. blocks: Array<OctreeBlock<T>>;
  44876. /**
  44877. * Content stored in the octree
  44878. */
  44879. dynamicContent: T[];
  44880. private _maxBlockCapacity;
  44881. private _selectionContent;
  44882. private _creationFunc;
  44883. /**
  44884. * Creates a octree
  44885. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44886. * @param creationFunc function to be used to instatiate the octree
  44887. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  44888. * @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)
  44889. */
  44890. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  44891. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  44892. maxDepth?: number);
  44893. /**
  44894. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  44895. * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  44896. * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  44897. * @param entries meshes to be added to the octree blocks
  44898. */
  44899. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  44900. /**
  44901. * Adds a mesh to the octree
  44902. * @param entry Mesh to add to the octree
  44903. */
  44904. addMesh(entry: T): void;
  44905. /**
  44906. * Remove an element from the octree
  44907. * @param entry defines the element to remove
  44908. */
  44909. removeMesh(entry: T): void;
  44910. /**
  44911. * Selects an array of meshes within the frustum
  44912. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  44913. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  44914. * @returns array of meshes within the frustum
  44915. */
  44916. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  44917. /**
  44918. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  44919. * @param sphereCenter defines the bounding sphere center
  44920. * @param sphereRadius defines the bounding sphere radius
  44921. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44922. * @returns an array of objects that intersect the sphere
  44923. */
  44924. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  44925. /**
  44926. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  44927. * @param ray defines the ray to test with
  44928. * @returns array of intersected objects
  44929. */
  44930. intersectsRay(ray: Ray): SmartArray<T>;
  44931. /**
  44932. * Adds a mesh into the octree block if it intersects the block
  44933. */
  44934. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  44935. /**
  44936. * Adds a submesh into the octree block if it intersects the block
  44937. */
  44938. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  44939. }
  44940. }
  44941. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  44942. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  44943. import { Scene } from "babylonjs/scene";
  44944. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44945. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44946. import { Ray } from "babylonjs/Culling/ray";
  44947. import { Octree } from "babylonjs/Culling/Octrees/octree";
  44948. import { Collider } from "babylonjs/Collisions/collider";
  44949. module "babylonjs/scene" {
  44950. interface Scene {
  44951. /**
  44952. * @hidden
  44953. * Backing Filed
  44954. */
  44955. _selectionOctree: Octree<AbstractMesh>;
  44956. /**
  44957. * Gets the octree used to boost mesh selection (picking)
  44958. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44959. */
  44960. selectionOctree: Octree<AbstractMesh>;
  44961. /**
  44962. * Creates or updates the octree used to boost selection (picking)
  44963. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44964. * @param maxCapacity defines the maximum capacity per leaf
  44965. * @param maxDepth defines the maximum depth of the octree
  44966. * @returns an octree of AbstractMesh
  44967. */
  44968. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  44969. }
  44970. }
  44971. module "babylonjs/Meshes/abstractMesh" {
  44972. interface AbstractMesh {
  44973. /**
  44974. * @hidden
  44975. * Backing Field
  44976. */
  44977. _submeshesOctree: Octree<SubMesh>;
  44978. /**
  44979. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  44980. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  44981. * @param maxCapacity defines the maximum size of each block (64 by default)
  44982. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  44983. * @returns the new octree
  44984. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  44985. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44986. */
  44987. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  44988. }
  44989. }
  44990. /**
  44991. * Defines the octree scene component responsible to manage any octrees
  44992. * in a given scene.
  44993. */
  44994. export class OctreeSceneComponent {
  44995. /**
  44996. * The component name help to identify the component in the list of scene components.
  44997. */
  44998. readonly name: string;
  44999. /**
  45000. * The scene the component belongs to.
  45001. */
  45002. scene: Scene;
  45003. /**
  45004. * Indicates if the meshes have been checked to make sure they are isEnabled()
  45005. */
  45006. readonly checksIsEnabled: boolean;
  45007. /**
  45008. * Creates a new instance of the component for the given scene
  45009. * @param scene Defines the scene to register the component in
  45010. */
  45011. constructor(scene: Scene);
  45012. /**
  45013. * Registers the component in a given scene
  45014. */
  45015. register(): void;
  45016. /**
  45017. * Return the list of active meshes
  45018. * @returns the list of active meshes
  45019. */
  45020. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  45021. /**
  45022. * Return the list of active sub meshes
  45023. * @param mesh The mesh to get the candidates sub meshes from
  45024. * @returns the list of active sub meshes
  45025. */
  45026. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  45027. private _tempRay;
  45028. /**
  45029. * Return the list of sub meshes intersecting with a given local ray
  45030. * @param mesh defines the mesh to find the submesh for
  45031. * @param localRay defines the ray in local space
  45032. * @returns the list of intersecting sub meshes
  45033. */
  45034. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  45035. /**
  45036. * Return the list of sub meshes colliding with a collider
  45037. * @param mesh defines the mesh to find the submesh for
  45038. * @param collider defines the collider to evaluate the collision against
  45039. * @returns the list of colliding sub meshes
  45040. */
  45041. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  45042. /**
  45043. * Rebuilds the elements related to this component in case of
  45044. * context lost for instance.
  45045. */
  45046. rebuild(): void;
  45047. /**
  45048. * Disposes the component and the associated ressources.
  45049. */
  45050. dispose(): void;
  45051. }
  45052. }
  45053. declare module "babylonjs/Culling/Octrees/index" {
  45054. export * from "babylonjs/Culling/Octrees/octree";
  45055. export * from "babylonjs/Culling/Octrees/octreeBlock";
  45056. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  45057. }
  45058. declare module "babylonjs/Culling/index" {
  45059. export * from "babylonjs/Culling/boundingBox";
  45060. export * from "babylonjs/Culling/boundingInfo";
  45061. export * from "babylonjs/Culling/boundingSphere";
  45062. export * from "babylonjs/Culling/Octrees/index";
  45063. export * from "babylonjs/Culling/ray";
  45064. }
  45065. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  45066. import { IDisposable, Scene } from "babylonjs/scene";
  45067. import { Nullable } from "babylonjs/types";
  45068. import { Observable } from "babylonjs/Misc/observable";
  45069. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45070. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  45071. import { Camera } from "babylonjs/Cameras/camera";
  45072. /**
  45073. * Renders a layer on top of an existing scene
  45074. */
  45075. export class UtilityLayerRenderer implements IDisposable {
  45076. /** the original scene that will be rendered on top of */
  45077. originalScene: Scene;
  45078. private _pointerCaptures;
  45079. private _lastPointerEvents;
  45080. private static _DefaultUtilityLayer;
  45081. private static _DefaultKeepDepthUtilityLayer;
  45082. private _sharedGizmoLight;
  45083. private _renderCamera;
  45084. /**
  45085. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  45086. * @returns the camera that is used when rendering the utility layer
  45087. */
  45088. getRenderCamera(): Nullable<Camera>;
  45089. /**
  45090. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  45091. * @param cam the camera that should be used when rendering the utility layer
  45092. */
  45093. setRenderCamera(cam: Nullable<Camera>): void;
  45094. /**
  45095. * @hidden
  45096. * Light which used by gizmos to get light shading
  45097. */
  45098. _getSharedGizmoLight(): HemisphericLight;
  45099. /**
  45100. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  45101. */
  45102. pickUtilitySceneFirst: boolean;
  45103. /**
  45104. * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
  45105. */
  45106. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  45107. /**
  45108. * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
  45109. */
  45110. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  45111. /**
  45112. * The scene that is rendered on top of the original scene
  45113. */
  45114. utilityLayerScene: Scene;
  45115. /**
  45116. * If the utility layer should automatically be rendered on top of existing scene
  45117. */
  45118. shouldRender: boolean;
  45119. /**
  45120. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  45121. */
  45122. onlyCheckPointerDownEvents: boolean;
  45123. /**
  45124. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  45125. */
  45126. processAllEvents: boolean;
  45127. /**
  45128. * Observable raised when the pointer move from the utility layer scene to the main scene
  45129. */
  45130. onPointerOutObservable: Observable<number>;
  45131. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  45132. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  45133. private _afterRenderObserver;
  45134. private _sceneDisposeObserver;
  45135. private _originalPointerObserver;
  45136. /**
  45137. * Instantiates a UtilityLayerRenderer
  45138. * @param originalScene the original scene that will be rendered on top of
  45139. * @param handleEvents boolean indicating if the utility layer should handle events
  45140. */
  45141. constructor(
  45142. /** the original scene that will be rendered on top of */
  45143. originalScene: Scene, handleEvents?: boolean);
  45144. private _notifyObservers;
  45145. /**
  45146. * Renders the utility layers scene on top of the original scene
  45147. */
  45148. render(): void;
  45149. /**
  45150. * Disposes of the renderer
  45151. */
  45152. dispose(): void;
  45153. private _updateCamera;
  45154. }
  45155. }
  45156. declare module "babylonjs/Gizmos/gizmo" {
  45157. import { Nullable } from "babylonjs/types";
  45158. import { IDisposable } from "babylonjs/scene";
  45159. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45160. import { Mesh } from "babylonjs/Meshes/mesh";
  45161. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45162. /**
  45163. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  45164. */
  45165. export class Gizmo implements IDisposable {
  45166. /** The utility layer the gizmo will be added to */
  45167. gizmoLayer: UtilityLayerRenderer;
  45168. /**
  45169. * The root mesh of the gizmo
  45170. */
  45171. _rootMesh: Mesh;
  45172. private _attachedMesh;
  45173. /**
  45174. * Ratio for the scale of the gizmo (Default: 1)
  45175. */
  45176. scaleRatio: number;
  45177. /**
  45178. * If a custom mesh has been set (Default: false)
  45179. */
  45180. protected _customMeshSet: boolean;
  45181. /**
  45182. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  45183. * * When set, interactions will be enabled
  45184. */
  45185. attachedMesh: Nullable<AbstractMesh>;
  45186. /**
  45187. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  45188. * @param mesh The mesh to replace the default mesh of the gizmo
  45189. */
  45190. setCustomMesh(mesh: Mesh): void;
  45191. /**
  45192. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  45193. */
  45194. updateGizmoRotationToMatchAttachedMesh: boolean;
  45195. /**
  45196. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  45197. */
  45198. updateGizmoPositionToMatchAttachedMesh: boolean;
  45199. /**
  45200. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  45201. */
  45202. updateScale: boolean;
  45203. protected _interactionsEnabled: boolean;
  45204. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45205. private _beforeRenderObserver;
  45206. private _tempVector;
  45207. /**
  45208. * Creates a gizmo
  45209. * @param gizmoLayer The utility layer the gizmo will be added to
  45210. */
  45211. constructor(
  45212. /** The utility layer the gizmo will be added to */
  45213. gizmoLayer?: UtilityLayerRenderer);
  45214. /**
  45215. * Updates the gizmo to match the attached mesh's position/rotation
  45216. */
  45217. protected _update(): void;
  45218. /**
  45219. * Disposes of the gizmo
  45220. */
  45221. dispose(): void;
  45222. }
  45223. }
  45224. declare module "babylonjs/Gizmos/planeDragGizmo" {
  45225. import { Observable } from "babylonjs/Misc/observable";
  45226. import { Nullable } from "babylonjs/types";
  45227. import { Vector3 } from "babylonjs/Maths/math.vector";
  45228. import { Color3 } from "babylonjs/Maths/math.color";
  45229. import { TransformNode } from "babylonjs/Meshes/transformNode";
  45230. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45231. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45232. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45233. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45234. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  45235. import { Scene } from "babylonjs/scene";
  45236. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  45237. /**
  45238. * Single plane drag gizmo
  45239. */
  45240. export class PlaneDragGizmo extends Gizmo {
  45241. /**
  45242. * Drag behavior responsible for the gizmos dragging interactions
  45243. */
  45244. dragBehavior: PointerDragBehavior;
  45245. private _pointerObserver;
  45246. /**
  45247. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45248. */
  45249. snapDistance: number;
  45250. /**
  45251. * Event that fires each time the gizmo snaps to a new location.
  45252. * * snapDistance is the the change in distance
  45253. */
  45254. onSnapObservable: Observable<{
  45255. snapDistance: number;
  45256. }>;
  45257. private _plane;
  45258. private _coloredMaterial;
  45259. private _hoverMaterial;
  45260. private _isEnabled;
  45261. private _parent;
  45262. /** @hidden */
  45263. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  45264. /** @hidden */
  45265. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  45266. /**
  45267. * Creates a PlaneDragGizmo
  45268. * @param gizmoLayer The utility layer the gizmo will be added to
  45269. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  45270. * @param color The color of the gizmo
  45271. */
  45272. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  45273. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45274. /**
  45275. * If the gizmo is enabled
  45276. */
  45277. isEnabled: boolean;
  45278. /**
  45279. * Disposes of the gizmo
  45280. */
  45281. dispose(): void;
  45282. }
  45283. }
  45284. declare module "babylonjs/Gizmos/positionGizmo" {
  45285. import { Observable } from "babylonjs/Misc/observable";
  45286. import { Nullable } from "babylonjs/types";
  45287. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45288. import { Mesh } from "babylonjs/Meshes/mesh";
  45289. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45290. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  45291. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  45292. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45293. /**
  45294. * Gizmo that enables dragging a mesh along 3 axis
  45295. */
  45296. export class PositionGizmo extends Gizmo {
  45297. /**
  45298. * Internal gizmo used for interactions on the x axis
  45299. */
  45300. xGizmo: AxisDragGizmo;
  45301. /**
  45302. * Internal gizmo used for interactions on the y axis
  45303. */
  45304. yGizmo: AxisDragGizmo;
  45305. /**
  45306. * Internal gizmo used for interactions on the z axis
  45307. */
  45308. zGizmo: AxisDragGizmo;
  45309. /**
  45310. * Internal gizmo used for interactions on the yz plane
  45311. */
  45312. xPlaneGizmo: PlaneDragGizmo;
  45313. /**
  45314. * Internal gizmo used for interactions on the xz plane
  45315. */
  45316. yPlaneGizmo: PlaneDragGizmo;
  45317. /**
  45318. * Internal gizmo used for interactions on the xy plane
  45319. */
  45320. zPlaneGizmo: PlaneDragGizmo;
  45321. /**
  45322. * private variables
  45323. */
  45324. private _meshAttached;
  45325. private _updateGizmoRotationToMatchAttachedMesh;
  45326. private _snapDistance;
  45327. private _scaleRatio;
  45328. /** Fires an event when any of it's sub gizmos are dragged */
  45329. onDragStartObservable: Observable<unknown>;
  45330. /** Fires an event when any of it's sub gizmos are released from dragging */
  45331. onDragEndObservable: Observable<unknown>;
  45332. /**
  45333. * If set to true, planar drag is enabled
  45334. */
  45335. private _planarGizmoEnabled;
  45336. attachedMesh: Nullable<AbstractMesh>;
  45337. /**
  45338. * Creates a PositionGizmo
  45339. * @param gizmoLayer The utility layer the gizmo will be added to
  45340. */
  45341. constructor(gizmoLayer?: UtilityLayerRenderer);
  45342. /**
  45343. * If the planar drag gizmo is enabled
  45344. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  45345. */
  45346. planarGizmoEnabled: boolean;
  45347. updateGizmoRotationToMatchAttachedMesh: boolean;
  45348. /**
  45349. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45350. */
  45351. snapDistance: number;
  45352. /**
  45353. * Ratio for the scale of the gizmo (Default: 1)
  45354. */
  45355. scaleRatio: number;
  45356. /**
  45357. * Disposes of the gizmo
  45358. */
  45359. dispose(): void;
  45360. /**
  45361. * CustomMeshes are not supported by this gizmo
  45362. * @param mesh The mesh to replace the default mesh of the gizmo
  45363. */
  45364. setCustomMesh(mesh: Mesh): void;
  45365. }
  45366. }
  45367. declare module "babylonjs/Gizmos/axisDragGizmo" {
  45368. import { Observable } from "babylonjs/Misc/observable";
  45369. import { Nullable } from "babylonjs/types";
  45370. import { Vector3 } from "babylonjs/Maths/math.vector";
  45371. import { TransformNode } from "babylonjs/Meshes/transformNode";
  45372. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45373. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45374. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45375. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45376. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  45377. import { Scene } from "babylonjs/scene";
  45378. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  45379. import { Color3 } from "babylonjs/Maths/math.color";
  45380. /**
  45381. * Single axis drag gizmo
  45382. */
  45383. export class AxisDragGizmo extends Gizmo {
  45384. /**
  45385. * Drag behavior responsible for the gizmos dragging interactions
  45386. */
  45387. dragBehavior: PointerDragBehavior;
  45388. private _pointerObserver;
  45389. /**
  45390. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45391. */
  45392. snapDistance: number;
  45393. /**
  45394. * Event that fires each time the gizmo snaps to a new location.
  45395. * * snapDistance is the the change in distance
  45396. */
  45397. onSnapObservable: Observable<{
  45398. snapDistance: number;
  45399. }>;
  45400. private _isEnabled;
  45401. private _parent;
  45402. private _arrow;
  45403. private _coloredMaterial;
  45404. private _hoverMaterial;
  45405. /** @hidden */
  45406. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  45407. /** @hidden */
  45408. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  45409. /**
  45410. * Creates an AxisDragGizmo
  45411. * @param gizmoLayer The utility layer the gizmo will be added to
  45412. * @param dragAxis The axis which the gizmo will be able to drag on
  45413. * @param color The color of the gizmo
  45414. */
  45415. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  45416. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45417. /**
  45418. * If the gizmo is enabled
  45419. */
  45420. isEnabled: boolean;
  45421. /**
  45422. * Disposes of the gizmo
  45423. */
  45424. dispose(): void;
  45425. }
  45426. }
  45427. declare module "babylonjs/Debug/axesViewer" {
  45428. import { Vector3 } from "babylonjs/Maths/math.vector";
  45429. import { Nullable } from "babylonjs/types";
  45430. import { Scene } from "babylonjs/scene";
  45431. import { TransformNode } from "babylonjs/Meshes/transformNode";
  45432. /**
  45433. * The Axes viewer will show 3 axes in a specific point in space
  45434. */
  45435. export class AxesViewer {
  45436. private _xAxis;
  45437. private _yAxis;
  45438. private _zAxis;
  45439. private _scaleLinesFactor;
  45440. private _instanced;
  45441. /**
  45442. * Gets the hosting scene
  45443. */
  45444. scene: Scene;
  45445. /**
  45446. * Gets or sets a number used to scale line length
  45447. */
  45448. scaleLines: number;
  45449. /** Gets the node hierarchy used to render x-axis */
  45450. readonly xAxis: TransformNode;
  45451. /** Gets the node hierarchy used to render y-axis */
  45452. readonly yAxis: TransformNode;
  45453. /** Gets the node hierarchy used to render z-axis */
  45454. readonly zAxis: TransformNode;
  45455. /**
  45456. * Creates a new AxesViewer
  45457. * @param scene defines the hosting scene
  45458. * @param scaleLines defines a number used to scale line length (1 by default)
  45459. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  45460. * @param xAxis defines the node hierarchy used to render the x-axis
  45461. * @param yAxis defines the node hierarchy used to render the y-axis
  45462. * @param zAxis defines the node hierarchy used to render the z-axis
  45463. */
  45464. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  45465. /**
  45466. * Force the viewer to update
  45467. * @param position defines the position of the viewer
  45468. * @param xaxis defines the x axis of the viewer
  45469. * @param yaxis defines the y axis of the viewer
  45470. * @param zaxis defines the z axis of the viewer
  45471. */
  45472. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  45473. /**
  45474. * Creates an instance of this axes viewer.
  45475. * @returns a new axes viewer with instanced meshes
  45476. */
  45477. createInstance(): AxesViewer;
  45478. /** Releases resources */
  45479. dispose(): void;
  45480. private static _SetRenderingGroupId;
  45481. }
  45482. }
  45483. declare module "babylonjs/Debug/boneAxesViewer" {
  45484. import { Nullable } from "babylonjs/types";
  45485. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  45486. import { Vector3 } from "babylonjs/Maths/math.vector";
  45487. import { Mesh } from "babylonjs/Meshes/mesh";
  45488. import { Bone } from "babylonjs/Bones/bone";
  45489. import { Scene } from "babylonjs/scene";
  45490. /**
  45491. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  45492. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  45493. */
  45494. export class BoneAxesViewer extends AxesViewer {
  45495. /**
  45496. * Gets or sets the target mesh where to display the axes viewer
  45497. */
  45498. mesh: Nullable<Mesh>;
  45499. /**
  45500. * Gets or sets the target bone where to display the axes viewer
  45501. */
  45502. bone: Nullable<Bone>;
  45503. /** Gets current position */
  45504. pos: Vector3;
  45505. /** Gets direction of X axis */
  45506. xaxis: Vector3;
  45507. /** Gets direction of Y axis */
  45508. yaxis: Vector3;
  45509. /** Gets direction of Z axis */
  45510. zaxis: Vector3;
  45511. /**
  45512. * Creates a new BoneAxesViewer
  45513. * @param scene defines the hosting scene
  45514. * @param bone defines the target bone
  45515. * @param mesh defines the target mesh
  45516. * @param scaleLines defines a scaling factor for line length (1 by default)
  45517. */
  45518. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  45519. /**
  45520. * Force the viewer to update
  45521. */
  45522. update(): void;
  45523. /** Releases resources */
  45524. dispose(): void;
  45525. }
  45526. }
  45527. declare module "babylonjs/Debug/debugLayer" {
  45528. import { Scene } from "babylonjs/scene";
  45529. /**
  45530. * Interface used to define scene explorer extensibility option
  45531. */
  45532. export interface IExplorerExtensibilityOption {
  45533. /**
  45534. * Define the option label
  45535. */
  45536. label: string;
  45537. /**
  45538. * Defines the action to execute on click
  45539. */
  45540. action: (entity: any) => void;
  45541. }
  45542. /**
  45543. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  45544. */
  45545. export interface IExplorerExtensibilityGroup {
  45546. /**
  45547. * Defines a predicate to test if a given type mut be extended
  45548. */
  45549. predicate: (entity: any) => boolean;
  45550. /**
  45551. * Gets the list of options added to a type
  45552. */
  45553. entries: IExplorerExtensibilityOption[];
  45554. }
  45555. /**
  45556. * Interface used to define the options to use to create the Inspector
  45557. */
  45558. export interface IInspectorOptions {
  45559. /**
  45560. * Display in overlay mode (default: false)
  45561. */
  45562. overlay?: boolean;
  45563. /**
  45564. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  45565. */
  45566. globalRoot?: HTMLElement;
  45567. /**
  45568. * Display the Scene explorer
  45569. */
  45570. showExplorer?: boolean;
  45571. /**
  45572. * Display the property inspector
  45573. */
  45574. showInspector?: boolean;
  45575. /**
  45576. * Display in embed mode (both panes on the right)
  45577. */
  45578. embedMode?: boolean;
  45579. /**
  45580. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  45581. */
  45582. handleResize?: boolean;
  45583. /**
  45584. * Allow the panes to popup (default: true)
  45585. */
  45586. enablePopup?: boolean;
  45587. /**
  45588. * Allow the panes to be closed by users (default: true)
  45589. */
  45590. enableClose?: boolean;
  45591. /**
  45592. * Optional list of extensibility entries
  45593. */
  45594. explorerExtensibility?: IExplorerExtensibilityGroup[];
  45595. /**
  45596. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  45597. */
  45598. inspectorURL?: string;
  45599. }
  45600. module "babylonjs/scene" {
  45601. interface Scene {
  45602. /**
  45603. * @hidden
  45604. * Backing field
  45605. */
  45606. _debugLayer: DebugLayer;
  45607. /**
  45608. * Gets the debug layer (aka Inspector) associated with the scene
  45609. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45610. */
  45611. debugLayer: DebugLayer;
  45612. }
  45613. }
  45614. /**
  45615. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45616. * what is happening in your scene
  45617. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45618. */
  45619. export class DebugLayer {
  45620. /**
  45621. * Define the url to get the inspector script from.
  45622. * By default it uses the babylonjs CDN.
  45623. * @ignoreNaming
  45624. */
  45625. static InspectorURL: string;
  45626. private _scene;
  45627. private BJSINSPECTOR;
  45628. private _onPropertyChangedObservable?;
  45629. /**
  45630. * Observable triggered when a property is changed through the inspector.
  45631. */
  45632. readonly onPropertyChangedObservable: any;
  45633. /**
  45634. * Instantiates a new debug layer.
  45635. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45636. * what is happening in your scene
  45637. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45638. * @param scene Defines the scene to inspect
  45639. */
  45640. constructor(scene: Scene);
  45641. /** Creates the inspector window. */
  45642. private _createInspector;
  45643. /**
  45644. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  45645. * @param entity defines the entity to select
  45646. * @param lineContainerTitle defines the specific block to highlight
  45647. */
  45648. select(entity: any, lineContainerTitle?: string): void;
  45649. /** Get the inspector from bundle or global */
  45650. private _getGlobalInspector;
  45651. /**
  45652. * Get if the inspector is visible or not.
  45653. * @returns true if visible otherwise, false
  45654. */
  45655. isVisible(): boolean;
  45656. /**
  45657. * Hide the inspector and close its window.
  45658. */
  45659. hide(): void;
  45660. /**
  45661. * Launch the debugLayer.
  45662. * @param config Define the configuration of the inspector
  45663. * @return a promise fulfilled when the debug layer is visible
  45664. */
  45665. show(config?: IInspectorOptions): Promise<DebugLayer>;
  45666. }
  45667. }
  45668. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  45669. import { Nullable } from "babylonjs/types";
  45670. import { Scene } from "babylonjs/scene";
  45671. import { Vector4 } from "babylonjs/Maths/math.vector";
  45672. import { Color4 } from "babylonjs/Maths/math.color";
  45673. import { Mesh } from "babylonjs/Meshes/mesh";
  45674. /**
  45675. * Class containing static functions to help procedurally build meshes
  45676. */
  45677. export class BoxBuilder {
  45678. /**
  45679. * Creates a box mesh
  45680. * * The parameter `size` sets the size (float) of each box side (default 1)
  45681. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  45682. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  45683. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  45684. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45685. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  45686. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45687. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  45688. * @param name defines the name of the mesh
  45689. * @param options defines the options used to create the mesh
  45690. * @param scene defines the hosting scene
  45691. * @returns the box mesh
  45692. */
  45693. static CreateBox(name: string, options: {
  45694. size?: number;
  45695. width?: number;
  45696. height?: number;
  45697. depth?: number;
  45698. faceUV?: Vector4[];
  45699. faceColors?: Color4[];
  45700. sideOrientation?: number;
  45701. frontUVs?: Vector4;
  45702. backUVs?: Vector4;
  45703. wrap?: boolean;
  45704. topBaseAt?: number;
  45705. bottomBaseAt?: number;
  45706. updatable?: boolean;
  45707. }, scene?: Nullable<Scene>): Mesh;
  45708. }
  45709. }
  45710. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  45711. import { Vector4 } from "babylonjs/Maths/math.vector";
  45712. import { Mesh } from "babylonjs/Meshes/mesh";
  45713. import { Scene } from "babylonjs/scene";
  45714. import { Nullable } from "babylonjs/types";
  45715. /**
  45716. * Class containing static functions to help procedurally build meshes
  45717. */
  45718. export class SphereBuilder {
  45719. /**
  45720. * Creates a sphere mesh
  45721. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  45722. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  45723. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  45724. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  45725. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  45726. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45727. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  45728. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45729. * @param name defines the name of the mesh
  45730. * @param options defines the options used to create the mesh
  45731. * @param scene defines the hosting scene
  45732. * @returns the sphere mesh
  45733. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  45734. */
  45735. static CreateSphere(name: string, options: {
  45736. segments?: number;
  45737. diameter?: number;
  45738. diameterX?: number;
  45739. diameterY?: number;
  45740. diameterZ?: number;
  45741. arc?: number;
  45742. slice?: number;
  45743. sideOrientation?: number;
  45744. frontUVs?: Vector4;
  45745. backUVs?: Vector4;
  45746. updatable?: boolean;
  45747. }, scene?: Nullable<Scene>): Mesh;
  45748. }
  45749. }
  45750. declare module "babylonjs/Debug/physicsViewer" {
  45751. import { Nullable } from "babylonjs/types";
  45752. import { Scene } from "babylonjs/scene";
  45753. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45754. import { Mesh } from "babylonjs/Meshes/mesh";
  45755. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  45756. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  45757. /**
  45758. * Used to show the physics impostor around the specific mesh
  45759. */
  45760. export class PhysicsViewer {
  45761. /** @hidden */
  45762. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  45763. /** @hidden */
  45764. protected _meshes: Array<Nullable<AbstractMesh>>;
  45765. /** @hidden */
  45766. protected _scene: Nullable<Scene>;
  45767. /** @hidden */
  45768. protected _numMeshes: number;
  45769. /** @hidden */
  45770. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  45771. private _renderFunction;
  45772. private _utilityLayer;
  45773. private _debugBoxMesh;
  45774. private _debugSphereMesh;
  45775. private _debugCylinderMesh;
  45776. private _debugMaterial;
  45777. private _debugMeshMeshes;
  45778. /**
  45779. * Creates a new PhysicsViewer
  45780. * @param scene defines the hosting scene
  45781. */
  45782. constructor(scene: Scene);
  45783. /** @hidden */
  45784. protected _updateDebugMeshes(): void;
  45785. /**
  45786. * Renders a specified physic impostor
  45787. * @param impostor defines the impostor to render
  45788. * @param targetMesh defines the mesh represented by the impostor
  45789. * @returns the new debug mesh used to render the impostor
  45790. */
  45791. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  45792. /**
  45793. * Hides a specified physic impostor
  45794. * @param impostor defines the impostor to hide
  45795. */
  45796. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  45797. private _getDebugMaterial;
  45798. private _getDebugBoxMesh;
  45799. private _getDebugSphereMesh;
  45800. private _getDebugCylinderMesh;
  45801. private _getDebugMeshMesh;
  45802. private _getDebugMesh;
  45803. /** Releases all resources */
  45804. dispose(): void;
  45805. }
  45806. }
  45807. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  45808. import { Vector3 } from "babylonjs/Maths/math.vector";
  45809. import { Color4 } from "babylonjs/Maths/math.color";
  45810. import { Nullable } from "babylonjs/types";
  45811. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45812. import { Scene } from "babylonjs/scene";
  45813. /**
  45814. * Class containing static functions to help procedurally build meshes
  45815. */
  45816. export class LinesBuilder {
  45817. /**
  45818. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  45819. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  45820. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  45821. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  45822. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  45823. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  45824. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  45825. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  45826. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  45827. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45828. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  45829. * @param name defines the name of the new line system
  45830. * @param options defines the options used to create the line system
  45831. * @param scene defines the hosting scene
  45832. * @returns a new line system mesh
  45833. */
  45834. static CreateLineSystem(name: string, options: {
  45835. lines: Vector3[][];
  45836. updatable?: boolean;
  45837. instance?: Nullable<LinesMesh>;
  45838. colors?: Nullable<Color4[][]>;
  45839. useVertexAlpha?: boolean;
  45840. }, scene: Nullable<Scene>): LinesMesh;
  45841. /**
  45842. * Creates a line mesh
  45843. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  45844. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45845. * * The parameter `points` is an array successive Vector3
  45846. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  45847. * * The optional parameter `colors` is an array of successive Color4, one per line point
  45848. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  45849. * * When updating an instance, remember that only point positions can change, not the number of points
  45850. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45851. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  45852. * @param name defines the name of the new line system
  45853. * @param options defines the options used to create the line system
  45854. * @param scene defines the hosting scene
  45855. * @returns a new line mesh
  45856. */
  45857. static CreateLines(name: string, options: {
  45858. points: Vector3[];
  45859. updatable?: boolean;
  45860. instance?: Nullable<LinesMesh>;
  45861. colors?: Color4[];
  45862. useVertexAlpha?: boolean;
  45863. }, scene?: Nullable<Scene>): LinesMesh;
  45864. /**
  45865. * Creates a dashed line mesh
  45866. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  45867. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45868. * * The parameter `points` is an array successive Vector3
  45869. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  45870. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  45871. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  45872. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  45873. * * When updating an instance, remember that only point positions can change, not the number of points
  45874. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45875. * @param name defines the name of the mesh
  45876. * @param options defines the options used to create the mesh
  45877. * @param scene defines the hosting scene
  45878. * @returns the dashed line mesh
  45879. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  45880. */
  45881. static CreateDashedLines(name: string, options: {
  45882. points: Vector3[];
  45883. dashSize?: number;
  45884. gapSize?: number;
  45885. dashNb?: number;
  45886. updatable?: boolean;
  45887. instance?: LinesMesh;
  45888. }, scene?: Nullable<Scene>): LinesMesh;
  45889. }
  45890. }
  45891. declare module "babylonjs/Debug/rayHelper" {
  45892. import { Nullable } from "babylonjs/types";
  45893. import { Ray } from "babylonjs/Culling/ray";
  45894. import { Vector3 } from "babylonjs/Maths/math.vector";
  45895. import { Color3 } from "babylonjs/Maths/math.color";
  45896. import { Scene } from "babylonjs/scene";
  45897. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45898. import "babylonjs/Meshes/Builders/linesBuilder";
  45899. /**
  45900. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45901. * in order to better appreciate the issue one might have.
  45902. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45903. */
  45904. export class RayHelper {
  45905. /**
  45906. * Defines the ray we are currently tryin to visualize.
  45907. */
  45908. ray: Nullable<Ray>;
  45909. private _renderPoints;
  45910. private _renderLine;
  45911. private _renderFunction;
  45912. private _scene;
  45913. private _updateToMeshFunction;
  45914. private _attachedToMesh;
  45915. private _meshSpaceDirection;
  45916. private _meshSpaceOrigin;
  45917. /**
  45918. * Helper function to create a colored helper in a scene in one line.
  45919. * @param ray Defines the ray we are currently tryin to visualize
  45920. * @param scene Defines the scene the ray is used in
  45921. * @param color Defines the color we want to see the ray in
  45922. * @returns The newly created ray helper.
  45923. */
  45924. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  45925. /**
  45926. * Instantiate a new ray helper.
  45927. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45928. * in order to better appreciate the issue one might have.
  45929. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45930. * @param ray Defines the ray we are currently tryin to visualize
  45931. */
  45932. constructor(ray: Ray);
  45933. /**
  45934. * Shows the ray we are willing to debug.
  45935. * @param scene Defines the scene the ray needs to be rendered in
  45936. * @param color Defines the color the ray needs to be rendered in
  45937. */
  45938. show(scene: Scene, color?: Color3): void;
  45939. /**
  45940. * Hides the ray we are debugging.
  45941. */
  45942. hide(): void;
  45943. private _render;
  45944. /**
  45945. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  45946. * @param mesh Defines the mesh we want the helper attached to
  45947. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  45948. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  45949. * @param length Defines the length of the ray
  45950. */
  45951. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  45952. /**
  45953. * Detach the ray helper from the mesh it has previously been attached to.
  45954. */
  45955. detachFromMesh(): void;
  45956. private _updateToMesh;
  45957. /**
  45958. * Dispose the helper and release its associated resources.
  45959. */
  45960. dispose(): void;
  45961. }
  45962. }
  45963. declare module "babylonjs/Debug/skeletonViewer" {
  45964. import { Color3 } from "babylonjs/Maths/math.color";
  45965. import { Scene } from "babylonjs/scene";
  45966. import { Nullable } from "babylonjs/types";
  45967. import { Skeleton } from "babylonjs/Bones/skeleton";
  45968. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45969. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45970. /**
  45971. * Class used to render a debug view of a given skeleton
  45972. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  45973. */
  45974. export class SkeletonViewer {
  45975. /** defines the skeleton to render */
  45976. skeleton: Skeleton;
  45977. /** defines the mesh attached to the skeleton */
  45978. mesh: AbstractMesh;
  45979. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45980. autoUpdateBonesMatrices: boolean;
  45981. /** defines the rendering group id to use with the viewer */
  45982. renderingGroupId: number;
  45983. /** Gets or sets the color used to render the skeleton */
  45984. color: Color3;
  45985. private _scene;
  45986. private _debugLines;
  45987. private _debugMesh;
  45988. private _isEnabled;
  45989. private _renderFunction;
  45990. private _utilityLayer;
  45991. /**
  45992. * Returns the mesh used to render the bones
  45993. */
  45994. readonly debugMesh: Nullable<LinesMesh>;
  45995. /**
  45996. * Creates a new SkeletonViewer
  45997. * @param skeleton defines the skeleton to render
  45998. * @param mesh defines the mesh attached to the skeleton
  45999. * @param scene defines the hosting scene
  46000. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  46001. * @param renderingGroupId defines the rendering group id to use with the viewer
  46002. */
  46003. constructor(
  46004. /** defines the skeleton to render */
  46005. skeleton: Skeleton,
  46006. /** defines the mesh attached to the skeleton */
  46007. mesh: AbstractMesh, scene: Scene,
  46008. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  46009. autoUpdateBonesMatrices?: boolean,
  46010. /** defines the rendering group id to use with the viewer */
  46011. renderingGroupId?: number);
  46012. /** Gets or sets a boolean indicating if the viewer is enabled */
  46013. isEnabled: boolean;
  46014. private _getBonePosition;
  46015. private _getLinesForBonesWithLength;
  46016. private _getLinesForBonesNoLength;
  46017. /** Update the viewer to sync with current skeleton state */
  46018. update(): void;
  46019. /** Release associated resources */
  46020. dispose(): void;
  46021. }
  46022. }
  46023. declare module "babylonjs/Debug/index" {
  46024. export * from "babylonjs/Debug/axesViewer";
  46025. export * from "babylonjs/Debug/boneAxesViewer";
  46026. export * from "babylonjs/Debug/debugLayer";
  46027. export * from "babylonjs/Debug/physicsViewer";
  46028. export * from "babylonjs/Debug/rayHelper";
  46029. export * from "babylonjs/Debug/skeletonViewer";
  46030. }
  46031. declare module "babylonjs/Engines/nullEngine" {
  46032. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  46033. import { Scene } from "babylonjs/scene";
  46034. import { Engine } from "babylonjs/Engines/engine";
  46035. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  46036. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  46037. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46038. import { Effect } from "babylonjs/Materials/effect";
  46039. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  46040. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  46041. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  46042. /**
  46043. * Options to create the null engine
  46044. */
  46045. export class NullEngineOptions {
  46046. /**
  46047. * Render width (Default: 512)
  46048. */
  46049. renderWidth: number;
  46050. /**
  46051. * Render height (Default: 256)
  46052. */
  46053. renderHeight: number;
  46054. /**
  46055. * Texture size (Default: 512)
  46056. */
  46057. textureSize: number;
  46058. /**
  46059. * If delta time between frames should be constant
  46060. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  46061. */
  46062. deterministicLockstep: boolean;
  46063. /**
  46064. * Maximum about of steps between frames (Default: 4)
  46065. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  46066. */
  46067. lockstepMaxSteps: number;
  46068. }
  46069. /**
  46070. * The null engine class provides support for headless version of babylon.js.
  46071. * This can be used in server side scenario or for testing purposes
  46072. */
  46073. export class NullEngine extends Engine {
  46074. private _options;
  46075. /**
  46076. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  46077. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  46078. * @returns true if engine is in deterministic lock step mode
  46079. */
  46080. isDeterministicLockStep(): boolean;
  46081. /**
  46082. * Gets the max steps when engine is running in deterministic lock step
  46083. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  46084. * @returns the max steps
  46085. */
  46086. getLockstepMaxSteps(): number;
  46087. /**
  46088. * Gets the current hardware scaling level.
  46089. * By default the hardware scaling level is computed from the window device ratio.
  46090. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  46091. * @returns a number indicating the current hardware scaling level
  46092. */
  46093. getHardwareScalingLevel(): number;
  46094. constructor(options?: NullEngineOptions);
  46095. /**
  46096. * Creates a vertex buffer
  46097. * @param vertices the data for the vertex buffer
  46098. * @returns the new WebGL static buffer
  46099. */
  46100. createVertexBuffer(vertices: FloatArray): DataBuffer;
  46101. /**
  46102. * Creates a new index buffer
  46103. * @param indices defines the content of the index buffer
  46104. * @param updatable defines if the index buffer must be updatable
  46105. * @returns a new webGL buffer
  46106. */
  46107. createIndexBuffer(indices: IndicesArray): DataBuffer;
  46108. /**
  46109. * Clear the current render buffer or the current render target (if any is set up)
  46110. * @param color defines the color to use
  46111. * @param backBuffer defines if the back buffer must be cleared
  46112. * @param depth defines if the depth buffer must be cleared
  46113. * @param stencil defines if the stencil buffer must be cleared
  46114. */
  46115. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  46116. /**
  46117. * Gets the current render width
  46118. * @param useScreen defines if screen size must be used (or the current render target if any)
  46119. * @returns a number defining the current render width
  46120. */
  46121. getRenderWidth(useScreen?: boolean): number;
  46122. /**
  46123. * Gets the current render height
  46124. * @param useScreen defines if screen size must be used (or the current render target if any)
  46125. * @returns a number defining the current render height
  46126. */
  46127. getRenderHeight(useScreen?: boolean): number;
  46128. /**
  46129. * Set the WebGL's viewport
  46130. * @param viewport defines the viewport element to be used
  46131. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  46132. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  46133. */
  46134. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  46135. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  46136. /**
  46137. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  46138. * @param pipelineContext defines the pipeline context to use
  46139. * @param uniformsNames defines the list of uniform names
  46140. * @returns an array of webGL uniform locations
  46141. */
  46142. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  46143. /**
  46144. * Gets the lsit of active attributes for a given webGL program
  46145. * @param pipelineContext defines the pipeline context to use
  46146. * @param attributesNames defines the list of attribute names to get
  46147. * @returns an array of indices indicating the offset of each attribute
  46148. */
  46149. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  46150. /**
  46151. * Binds an effect to the webGL context
  46152. * @param effect defines the effect to bind
  46153. */
  46154. bindSamplers(effect: Effect): void;
  46155. /**
  46156. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  46157. * @param effect defines the effect to activate
  46158. */
  46159. enableEffect(effect: Effect): void;
  46160. /**
  46161. * Set various states to the webGL context
  46162. * @param culling defines backface culling state
  46163. * @param zOffset defines the value to apply to zOffset (0 by default)
  46164. * @param force defines if states must be applied even if cache is up to date
  46165. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  46166. */
  46167. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  46168. /**
  46169. * Set the value of an uniform to an array of int32
  46170. * @param uniform defines the webGL uniform location where to store the value
  46171. * @param array defines the array of int32 to store
  46172. */
  46173. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  46174. /**
  46175. * Set the value of an uniform to an array of int32 (stored as vec2)
  46176. * @param uniform defines the webGL uniform location where to store the value
  46177. * @param array defines the array of int32 to store
  46178. */
  46179. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  46180. /**
  46181. * Set the value of an uniform to an array of int32 (stored as vec3)
  46182. * @param uniform defines the webGL uniform location where to store the value
  46183. * @param array defines the array of int32 to store
  46184. */
  46185. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  46186. /**
  46187. * Set the value of an uniform to an array of int32 (stored as vec4)
  46188. * @param uniform defines the webGL uniform location where to store the value
  46189. * @param array defines the array of int32 to store
  46190. */
  46191. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  46192. /**
  46193. * Set the value of an uniform to an array of float32
  46194. * @param uniform defines the webGL uniform location where to store the value
  46195. * @param array defines the array of float32 to store
  46196. */
  46197. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  46198. /**
  46199. * Set the value of an uniform to an array of float32 (stored as vec2)
  46200. * @param uniform defines the webGL uniform location where to store the value
  46201. * @param array defines the array of float32 to store
  46202. */
  46203. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  46204. /**
  46205. * Set the value of an uniform to an array of float32 (stored as vec3)
  46206. * @param uniform defines the webGL uniform location where to store the value
  46207. * @param array defines the array of float32 to store
  46208. */
  46209. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  46210. /**
  46211. * Set the value of an uniform to an array of float32 (stored as vec4)
  46212. * @param uniform defines the webGL uniform location where to store the value
  46213. * @param array defines the array of float32 to store
  46214. */
  46215. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  46216. /**
  46217. * Set the value of an uniform to an array of number
  46218. * @param uniform defines the webGL uniform location where to store the value
  46219. * @param array defines the array of number to store
  46220. */
  46221. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  46222. /**
  46223. * Set the value of an uniform to an array of number (stored as vec2)
  46224. * @param uniform defines the webGL uniform location where to store the value
  46225. * @param array defines the array of number to store
  46226. */
  46227. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  46228. /**
  46229. * Set the value of an uniform to an array of number (stored as vec3)
  46230. * @param uniform defines the webGL uniform location where to store the value
  46231. * @param array defines the array of number to store
  46232. */
  46233. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  46234. /**
  46235. * Set the value of an uniform to an array of number (stored as vec4)
  46236. * @param uniform defines the webGL uniform location where to store the value
  46237. * @param array defines the array of number to store
  46238. */
  46239. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  46240. /**
  46241. * Set the value of an uniform to an array of float32 (stored as matrices)
  46242. * @param uniform defines the webGL uniform location where to store the value
  46243. * @param matrices defines the array of float32 to store
  46244. */
  46245. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  46246. /**
  46247. * Set the value of an uniform to a matrix (3x3)
  46248. * @param uniform defines the webGL uniform location where to store the value
  46249. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  46250. */
  46251. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  46252. /**
  46253. * Set the value of an uniform to a matrix (2x2)
  46254. * @param uniform defines the webGL uniform location where to store the value
  46255. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  46256. */
  46257. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  46258. /**
  46259. * Set the value of an uniform to a number (float)
  46260. * @param uniform defines the webGL uniform location where to store the value
  46261. * @param value defines the float number to store
  46262. */
  46263. setFloat(uniform: WebGLUniformLocation, value: number): void;
  46264. /**
  46265. * Set the value of an uniform to a vec2
  46266. * @param uniform defines the webGL uniform location where to store the value
  46267. * @param x defines the 1st component of the value
  46268. * @param y defines the 2nd component of the value
  46269. */
  46270. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  46271. /**
  46272. * Set the value of an uniform to a vec3
  46273. * @param uniform defines the webGL uniform location where to store the value
  46274. * @param x defines the 1st component of the value
  46275. * @param y defines the 2nd component of the value
  46276. * @param z defines the 3rd component of the value
  46277. */
  46278. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  46279. /**
  46280. * Set the value of an uniform to a boolean
  46281. * @param uniform defines the webGL uniform location where to store the value
  46282. * @param bool defines the boolean to store
  46283. */
  46284. setBool(uniform: WebGLUniformLocation, bool: number): void;
  46285. /**
  46286. * Set the value of an uniform to a vec4
  46287. * @param uniform defines the webGL uniform location where to store the value
  46288. * @param x defines the 1st component of the value
  46289. * @param y defines the 2nd component of the value
  46290. * @param z defines the 3rd component of the value
  46291. * @param w defines the 4th component of the value
  46292. */
  46293. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  46294. /**
  46295. * Sets the current alpha mode
  46296. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  46297. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  46298. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  46299. */
  46300. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  46301. /**
  46302. * Bind webGl buffers directly to the webGL context
  46303. * @param vertexBuffers defines the vertex buffer to bind
  46304. * @param indexBuffer defines the index buffer to bind
  46305. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  46306. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  46307. * @param effect defines the effect associated with the vertex buffer
  46308. */
  46309. bindBuffers(vertexBuffers: {
  46310. [key: string]: VertexBuffer;
  46311. }, indexBuffer: DataBuffer, effect: Effect): void;
  46312. /**
  46313. * Force the entire cache to be cleared
  46314. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  46315. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  46316. */
  46317. wipeCaches(bruteForce?: boolean): void;
  46318. /**
  46319. * Send a draw order
  46320. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  46321. * @param indexStart defines the starting index
  46322. * @param indexCount defines the number of index to draw
  46323. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46324. */
  46325. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  46326. /**
  46327. * Draw a list of indexed primitives
  46328. * @param fillMode defines the primitive to use
  46329. * @param indexStart defines the starting index
  46330. * @param indexCount defines the number of index to draw
  46331. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46332. */
  46333. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  46334. /**
  46335. * Draw a list of unindexed primitives
  46336. * @param fillMode defines the primitive to use
  46337. * @param verticesStart defines the index of first vertex to draw
  46338. * @param verticesCount defines the count of vertices to draw
  46339. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46340. */
  46341. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  46342. /** @hidden */
  46343. _createTexture(): WebGLTexture;
  46344. /** @hidden */
  46345. _releaseTexture(texture: InternalTexture): void;
  46346. /**
  46347. * Usually called from Texture.ts.
  46348. * Passed information to create a WebGLTexture
  46349. * @param urlArg defines a value which contains one of the following:
  46350. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  46351. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  46352. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  46353. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  46354. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  46355. * @param scene needed for loading to the correct scene
  46356. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  46357. * @param onLoad optional callback to be called upon successful completion
  46358. * @param onError optional callback to be called upon failure
  46359. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  46360. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  46361. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  46362. * @param forcedExtension defines the extension to use to pick the right loader
  46363. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  46364. * @returns a InternalTexture for assignment back into BABYLON.Texture
  46365. */
  46366. createTexture(urlArg: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<ArrayBuffer | HTMLImageElement>, fallBack?: InternalTexture, format?: number): InternalTexture;
  46367. /**
  46368. * Creates a new render target texture
  46369. * @param size defines the size of the texture
  46370. * @param options defines the options used to create the texture
  46371. * @returns a new render target texture stored in an InternalTexture
  46372. */
  46373. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  46374. /**
  46375. * Update the sampling mode of a given texture
  46376. * @param samplingMode defines the required sampling mode
  46377. * @param texture defines the texture to update
  46378. */
  46379. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  46380. /**
  46381. * Binds the frame buffer to the specified texture.
  46382. * @param texture The texture to render to or null for the default canvas
  46383. * @param faceIndex The face of the texture to render to in case of cube texture
  46384. * @param requiredWidth The width of the target to render to
  46385. * @param requiredHeight The height of the target to render to
  46386. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  46387. * @param depthStencilTexture The depth stencil texture to use to render
  46388. * @param lodLevel defines le lod level to bind to the frame buffer
  46389. */
  46390. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  46391. /**
  46392. * Unbind the current render target texture from the webGL context
  46393. * @param texture defines the render target texture to unbind
  46394. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  46395. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  46396. */
  46397. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  46398. /**
  46399. * Creates a dynamic vertex buffer
  46400. * @param vertices the data for the dynamic vertex buffer
  46401. * @returns the new WebGL dynamic buffer
  46402. */
  46403. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  46404. /**
  46405. * Update the content of a dynamic texture
  46406. * @param texture defines the texture to update
  46407. * @param canvas defines the canvas containing the source
  46408. * @param invertY defines if data must be stored with Y axis inverted
  46409. * @param premulAlpha defines if alpha is stored as premultiplied
  46410. * @param format defines the format of the data
  46411. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  46412. */
  46413. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  46414. /**
  46415. * Gets a boolean indicating if all created effects are ready
  46416. * @returns true if all effects are ready
  46417. */
  46418. areAllEffectsReady(): boolean;
  46419. /**
  46420. * @hidden
  46421. * Get the current error code of the webGL context
  46422. * @returns the error code
  46423. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  46424. */
  46425. getError(): number;
  46426. /** @hidden */
  46427. _getUnpackAlignement(): number;
  46428. /** @hidden */
  46429. _unpackFlipY(value: boolean): void;
  46430. /**
  46431. * Update a dynamic index buffer
  46432. * @param indexBuffer defines the target index buffer
  46433. * @param indices defines the data to update
  46434. * @param offset defines the offset in the target index buffer where update should start
  46435. */
  46436. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  46437. /**
  46438. * Updates a dynamic vertex buffer.
  46439. * @param vertexBuffer the vertex buffer to update
  46440. * @param vertices the data used to update the vertex buffer
  46441. * @param byteOffset the byte offset of the data (optional)
  46442. * @param byteLength the byte length of the data (optional)
  46443. */
  46444. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  46445. /** @hidden */
  46446. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  46447. /** @hidden */
  46448. _bindTexture(channel: number, texture: InternalTexture): void;
  46449. protected _deleteBuffer(buffer: WebGLBuffer): void;
  46450. /**
  46451. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  46452. */
  46453. releaseEffects(): void;
  46454. displayLoadingUI(): void;
  46455. hideLoadingUI(): void;
  46456. /** @hidden */
  46457. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46458. /** @hidden */
  46459. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46460. /** @hidden */
  46461. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46462. /** @hidden */
  46463. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  46464. }
  46465. }
  46466. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  46467. import { Nullable, int } from "babylonjs/types";
  46468. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  46469. /** @hidden */
  46470. export class _OcclusionDataStorage {
  46471. /** @hidden */
  46472. occlusionInternalRetryCounter: number;
  46473. /** @hidden */
  46474. isOcclusionQueryInProgress: boolean;
  46475. /** @hidden */
  46476. isOccluded: boolean;
  46477. /** @hidden */
  46478. occlusionRetryCount: number;
  46479. /** @hidden */
  46480. occlusionType: number;
  46481. /** @hidden */
  46482. occlusionQueryAlgorithmType: number;
  46483. }
  46484. module "babylonjs/Engines/engine" {
  46485. interface Engine {
  46486. /**
  46487. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  46488. * @return the new query
  46489. */
  46490. createQuery(): WebGLQuery;
  46491. /**
  46492. * Delete and release a webGL query
  46493. * @param query defines the query to delete
  46494. * @return the current engine
  46495. */
  46496. deleteQuery(query: WebGLQuery): Engine;
  46497. /**
  46498. * Check if a given query has resolved and got its value
  46499. * @param query defines the query to check
  46500. * @returns true if the query got its value
  46501. */
  46502. isQueryResultAvailable(query: WebGLQuery): boolean;
  46503. /**
  46504. * Gets the value of a given query
  46505. * @param query defines the query to check
  46506. * @returns the value of the query
  46507. */
  46508. getQueryResult(query: WebGLQuery): number;
  46509. /**
  46510. * Initiates an occlusion query
  46511. * @param algorithmType defines the algorithm to use
  46512. * @param query defines the query to use
  46513. * @returns the current engine
  46514. * @see http://doc.babylonjs.com/features/occlusionquery
  46515. */
  46516. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  46517. /**
  46518. * Ends an occlusion query
  46519. * @see http://doc.babylonjs.com/features/occlusionquery
  46520. * @param algorithmType defines the algorithm to use
  46521. * @returns the current engine
  46522. */
  46523. endOcclusionQuery(algorithmType: number): Engine;
  46524. /**
  46525. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  46526. * Please note that only one query can be issued at a time
  46527. * @returns a time token used to track the time span
  46528. */
  46529. startTimeQuery(): Nullable<_TimeToken>;
  46530. /**
  46531. * Ends a time query
  46532. * @param token defines the token used to measure the time span
  46533. * @returns the time spent (in ns)
  46534. */
  46535. endTimeQuery(token: _TimeToken): int;
  46536. /** @hidden */
  46537. _currentNonTimestampToken: Nullable<_TimeToken>;
  46538. /** @hidden */
  46539. _createTimeQuery(): WebGLQuery;
  46540. /** @hidden */
  46541. _deleteTimeQuery(query: WebGLQuery): void;
  46542. /** @hidden */
  46543. _getGlAlgorithmType(algorithmType: number): number;
  46544. /** @hidden */
  46545. _getTimeQueryResult(query: WebGLQuery): any;
  46546. /** @hidden */
  46547. _getTimeQueryAvailability(query: WebGLQuery): any;
  46548. }
  46549. }
  46550. module "babylonjs/Meshes/abstractMesh" {
  46551. interface AbstractMesh {
  46552. /**
  46553. * Backing filed
  46554. * @hidden
  46555. */
  46556. __occlusionDataStorage: _OcclusionDataStorage;
  46557. /**
  46558. * Access property
  46559. * @hidden
  46560. */
  46561. _occlusionDataStorage: _OcclusionDataStorage;
  46562. /**
  46563. * This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decideds to show or hide the object.
  46564. * The default value is -1 which means don't break the query and wait till the result
  46565. * @see http://doc.babylonjs.com/features/occlusionquery
  46566. */
  46567. occlusionRetryCount: number;
  46568. /**
  46569. * This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:
  46570. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  46571. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  46572. * * OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.
  46573. * @see http://doc.babylonjs.com/features/occlusionquery
  46574. */
  46575. occlusionType: number;
  46576. /**
  46577. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  46578. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  46579. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE (Default Value) which is mapped to GL_ANY_SAMPLES_PASSED_CONSERVATIVE which is a false positive algorithm that is faster than GL_ANY_SAMPLES_PASSED but less accurate.
  46580. * @see http://doc.babylonjs.com/features/occlusionquery
  46581. */
  46582. occlusionQueryAlgorithmType: number;
  46583. /**
  46584. * Gets or sets whether the mesh is occluded or not, it is used also to set the intial state of the mesh to be occluded or not
  46585. * @see http://doc.babylonjs.com/features/occlusionquery
  46586. */
  46587. isOccluded: boolean;
  46588. /**
  46589. * Flag to check the progress status of the query
  46590. * @see http://doc.babylonjs.com/features/occlusionquery
  46591. */
  46592. isOcclusionQueryInProgress: boolean;
  46593. }
  46594. }
  46595. }
  46596. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  46597. import { Nullable } from "babylonjs/types";
  46598. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  46599. /** @hidden */
  46600. export var _forceTransformFeedbackToBundle: boolean;
  46601. module "babylonjs/Engines/engine" {
  46602. interface Engine {
  46603. /**
  46604. * Creates a webGL transform feedback object
  46605. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  46606. * @returns the webGL transform feedback object
  46607. */
  46608. createTransformFeedback(): WebGLTransformFeedback;
  46609. /**
  46610. * Delete a webGL transform feedback object
  46611. * @param value defines the webGL transform feedback object to delete
  46612. */
  46613. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  46614. /**
  46615. * Bind a webGL transform feedback object to the webgl context
  46616. * @param value defines the webGL transform feedback object to bind
  46617. */
  46618. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  46619. /**
  46620. * Begins a transform feedback operation
  46621. * @param usePoints defines if points or triangles must be used
  46622. */
  46623. beginTransformFeedback(usePoints: boolean): void;
  46624. /**
  46625. * Ends a transform feedback operation
  46626. */
  46627. endTransformFeedback(): void;
  46628. /**
  46629. * Specify the varyings to use with transform feedback
  46630. * @param program defines the associated webGL program
  46631. * @param value defines the list of strings representing the varying names
  46632. */
  46633. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  46634. /**
  46635. * Bind a webGL buffer for a transform feedback operation
  46636. * @param value defines the webGL buffer to bind
  46637. */
  46638. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  46639. }
  46640. }
  46641. }
  46642. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  46643. import { Scene } from "babylonjs/scene";
  46644. import { Engine } from "babylonjs/Engines/engine";
  46645. import { Texture } from "babylonjs/Materials/Textures/texture";
  46646. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  46647. import "babylonjs/Engines/Extensions/engine.multiRender";
  46648. /**
  46649. * Creation options of the multi render target texture.
  46650. */
  46651. export interface IMultiRenderTargetOptions {
  46652. /**
  46653. * Define if the texture needs to create mip maps after render.
  46654. */
  46655. generateMipMaps?: boolean;
  46656. /**
  46657. * Define the types of all the draw buffers we want to create
  46658. */
  46659. types?: number[];
  46660. /**
  46661. * Define the sampling modes of all the draw buffers we want to create
  46662. */
  46663. samplingModes?: number[];
  46664. /**
  46665. * Define if a depth buffer is required
  46666. */
  46667. generateDepthBuffer?: boolean;
  46668. /**
  46669. * Define if a stencil buffer is required
  46670. */
  46671. generateStencilBuffer?: boolean;
  46672. /**
  46673. * Define if a depth texture is required instead of a depth buffer
  46674. */
  46675. generateDepthTexture?: boolean;
  46676. /**
  46677. * Define the number of desired draw buffers
  46678. */
  46679. textureCount?: number;
  46680. /**
  46681. * Define if aspect ratio should be adapted to the texture or stay the scene one
  46682. */
  46683. doNotChangeAspectRatio?: boolean;
  46684. /**
  46685. * Define the default type of the buffers we are creating
  46686. */
  46687. defaultType?: number;
  46688. }
  46689. /**
  46690. * A multi render target, like a render target provides the ability to render to a texture.
  46691. * Unlike the render target, it can render to several draw buffers in one draw.
  46692. * This is specially interesting in deferred rendering or for any effects requiring more than
  46693. * just one color from a single pass.
  46694. */
  46695. export class MultiRenderTarget extends RenderTargetTexture {
  46696. private _internalTextures;
  46697. private _textures;
  46698. private _multiRenderTargetOptions;
  46699. /**
  46700. * Get if draw buffers are currently supported by the used hardware and browser.
  46701. */
  46702. readonly isSupported: boolean;
  46703. /**
  46704. * Get the list of textures generated by the multi render target.
  46705. */
  46706. readonly textures: Texture[];
  46707. /**
  46708. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  46709. */
  46710. readonly depthTexture: Texture;
  46711. /**
  46712. * Set the wrapping mode on U of all the textures we are rendering to.
  46713. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46714. */
  46715. wrapU: number;
  46716. /**
  46717. * Set the wrapping mode on V of all the textures we are rendering to.
  46718. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46719. */
  46720. wrapV: number;
  46721. /**
  46722. * Instantiate a new multi render target texture.
  46723. * A multi render target, like a render target provides the ability to render to a texture.
  46724. * Unlike the render target, it can render to several draw buffers in one draw.
  46725. * This is specially interesting in deferred rendering or for any effects requiring more than
  46726. * just one color from a single pass.
  46727. * @param name Define the name of the texture
  46728. * @param size Define the size of the buffers to render to
  46729. * @param count Define the number of target we are rendering into
  46730. * @param scene Define the scene the texture belongs to
  46731. * @param options Define the options used to create the multi render target
  46732. */
  46733. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  46734. /** @hidden */
  46735. _rebuild(): void;
  46736. private _createInternalTextures;
  46737. private _createTextures;
  46738. /**
  46739. * Define the number of samples used if MSAA is enabled.
  46740. */
  46741. samples: number;
  46742. /**
  46743. * Resize all the textures in the multi render target.
  46744. * Be carrefull as it will recreate all the data in the new texture.
  46745. * @param size Define the new size
  46746. */
  46747. resize(size: any): void;
  46748. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  46749. /**
  46750. * Dispose the render targets and their associated resources
  46751. */
  46752. dispose(): void;
  46753. /**
  46754. * Release all the underlying texture used as draw buffers.
  46755. */
  46756. releaseInternalTextures(): void;
  46757. }
  46758. }
  46759. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  46760. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46761. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  46762. import { Nullable } from "babylonjs/types";
  46763. module "babylonjs/Engines/thinEngine" {
  46764. interface ThinEngine {
  46765. /**
  46766. * Unbind a list of render target textures from the webGL context
  46767. * This is used only when drawBuffer extension or webGL2 are active
  46768. * @param textures defines the render target textures to unbind
  46769. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  46770. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  46771. */
  46772. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  46773. /**
  46774. * Create a multi render target texture
  46775. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  46776. * @param size defines the size of the texture
  46777. * @param options defines the creation options
  46778. * @returns the cube texture as an InternalTexture
  46779. */
  46780. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  46781. /**
  46782. * Update the sample count for a given multiple render target texture
  46783. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  46784. * @param textures defines the textures to update
  46785. * @param samples defines the sample count to set
  46786. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  46787. */
  46788. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  46789. }
  46790. }
  46791. }
  46792. declare module "babylonjs/Engines/Extensions/engine.views" {
  46793. import { Camera } from "babylonjs/Cameras/camera";
  46794. import { Nullable } from "babylonjs/types";
  46795. /**
  46796. * Class used to define an additional view for the engine
  46797. * @see https://doc.babylonjs.com/how_to/multi_canvases
  46798. */
  46799. export class EngineView {
  46800. /** Defines the canvas where to render the view */
  46801. target: HTMLCanvasElement;
  46802. /** Defines an optional camera used to render the view (will use active camera else) */
  46803. camera?: Camera;
  46804. }
  46805. module "babylonjs/Engines/engine" {
  46806. interface Engine {
  46807. /**
  46808. * Gets or sets the HTML element to use for attaching events
  46809. */
  46810. inputElement: Nullable<HTMLElement>;
  46811. /**
  46812. * Gets the current engine view
  46813. * @see https://doc.babylonjs.com/how_to/multi_canvases
  46814. */
  46815. activeView: Nullable<EngineView>;
  46816. /** Gets or sets the list of views */
  46817. views: EngineView[];
  46818. /**
  46819. * Register a new child canvas
  46820. * @param canvas defines the canvas to register
  46821. * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)
  46822. * @returns the associated view
  46823. */
  46824. registerView(canvas: HTMLCanvasElement, camera?: Camera): EngineView;
  46825. /**
  46826. * Remove a registered child canvas
  46827. * @param canvas defines the canvas to remove
  46828. * @returns the current engine
  46829. */
  46830. unRegisterView(canvas: HTMLCanvasElement): Engine;
  46831. }
  46832. }
  46833. }
  46834. declare module "babylonjs/Engines/Extensions/index" {
  46835. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  46836. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  46837. export * from "babylonjs/Engines/Extensions/engine.multiview";
  46838. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  46839. export * from "babylonjs/Engines/Extensions/engine.dynamicTexture";
  46840. export * from "babylonjs/Engines/Extensions/engine.videoTexture";
  46841. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  46842. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  46843. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  46844. export * from "babylonjs/Engines/Extensions/engine.renderTargetCube";
  46845. export * from "babylonjs/Engines/Extensions/engine.webVR";
  46846. export * from "babylonjs/Engines/Extensions/engine.uniformBuffer";
  46847. export * from "babylonjs/Engines/Extensions/engine.views";
  46848. }
  46849. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  46850. import { Nullable } from "babylonjs/types";
  46851. /**
  46852. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  46853. */
  46854. export interface CubeMapInfo {
  46855. /**
  46856. * The pixel array for the front face.
  46857. * This is stored in format, left to right, up to down format.
  46858. */
  46859. front: Nullable<ArrayBufferView>;
  46860. /**
  46861. * The pixel array for the back face.
  46862. * This is stored in format, left to right, up to down format.
  46863. */
  46864. back: Nullable<ArrayBufferView>;
  46865. /**
  46866. * The pixel array for the left face.
  46867. * This is stored in format, left to right, up to down format.
  46868. */
  46869. left: Nullable<ArrayBufferView>;
  46870. /**
  46871. * The pixel array for the right face.
  46872. * This is stored in format, left to right, up to down format.
  46873. */
  46874. right: Nullable<ArrayBufferView>;
  46875. /**
  46876. * The pixel array for the up face.
  46877. * This is stored in format, left to right, up to down format.
  46878. */
  46879. up: Nullable<ArrayBufferView>;
  46880. /**
  46881. * The pixel array for the down face.
  46882. * This is stored in format, left to right, up to down format.
  46883. */
  46884. down: Nullable<ArrayBufferView>;
  46885. /**
  46886. * The size of the cubemap stored.
  46887. *
  46888. * Each faces will be size * size pixels.
  46889. */
  46890. size: number;
  46891. /**
  46892. * The format of the texture.
  46893. *
  46894. * RGBA, RGB.
  46895. */
  46896. format: number;
  46897. /**
  46898. * The type of the texture data.
  46899. *
  46900. * UNSIGNED_INT, FLOAT.
  46901. */
  46902. type: number;
  46903. /**
  46904. * Specifies whether the texture is in gamma space.
  46905. */
  46906. gammaSpace: boolean;
  46907. }
  46908. /**
  46909. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  46910. */
  46911. export class PanoramaToCubeMapTools {
  46912. private static FACE_FRONT;
  46913. private static FACE_BACK;
  46914. private static FACE_RIGHT;
  46915. private static FACE_LEFT;
  46916. private static FACE_DOWN;
  46917. private static FACE_UP;
  46918. /**
  46919. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  46920. *
  46921. * @param float32Array The source data.
  46922. * @param inputWidth The width of the input panorama.
  46923. * @param inputHeight The height of the input panorama.
  46924. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  46925. * @return The cubemap data
  46926. */
  46927. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  46928. private static CreateCubemapTexture;
  46929. private static CalcProjectionSpherical;
  46930. }
  46931. }
  46932. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  46933. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46934. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46935. import { Nullable } from "babylonjs/types";
  46936. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  46937. /**
  46938. * Helper class dealing with the extraction of spherical polynomial dataArray
  46939. * from a cube map.
  46940. */
  46941. export class CubeMapToSphericalPolynomialTools {
  46942. private static FileFaces;
  46943. /**
  46944. * Converts a texture to the according Spherical Polynomial data.
  46945. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46946. *
  46947. * @param texture The texture to extract the information from.
  46948. * @return The Spherical Polynomial data.
  46949. */
  46950. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  46951. /**
  46952. * Converts a cubemap to the according Spherical Polynomial data.
  46953. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46954. *
  46955. * @param cubeInfo The Cube map to extract the information from.
  46956. * @return The Spherical Polynomial data.
  46957. */
  46958. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  46959. }
  46960. }
  46961. declare module "babylonjs/Materials/Textures/baseTexture.polynomial" {
  46962. import { Nullable } from "babylonjs/types";
  46963. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46964. module "babylonjs/Materials/Textures/baseTexture" {
  46965. interface BaseTexture {
  46966. /**
  46967. * Get the polynomial representation of the texture data.
  46968. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  46969. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  46970. */
  46971. sphericalPolynomial: Nullable<SphericalPolynomial>;
  46972. }
  46973. }
  46974. }
  46975. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  46976. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46977. /** @hidden */
  46978. export var rgbdEncodePixelShader: {
  46979. name: string;
  46980. shader: string;
  46981. };
  46982. }
  46983. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  46984. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46985. /** @hidden */
  46986. export var rgbdDecodePixelShader: {
  46987. name: string;
  46988. shader: string;
  46989. };
  46990. }
  46991. declare module "babylonjs/Misc/environmentTextureTools" {
  46992. import { Nullable } from "babylonjs/types";
  46993. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46994. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46995. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  46996. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  46997. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  46998. import "babylonjs/Shaders/rgbdEncode.fragment";
  46999. import "babylonjs/Shaders/rgbdDecode.fragment";
  47000. /**
  47001. * Raw texture data and descriptor sufficient for WebGL texture upload
  47002. */
  47003. export interface EnvironmentTextureInfo {
  47004. /**
  47005. * Version of the environment map
  47006. */
  47007. version: number;
  47008. /**
  47009. * Width of image
  47010. */
  47011. width: number;
  47012. /**
  47013. * Irradiance information stored in the file.
  47014. */
  47015. irradiance: any;
  47016. /**
  47017. * Specular information stored in the file.
  47018. */
  47019. specular: any;
  47020. }
  47021. /**
  47022. * Defines One Image in the file. It requires only the position in the file
  47023. * as well as the length.
  47024. */
  47025. interface BufferImageData {
  47026. /**
  47027. * Length of the image data.
  47028. */
  47029. length: number;
  47030. /**
  47031. * Position of the data from the null terminator delimiting the end of the JSON.
  47032. */
  47033. position: number;
  47034. }
  47035. /**
  47036. * Defines the specular data enclosed in the file.
  47037. * This corresponds to the version 1 of the data.
  47038. */
  47039. export interface EnvironmentTextureSpecularInfoV1 {
  47040. /**
  47041. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  47042. */
  47043. specularDataPosition?: number;
  47044. /**
  47045. * This contains all the images data needed to reconstruct the cubemap.
  47046. */
  47047. mipmaps: Array<BufferImageData>;
  47048. /**
  47049. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  47050. */
  47051. lodGenerationScale: number;
  47052. }
  47053. /**
  47054. * Sets of helpers addressing the serialization and deserialization of environment texture
  47055. * stored in a BabylonJS env file.
  47056. * Those files are usually stored as .env files.
  47057. */
  47058. export class EnvironmentTextureTools {
  47059. /**
  47060. * Magic number identifying the env file.
  47061. */
  47062. private static _MagicBytes;
  47063. /**
  47064. * Gets the environment info from an env file.
  47065. * @param data The array buffer containing the .env bytes.
  47066. * @returns the environment file info (the json header) if successfully parsed.
  47067. */
  47068. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  47069. /**
  47070. * Creates an environment texture from a loaded cube texture.
  47071. * @param texture defines the cube texture to convert in env file
  47072. * @return a promise containing the environment data if succesfull.
  47073. */
  47074. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  47075. /**
  47076. * Creates a JSON representation of the spherical data.
  47077. * @param texture defines the texture containing the polynomials
  47078. * @return the JSON representation of the spherical info
  47079. */
  47080. private static _CreateEnvTextureIrradiance;
  47081. /**
  47082. * Creates the ArrayBufferViews used for initializing environment texture image data.
  47083. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  47084. * @param info parameters that determine what views will be created for accessing the underlying buffer
  47085. * @return the views described by info providing access to the underlying buffer
  47086. */
  47087. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  47088. /**
  47089. * Uploads the texture info contained in the env file to the GPU.
  47090. * @param texture defines the internal texture to upload to
  47091. * @param arrayBuffer defines the buffer cotaining the data to load
  47092. * @param info defines the texture info retrieved through the GetEnvInfo method
  47093. * @returns a promise
  47094. */
  47095. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  47096. private static _OnImageReadyAsync;
  47097. /**
  47098. * Uploads the levels of image data to the GPU.
  47099. * @param texture defines the internal texture to upload to
  47100. * @param imageData defines the array buffer views of image data [mipmap][face]
  47101. * @returns a promise
  47102. */
  47103. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  47104. /**
  47105. * Uploads spherical polynomials information to the texture.
  47106. * @param texture defines the texture we are trying to upload the information to
  47107. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  47108. */
  47109. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  47110. /** @hidden */
  47111. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  47112. }
  47113. }
  47114. declare module "babylonjs/Maths/math.vertexFormat" {
  47115. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  47116. /**
  47117. * Contains position and normal vectors for a vertex
  47118. */
  47119. export class PositionNormalVertex {
  47120. /** the position of the vertex (defaut: 0,0,0) */
  47121. position: Vector3;
  47122. /** the normal of the vertex (defaut: 0,1,0) */
  47123. normal: Vector3;
  47124. /**
  47125. * Creates a PositionNormalVertex
  47126. * @param position the position of the vertex (defaut: 0,0,0)
  47127. * @param normal the normal of the vertex (defaut: 0,1,0)
  47128. */
  47129. constructor(
  47130. /** the position of the vertex (defaut: 0,0,0) */
  47131. position?: Vector3,
  47132. /** the normal of the vertex (defaut: 0,1,0) */
  47133. normal?: Vector3);
  47134. /**
  47135. * Clones the PositionNormalVertex
  47136. * @returns the cloned PositionNormalVertex
  47137. */
  47138. clone(): PositionNormalVertex;
  47139. }
  47140. /**
  47141. * Contains position, normal and uv vectors for a vertex
  47142. */
  47143. export class PositionNormalTextureVertex {
  47144. /** the position of the vertex (defaut: 0,0,0) */
  47145. position: Vector3;
  47146. /** the normal of the vertex (defaut: 0,1,0) */
  47147. normal: Vector3;
  47148. /** the uv of the vertex (default: 0,0) */
  47149. uv: Vector2;
  47150. /**
  47151. * Creates a PositionNormalTextureVertex
  47152. * @param position the position of the vertex (defaut: 0,0,0)
  47153. * @param normal the normal of the vertex (defaut: 0,1,0)
  47154. * @param uv the uv of the vertex (default: 0,0)
  47155. */
  47156. constructor(
  47157. /** the position of the vertex (defaut: 0,0,0) */
  47158. position?: Vector3,
  47159. /** the normal of the vertex (defaut: 0,1,0) */
  47160. normal?: Vector3,
  47161. /** the uv of the vertex (default: 0,0) */
  47162. uv?: Vector2);
  47163. /**
  47164. * Clones the PositionNormalTextureVertex
  47165. * @returns the cloned PositionNormalTextureVertex
  47166. */
  47167. clone(): PositionNormalTextureVertex;
  47168. }
  47169. }
  47170. declare module "babylonjs/Maths/math" {
  47171. export * from "babylonjs/Maths/math.axis";
  47172. export * from "babylonjs/Maths/math.color";
  47173. export * from "babylonjs/Maths/math.constants";
  47174. export * from "babylonjs/Maths/math.frustum";
  47175. export * from "babylonjs/Maths/math.path";
  47176. export * from "babylonjs/Maths/math.plane";
  47177. export * from "babylonjs/Maths/math.size";
  47178. export * from "babylonjs/Maths/math.vector";
  47179. export * from "babylonjs/Maths/math.vertexFormat";
  47180. export * from "babylonjs/Maths/math.viewport";
  47181. }
  47182. declare module "babylonjs/Engines/Native/nativeShaderProcessor" {
  47183. import { WebGL2ShaderProcessor } from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  47184. /** @hidden */
  47185. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  47186. private _genericAttributeLocation;
  47187. private _varyingLocationCount;
  47188. private _varyingLocationMap;
  47189. private _replacements;
  47190. private _textureCount;
  47191. private _uniforms;
  47192. lineProcessor(line: string): string;
  47193. attributeProcessor(attribute: string): string;
  47194. varyingProcessor(varying: string, isFragment: boolean): string;
  47195. uniformProcessor(uniform: string): string;
  47196. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  47197. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  47198. }
  47199. }
  47200. declare module "babylonjs/Engines/nativeEngine" {
  47201. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  47202. import { Engine } from "babylonjs/Engines/engine";
  47203. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  47204. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  47205. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47206. import { Effect } from "babylonjs/Materials/effect";
  47207. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  47208. import { Matrix, Viewport, Color3 } from "babylonjs/Maths/math";
  47209. import { IColor4Like } from "babylonjs/Maths/math.like";
  47210. import { Scene } from "babylonjs/scene";
  47211. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  47212. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  47213. /**
  47214. * Container for accessors for natively-stored mesh data buffers.
  47215. */
  47216. class NativeDataBuffer extends DataBuffer {
  47217. /**
  47218. * Accessor value used to identify/retrieve a natively-stored index buffer.
  47219. */
  47220. nativeIndexBuffer?: any;
  47221. /**
  47222. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  47223. */
  47224. nativeVertexBuffer?: any;
  47225. }
  47226. /** @hidden */
  47227. class NativeTexture extends InternalTexture {
  47228. getInternalTexture(): InternalTexture;
  47229. getViewCount(): number;
  47230. }
  47231. /** @hidden */
  47232. export class NativeEngine extends Engine {
  47233. private readonly _native;
  47234. /** Defines the invalid handle returned by bgfx when resource creation goes wrong */
  47235. private readonly INVALID_HANDLE;
  47236. getHardwareScalingLevel(): number;
  47237. constructor();
  47238. /**
  47239. * Can be used to override the current requestAnimationFrame requester.
  47240. * @hidden
  47241. */
  47242. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  47243. /**
  47244. * Override default engine behavior.
  47245. * @param color
  47246. * @param backBuffer
  47247. * @param depth
  47248. * @param stencil
  47249. */
  47250. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  47251. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  47252. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  47253. createVertexBuffer(data: DataArray): NativeDataBuffer;
  47254. recordVertexArrayObject(vertexBuffers: {
  47255. [key: string]: VertexBuffer;
  47256. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  47257. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  47258. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  47259. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  47260. /**
  47261. * Draw a list of indexed primitives
  47262. * @param fillMode defines the primitive to use
  47263. * @param indexStart defines the starting index
  47264. * @param indexCount defines the number of index to draw
  47265. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  47266. */
  47267. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  47268. /**
  47269. * Draw a list of unindexed primitives
  47270. * @param fillMode defines the primitive to use
  47271. * @param verticesStart defines the index of first vertex to draw
  47272. * @param verticesCount defines the count of vertices to draw
  47273. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  47274. */
  47275. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  47276. createPipelineContext(): IPipelineContext;
  47277. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  47278. /** @hidden */
  47279. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  47280. /** @hidden */
  47281. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  47282. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  47283. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  47284. protected _setProgram(program: WebGLProgram): void;
  47285. _releaseEffect(effect: Effect): void;
  47286. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  47287. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  47288. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  47289. bindSamplers(effect: Effect): void;
  47290. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  47291. getRenderWidth(useScreen?: boolean): number;
  47292. getRenderHeight(useScreen?: boolean): number;
  47293. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  47294. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  47295. /**
  47296. * Set the z offset to apply to current rendering
  47297. * @param value defines the offset to apply
  47298. */
  47299. setZOffset(value: number): void;
  47300. /**
  47301. * Gets the current value of the zOffset
  47302. * @returns the current zOffset state
  47303. */
  47304. getZOffset(): number;
  47305. /**
  47306. * Enable or disable depth buffering
  47307. * @param enable defines the state to set
  47308. */
  47309. setDepthBuffer(enable: boolean): void;
  47310. /**
  47311. * Gets a boolean indicating if depth writing is enabled
  47312. * @returns the current depth writing state
  47313. */
  47314. getDepthWrite(): boolean;
  47315. /**
  47316. * Enable or disable depth writing
  47317. * @param enable defines the state to set
  47318. */
  47319. setDepthWrite(enable: boolean): void;
  47320. /**
  47321. * Enable or disable color writing
  47322. * @param enable defines the state to set
  47323. */
  47324. setColorWrite(enable: boolean): void;
  47325. /**
  47326. * Gets a boolean indicating if color writing is enabled
  47327. * @returns the current color writing state
  47328. */
  47329. getColorWrite(): boolean;
  47330. /**
  47331. * Sets alpha constants used by some alpha blending modes
  47332. * @param r defines the red component
  47333. * @param g defines the green component
  47334. * @param b defines the blue component
  47335. * @param a defines the alpha component
  47336. */
  47337. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  47338. /**
  47339. * Sets the current alpha mode
  47340. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  47341. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  47342. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  47343. */
  47344. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  47345. /**
  47346. * Gets the current alpha mode
  47347. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  47348. * @returns the current alpha mode
  47349. */
  47350. getAlphaMode(): number;
  47351. setInt(uniform: WebGLUniformLocation, int: number): void;
  47352. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  47353. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  47354. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  47355. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  47356. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  47357. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  47358. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  47359. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  47360. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  47361. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  47362. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  47363. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  47364. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  47365. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  47366. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  47367. setFloat(uniform: WebGLUniformLocation, value: number): void;
  47368. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  47369. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  47370. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  47371. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  47372. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  47373. wipeCaches(bruteForce?: boolean): void;
  47374. _createTexture(): WebGLTexture;
  47375. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  47376. /**
  47377. * Usually called from BABYLON.Texture.ts.
  47378. * Passed information to create a WebGLTexture
  47379. * @param urlArg defines a value which contains one of the following:
  47380. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  47381. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  47382. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  47383. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  47384. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  47385. * @param scene needed for loading to the correct scene
  47386. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  47387. * @param onLoad optional callback to be called upon successful completion
  47388. * @param onError optional callback to be called upon failure
  47389. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  47390. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  47391. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  47392. * @param forcedExtension defines the extension to use to pick the right loader
  47393. * @returns a InternalTexture for assignment back into BABYLON.Texture
  47394. */
  47395. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>): InternalTexture;
  47396. /**
  47397. * Creates a cube texture
  47398. * @param rootUrl defines the url where the files to load is located
  47399. * @param scene defines the current scene
  47400. * @param files defines the list of files to load (1 per face)
  47401. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  47402. * @param onLoad defines an optional callback raised when the texture is loaded
  47403. * @param onError defines an optional callback raised if there is an issue to load the texture
  47404. * @param format defines the format of the data
  47405. * @param forcedExtension defines the extension to use to pick the right loader
  47406. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  47407. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  47408. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  47409. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  47410. * @returns the cube texture as an InternalTexture
  47411. */
  47412. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap?: boolean, onLoad?: Nullable<(data?: any) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, fallback?: Nullable<InternalTexture>): InternalTexture;
  47413. private _getSamplingFilter;
  47414. private static _GetNativeTextureFormat;
  47415. createRenderTargetTexture(size: number | {
  47416. width: number;
  47417. height: number;
  47418. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  47419. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  47420. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  47421. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  47422. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  47423. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  47424. /**
  47425. * Updates a dynamic vertex buffer.
  47426. * @param vertexBuffer the vertex buffer to update
  47427. * @param data the data used to update the vertex buffer
  47428. * @param byteOffset the byte offset of the data (optional)
  47429. * @param byteLength the byte length of the data (optional)
  47430. */
  47431. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  47432. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  47433. private _updateAnisotropicLevel;
  47434. private _getAddressMode;
  47435. /** @hidden */
  47436. _bindTexture(channel: number, texture: InternalTexture): void;
  47437. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  47438. releaseEffects(): void;
  47439. /** @hidden */
  47440. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  47441. /** @hidden */
  47442. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  47443. /** @hidden */
  47444. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  47445. /** @hidden */
  47446. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  47447. }
  47448. }
  47449. declare module "babylonjs/Engines/index" {
  47450. export * from "babylonjs/Engines/constants";
  47451. export * from "babylonjs/Engines/engineCapabilities";
  47452. export * from "babylonjs/Engines/instancingAttributeInfo";
  47453. export * from "babylonjs/Engines/thinEngine";
  47454. export * from "babylonjs/Engines/engine";
  47455. export * from "babylonjs/Engines/engineStore";
  47456. export * from "babylonjs/Engines/nullEngine";
  47457. export * from "babylonjs/Engines/Extensions/index";
  47458. export * from "babylonjs/Engines/IPipelineContext";
  47459. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  47460. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  47461. export * from "babylonjs/Engines/nativeEngine";
  47462. }
  47463. declare module "babylonjs/Events/clipboardEvents" {
  47464. /**
  47465. * Gather the list of clipboard event types as constants.
  47466. */
  47467. export class ClipboardEventTypes {
  47468. /**
  47469. * The clipboard event is fired when a copy command is active (pressed).
  47470. */
  47471. static readonly COPY: number;
  47472. /**
  47473. * The clipboard event is fired when a cut command is active (pressed).
  47474. */
  47475. static readonly CUT: number;
  47476. /**
  47477. * The clipboard event is fired when a paste command is active (pressed).
  47478. */
  47479. static readonly PASTE: number;
  47480. }
  47481. /**
  47482. * This class is used to store clipboard related info for the onClipboardObservable event.
  47483. */
  47484. export class ClipboardInfo {
  47485. /**
  47486. * Defines the type of event (BABYLON.ClipboardEventTypes)
  47487. */
  47488. type: number;
  47489. /**
  47490. * Defines the related dom event
  47491. */
  47492. event: ClipboardEvent;
  47493. /**
  47494. *Creates an instance of ClipboardInfo.
  47495. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  47496. * @param event Defines the related dom event
  47497. */
  47498. constructor(
  47499. /**
  47500. * Defines the type of event (BABYLON.ClipboardEventTypes)
  47501. */
  47502. type: number,
  47503. /**
  47504. * Defines the related dom event
  47505. */
  47506. event: ClipboardEvent);
  47507. /**
  47508. * Get the clipboard event's type from the keycode.
  47509. * @param keyCode Defines the keyCode for the current keyboard event.
  47510. * @return {number}
  47511. */
  47512. static GetTypeFromCharacter(keyCode: number): number;
  47513. }
  47514. }
  47515. declare module "babylonjs/Events/index" {
  47516. export * from "babylonjs/Events/keyboardEvents";
  47517. export * from "babylonjs/Events/pointerEvents";
  47518. export * from "babylonjs/Events/clipboardEvents";
  47519. }
  47520. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  47521. import { Scene } from "babylonjs/scene";
  47522. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47523. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  47524. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  47525. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47526. /**
  47527. * Google Daydream controller
  47528. */
  47529. export class DaydreamController extends WebVRController {
  47530. /**
  47531. * Base Url for the controller model.
  47532. */
  47533. static MODEL_BASE_URL: string;
  47534. /**
  47535. * File name for the controller model.
  47536. */
  47537. static MODEL_FILENAME: string;
  47538. /**
  47539. * Gamepad Id prefix used to identify Daydream Controller.
  47540. */
  47541. static readonly GAMEPAD_ID_PREFIX: string;
  47542. /**
  47543. * Creates a new DaydreamController from a gamepad
  47544. * @param vrGamepad the gamepad that the controller should be created from
  47545. */
  47546. constructor(vrGamepad: any);
  47547. /**
  47548. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  47549. * @param scene scene in which to add meshes
  47550. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  47551. */
  47552. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  47553. /**
  47554. * Called once for each button that changed state since the last frame
  47555. * @param buttonIdx Which button index changed
  47556. * @param state New state of the button
  47557. * @param changes Which properties on the state changed since last frame
  47558. */
  47559. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  47560. }
  47561. }
  47562. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  47563. import { Scene } from "babylonjs/scene";
  47564. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47565. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  47566. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  47567. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47568. /**
  47569. * Gear VR Controller
  47570. */
  47571. export class GearVRController extends WebVRController {
  47572. /**
  47573. * Base Url for the controller model.
  47574. */
  47575. static MODEL_BASE_URL: string;
  47576. /**
  47577. * File name for the controller model.
  47578. */
  47579. static MODEL_FILENAME: string;
  47580. /**
  47581. * Gamepad Id prefix used to identify this controller.
  47582. */
  47583. static readonly GAMEPAD_ID_PREFIX: string;
  47584. private readonly _buttonIndexToObservableNameMap;
  47585. /**
  47586. * Creates a new GearVRController from a gamepad
  47587. * @param vrGamepad the gamepad that the controller should be created from
  47588. */
  47589. constructor(vrGamepad: any);
  47590. /**
  47591. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  47592. * @param scene scene in which to add meshes
  47593. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  47594. */
  47595. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  47596. /**
  47597. * Called once for each button that changed state since the last frame
  47598. * @param buttonIdx Which button index changed
  47599. * @param state New state of the button
  47600. * @param changes Which properties on the state changed since last frame
  47601. */
  47602. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  47603. }
  47604. }
  47605. declare module "babylonjs/Gamepads/Controllers/index" {
  47606. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  47607. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  47608. export * from "babylonjs/Gamepads/Controllers/genericController";
  47609. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  47610. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47611. export * from "babylonjs/Gamepads/Controllers/viveController";
  47612. export * from "babylonjs/Gamepads/Controllers/webVRController";
  47613. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  47614. }
  47615. declare module "babylonjs/Gamepads/index" {
  47616. export * from "babylonjs/Gamepads/Controllers/index";
  47617. export * from "babylonjs/Gamepads/gamepad";
  47618. export * from "babylonjs/Gamepads/gamepadManager";
  47619. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  47620. export * from "babylonjs/Gamepads/xboxGamepad";
  47621. export * from "babylonjs/Gamepads/dualShockGamepad";
  47622. }
  47623. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  47624. import { Scene } from "babylonjs/scene";
  47625. import { Vector4 } from "babylonjs/Maths/math.vector";
  47626. import { Color4 } from "babylonjs/Maths/math.color";
  47627. import { Mesh } from "babylonjs/Meshes/mesh";
  47628. import { Nullable } from "babylonjs/types";
  47629. /**
  47630. * Class containing static functions to help procedurally build meshes
  47631. */
  47632. export class PolyhedronBuilder {
  47633. /**
  47634. * Creates a polyhedron mesh
  47635. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  47636. * * The parameter `size` (positive float, default 1) sets the polygon size
  47637. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  47638. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  47639. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  47640. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  47641. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  47642. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  47643. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  47644. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  47645. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  47646. * @param name defines the name of the mesh
  47647. * @param options defines the options used to create the mesh
  47648. * @param scene defines the hosting scene
  47649. * @returns the polyhedron mesh
  47650. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  47651. */
  47652. static CreatePolyhedron(name: string, options: {
  47653. type?: number;
  47654. size?: number;
  47655. sizeX?: number;
  47656. sizeY?: number;
  47657. sizeZ?: number;
  47658. custom?: any;
  47659. faceUV?: Vector4[];
  47660. faceColors?: Color4[];
  47661. flat?: boolean;
  47662. updatable?: boolean;
  47663. sideOrientation?: number;
  47664. frontUVs?: Vector4;
  47665. backUVs?: Vector4;
  47666. }, scene?: Nullable<Scene>): Mesh;
  47667. }
  47668. }
  47669. declare module "babylonjs/Gizmos/scaleGizmo" {
  47670. import { Observable } from "babylonjs/Misc/observable";
  47671. import { Nullable } from "babylonjs/types";
  47672. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47673. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47674. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  47675. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47676. /**
  47677. * Gizmo that enables scaling a mesh along 3 axis
  47678. */
  47679. export class ScaleGizmo extends Gizmo {
  47680. /**
  47681. * Internal gizmo used for interactions on the x axis
  47682. */
  47683. xGizmo: AxisScaleGizmo;
  47684. /**
  47685. * Internal gizmo used for interactions on the y axis
  47686. */
  47687. yGizmo: AxisScaleGizmo;
  47688. /**
  47689. * Internal gizmo used for interactions on the z axis
  47690. */
  47691. zGizmo: AxisScaleGizmo;
  47692. /**
  47693. * Internal gizmo used to scale all axis equally
  47694. */
  47695. uniformScaleGizmo: AxisScaleGizmo;
  47696. private _meshAttached;
  47697. private _updateGizmoRotationToMatchAttachedMesh;
  47698. private _snapDistance;
  47699. private _scaleRatio;
  47700. private _uniformScalingMesh;
  47701. private _octahedron;
  47702. private _sensitivity;
  47703. /** Fires an event when any of it's sub gizmos are dragged */
  47704. onDragStartObservable: Observable<unknown>;
  47705. /** Fires an event when any of it's sub gizmos are released from dragging */
  47706. onDragEndObservable: Observable<unknown>;
  47707. attachedMesh: Nullable<AbstractMesh>;
  47708. /**
  47709. * Creates a ScaleGizmo
  47710. * @param gizmoLayer The utility layer the gizmo will be added to
  47711. */
  47712. constructor(gizmoLayer?: UtilityLayerRenderer);
  47713. updateGizmoRotationToMatchAttachedMesh: boolean;
  47714. /**
  47715. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47716. */
  47717. snapDistance: number;
  47718. /**
  47719. * Ratio for the scale of the gizmo (Default: 1)
  47720. */
  47721. scaleRatio: number;
  47722. /**
  47723. * Sensitivity factor for dragging (Default: 1)
  47724. */
  47725. sensitivity: number;
  47726. /**
  47727. * Disposes of the gizmo
  47728. */
  47729. dispose(): void;
  47730. }
  47731. }
  47732. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  47733. import { Observable } from "babylonjs/Misc/observable";
  47734. import { Nullable } from "babylonjs/types";
  47735. import { Vector3 } from "babylonjs/Maths/math.vector";
  47736. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47737. import { Mesh } from "babylonjs/Meshes/mesh";
  47738. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47739. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47740. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47741. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  47742. import { Color3 } from "babylonjs/Maths/math.color";
  47743. /**
  47744. * Single axis scale gizmo
  47745. */
  47746. export class AxisScaleGizmo extends Gizmo {
  47747. /**
  47748. * Drag behavior responsible for the gizmos dragging interactions
  47749. */
  47750. dragBehavior: PointerDragBehavior;
  47751. private _pointerObserver;
  47752. /**
  47753. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47754. */
  47755. snapDistance: number;
  47756. /**
  47757. * Event that fires each time the gizmo snaps to a new location.
  47758. * * snapDistance is the the change in distance
  47759. */
  47760. onSnapObservable: Observable<{
  47761. snapDistance: number;
  47762. }>;
  47763. /**
  47764. * If the scaling operation should be done on all axis (default: false)
  47765. */
  47766. uniformScaling: boolean;
  47767. /**
  47768. * Custom sensitivity value for the drag strength
  47769. */
  47770. sensitivity: number;
  47771. private _isEnabled;
  47772. private _parent;
  47773. private _arrow;
  47774. private _coloredMaterial;
  47775. private _hoverMaterial;
  47776. /**
  47777. * Creates an AxisScaleGizmo
  47778. * @param gizmoLayer The utility layer the gizmo will be added to
  47779. * @param dragAxis The axis which the gizmo will be able to scale on
  47780. * @param color The color of the gizmo
  47781. */
  47782. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  47783. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47784. /**
  47785. * If the gizmo is enabled
  47786. */
  47787. isEnabled: boolean;
  47788. /**
  47789. * Disposes of the gizmo
  47790. */
  47791. dispose(): void;
  47792. /**
  47793. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  47794. * @param mesh The mesh to replace the default mesh of the gizmo
  47795. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  47796. */
  47797. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  47798. }
  47799. }
  47800. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  47801. import { Observable } from "babylonjs/Misc/observable";
  47802. import { Nullable } from "babylonjs/types";
  47803. import { Vector3 } from "babylonjs/Maths/math.vector";
  47804. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47805. import { Mesh } from "babylonjs/Meshes/mesh";
  47806. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47807. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47808. import { Color3 } from "babylonjs/Maths/math.color";
  47809. import "babylonjs/Meshes/Builders/boxBuilder";
  47810. /**
  47811. * Bounding box gizmo
  47812. */
  47813. export class BoundingBoxGizmo extends Gizmo {
  47814. private _lineBoundingBox;
  47815. private _rotateSpheresParent;
  47816. private _scaleBoxesParent;
  47817. private _boundingDimensions;
  47818. private _renderObserver;
  47819. private _pointerObserver;
  47820. private _scaleDragSpeed;
  47821. private _tmpQuaternion;
  47822. private _tmpVector;
  47823. private _tmpRotationMatrix;
  47824. /**
  47825. * If child meshes should be ignored when calculating the boudning box. This should be set to true to avoid perf hits with heavily nested meshes (Default: false)
  47826. */
  47827. ignoreChildren: boolean;
  47828. /**
  47829. * Returns true if a descendant should be included when computing the bounding box. When null, all descendants are included. If ignoreChildren is set this will be ignored. (Default: null)
  47830. */
  47831. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  47832. /**
  47833. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  47834. */
  47835. rotationSphereSize: number;
  47836. /**
  47837. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  47838. */
  47839. scaleBoxSize: number;
  47840. /**
  47841. * If set, the rotation spheres and scale boxes will increase in size based on the distance away from the camera to have a consistent screen size (Default: false)
  47842. */
  47843. fixedDragMeshScreenSize: boolean;
  47844. /**
  47845. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  47846. */
  47847. fixedDragMeshScreenSizeDistanceFactor: number;
  47848. /**
  47849. * Fired when a rotation sphere or scale box is dragged
  47850. */
  47851. onDragStartObservable: Observable<{}>;
  47852. /**
  47853. * Fired when a scale box is dragged
  47854. */
  47855. onScaleBoxDragObservable: Observable<{}>;
  47856. /**
  47857. * Fired when a scale box drag is ended
  47858. */
  47859. onScaleBoxDragEndObservable: Observable<{}>;
  47860. /**
  47861. * Fired when a rotation sphere is dragged
  47862. */
  47863. onRotationSphereDragObservable: Observable<{}>;
  47864. /**
  47865. * Fired when a rotation sphere drag is ended
  47866. */
  47867. onRotationSphereDragEndObservable: Observable<{}>;
  47868. /**
  47869. * Relative bounding box pivot used when scaling the attached mesh. When null object with scale from the opposite corner. 0.5,0.5,0.5 for center and 0.5,0,0.5 for bottom (Default: null)
  47870. */
  47871. scalePivot: Nullable<Vector3>;
  47872. /**
  47873. * Mesh used as a pivot to rotate the attached mesh
  47874. */
  47875. private _anchorMesh;
  47876. private _existingMeshScale;
  47877. private _dragMesh;
  47878. private pointerDragBehavior;
  47879. private coloredMaterial;
  47880. private hoverColoredMaterial;
  47881. /**
  47882. * Sets the color of the bounding box gizmo
  47883. * @param color the color to set
  47884. */
  47885. setColor(color: Color3): void;
  47886. /**
  47887. * Creates an BoundingBoxGizmo
  47888. * @param gizmoLayer The utility layer the gizmo will be added to
  47889. * @param color The color of the gizmo
  47890. */
  47891. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  47892. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47893. private _selectNode;
  47894. /**
  47895. * Updates the bounding box information for the Gizmo
  47896. */
  47897. updateBoundingBox(): void;
  47898. private _updateRotationSpheres;
  47899. private _updateScaleBoxes;
  47900. /**
  47901. * Enables rotation on the specified axis and disables rotation on the others
  47902. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  47903. */
  47904. setEnabledRotationAxis(axis: string): void;
  47905. /**
  47906. * Enables/disables scaling
  47907. * @param enable if scaling should be enabled
  47908. */
  47909. setEnabledScaling(enable: boolean): void;
  47910. private _updateDummy;
  47911. /**
  47912. * Enables a pointer drag behavior on the bounding box of the gizmo
  47913. */
  47914. enableDragBehavior(): void;
  47915. /**
  47916. * Disposes of the gizmo
  47917. */
  47918. dispose(): void;
  47919. /**
  47920. * Makes a mesh not pickable and wraps the mesh inside of a bounding box mesh that is pickable. (This is useful to avoid picking within complex geometry)
  47921. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  47922. * @returns the bounding box mesh with the passed in mesh as a child
  47923. */
  47924. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  47925. /**
  47926. * CustomMeshes are not supported by this gizmo
  47927. * @param mesh The mesh to replace the default mesh of the gizmo
  47928. */
  47929. setCustomMesh(mesh: Mesh): void;
  47930. }
  47931. }
  47932. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  47933. import { Observable } from "babylonjs/Misc/observable";
  47934. import { Nullable } from "babylonjs/types";
  47935. import { Vector3 } from "babylonjs/Maths/math.vector";
  47936. import { Color3 } from "babylonjs/Maths/math.color";
  47937. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47938. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47939. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47940. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47941. import "babylonjs/Meshes/Builders/linesBuilder";
  47942. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  47943. /**
  47944. * Single plane rotation gizmo
  47945. */
  47946. export class PlaneRotationGizmo extends Gizmo {
  47947. /**
  47948. * Drag behavior responsible for the gizmos dragging interactions
  47949. */
  47950. dragBehavior: PointerDragBehavior;
  47951. private _pointerObserver;
  47952. /**
  47953. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  47954. */
  47955. snapDistance: number;
  47956. /**
  47957. * Event that fires each time the gizmo snaps to a new location.
  47958. * * snapDistance is the the change in distance
  47959. */
  47960. onSnapObservable: Observable<{
  47961. snapDistance: number;
  47962. }>;
  47963. private _isEnabled;
  47964. private _parent;
  47965. /**
  47966. * Creates a PlaneRotationGizmo
  47967. * @param gizmoLayer The utility layer the gizmo will be added to
  47968. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  47969. * @param color The color of the gizmo
  47970. * @param tessellation Amount of tessellation to be used when creating rotation circles
  47971. * @param useEulerRotation Use and update Euler angle instead of quaternion
  47972. */
  47973. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  47974. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47975. /**
  47976. * If the gizmo is enabled
  47977. */
  47978. isEnabled: boolean;
  47979. /**
  47980. * Disposes of the gizmo
  47981. */
  47982. dispose(): void;
  47983. }
  47984. }
  47985. declare module "babylonjs/Gizmos/rotationGizmo" {
  47986. import { Observable } from "babylonjs/Misc/observable";
  47987. import { Nullable } from "babylonjs/types";
  47988. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47989. import { Mesh } from "babylonjs/Meshes/mesh";
  47990. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47991. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  47992. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47993. /**
  47994. * Gizmo that enables rotating a mesh along 3 axis
  47995. */
  47996. export class RotationGizmo extends Gizmo {
  47997. /**
  47998. * Internal gizmo used for interactions on the x axis
  47999. */
  48000. xGizmo: PlaneRotationGizmo;
  48001. /**
  48002. * Internal gizmo used for interactions on the y axis
  48003. */
  48004. yGizmo: PlaneRotationGizmo;
  48005. /**
  48006. * Internal gizmo used for interactions on the z axis
  48007. */
  48008. zGizmo: PlaneRotationGizmo;
  48009. /** Fires an event when any of it's sub gizmos are dragged */
  48010. onDragStartObservable: Observable<unknown>;
  48011. /** Fires an event when any of it's sub gizmos are released from dragging */
  48012. onDragEndObservable: Observable<unknown>;
  48013. private _meshAttached;
  48014. attachedMesh: Nullable<AbstractMesh>;
  48015. /**
  48016. * Creates a RotationGizmo
  48017. * @param gizmoLayer The utility layer the gizmo will be added to
  48018. * @param tessellation Amount of tessellation to be used when creating rotation circles
  48019. * @param useEulerRotation Use and update Euler angle instead of quaternion
  48020. */
  48021. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  48022. updateGizmoRotationToMatchAttachedMesh: boolean;
  48023. /**
  48024. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  48025. */
  48026. snapDistance: number;
  48027. /**
  48028. * Ratio for the scale of the gizmo (Default: 1)
  48029. */
  48030. scaleRatio: number;
  48031. /**
  48032. * Disposes of the gizmo
  48033. */
  48034. dispose(): void;
  48035. /**
  48036. * CustomMeshes are not supported by this gizmo
  48037. * @param mesh The mesh to replace the default mesh of the gizmo
  48038. */
  48039. setCustomMesh(mesh: Mesh): void;
  48040. }
  48041. }
  48042. declare module "babylonjs/Gizmos/gizmoManager" {
  48043. import { Observable } from "babylonjs/Misc/observable";
  48044. import { Nullable } from "babylonjs/types";
  48045. import { Scene, IDisposable } from "babylonjs/scene";
  48046. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48047. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  48048. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  48049. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  48050. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  48051. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  48052. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  48053. /**
  48054. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  48055. */
  48056. export class GizmoManager implements IDisposable {
  48057. private scene;
  48058. /**
  48059. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  48060. */
  48061. gizmos: {
  48062. positionGizmo: Nullable<PositionGizmo>;
  48063. rotationGizmo: Nullable<RotationGizmo>;
  48064. scaleGizmo: Nullable<ScaleGizmo>;
  48065. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  48066. };
  48067. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  48068. clearGizmoOnEmptyPointerEvent: boolean;
  48069. /** Fires an event when the manager is attached to a mesh */
  48070. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  48071. private _gizmosEnabled;
  48072. private _pointerObserver;
  48073. private _attachedMesh;
  48074. private _boundingBoxColor;
  48075. private _defaultUtilityLayer;
  48076. private _defaultKeepDepthUtilityLayer;
  48077. /**
  48078. * When bounding box gizmo is enabled, this can be used to track drag/end events
  48079. */
  48080. boundingBoxDragBehavior: SixDofDragBehavior;
  48081. /**
  48082. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  48083. */
  48084. attachableMeshes: Nullable<Array<AbstractMesh>>;
  48085. /**
  48086. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  48087. */
  48088. usePointerToAttachGizmos: boolean;
  48089. /**
  48090. * Utility layer that the bounding box gizmo belongs to
  48091. */
  48092. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  48093. /**
  48094. * Utility layer that all gizmos besides bounding box belong to
  48095. */
  48096. readonly utilityLayer: UtilityLayerRenderer;
  48097. /**
  48098. * Instatiates a gizmo manager
  48099. * @param scene the scene to overlay the gizmos on top of
  48100. */
  48101. constructor(scene: Scene);
  48102. /**
  48103. * Attaches a set of gizmos to the specified mesh
  48104. * @param mesh The mesh the gizmo's should be attached to
  48105. */
  48106. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  48107. /**
  48108. * If the position gizmo is enabled
  48109. */
  48110. positionGizmoEnabled: boolean;
  48111. /**
  48112. * If the rotation gizmo is enabled
  48113. */
  48114. rotationGizmoEnabled: boolean;
  48115. /**
  48116. * If the scale gizmo is enabled
  48117. */
  48118. scaleGizmoEnabled: boolean;
  48119. /**
  48120. * If the boundingBox gizmo is enabled
  48121. */
  48122. boundingBoxGizmoEnabled: boolean;
  48123. /**
  48124. * Disposes of the gizmo manager
  48125. */
  48126. dispose(): void;
  48127. }
  48128. }
  48129. declare module "babylonjs/Lights/directionalLight" {
  48130. import { Camera } from "babylonjs/Cameras/camera";
  48131. import { Scene } from "babylonjs/scene";
  48132. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  48133. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48134. import { Light } from "babylonjs/Lights/light";
  48135. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  48136. import { Effect } from "babylonjs/Materials/effect";
  48137. /**
  48138. * A directional light is defined by a direction (what a surprise!).
  48139. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  48140. * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.
  48141. * Documentation: https://doc.babylonjs.com/babylon101/lights
  48142. */
  48143. export class DirectionalLight extends ShadowLight {
  48144. private _shadowFrustumSize;
  48145. /**
  48146. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  48147. */
  48148. /**
  48149. * Specifies a fix frustum size for the shadow generation.
  48150. */
  48151. shadowFrustumSize: number;
  48152. private _shadowOrthoScale;
  48153. /**
  48154. * Gets the shadow projection scale against the optimal computed one.
  48155. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  48156. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  48157. */
  48158. /**
  48159. * Sets the shadow projection scale against the optimal computed one.
  48160. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  48161. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  48162. */
  48163. shadowOrthoScale: number;
  48164. /**
  48165. * Automatically compute the projection matrix to best fit (including all the casters)
  48166. * on each frame.
  48167. */
  48168. autoUpdateExtends: boolean;
  48169. private _orthoLeft;
  48170. private _orthoRight;
  48171. private _orthoTop;
  48172. private _orthoBottom;
  48173. /**
  48174. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  48175. * The directional light is emitted from everywhere in the given direction.
  48176. * It can cast shadows.
  48177. * Documentation : https://doc.babylonjs.com/babylon101/lights
  48178. * @param name The friendly name of the light
  48179. * @param direction The direction of the light
  48180. * @param scene The scene the light belongs to
  48181. */
  48182. constructor(name: string, direction: Vector3, scene: Scene);
  48183. /**
  48184. * Returns the string "DirectionalLight".
  48185. * @return The class name
  48186. */
  48187. getClassName(): string;
  48188. /**
  48189. * Returns the integer 1.
  48190. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  48191. */
  48192. getTypeID(): number;
  48193. /**
  48194. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  48195. * Returns the DirectionalLight Shadow projection matrix.
  48196. */
  48197. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  48198. /**
  48199. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  48200. * Returns the DirectionalLight Shadow projection matrix.
  48201. */
  48202. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  48203. /**
  48204. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  48205. * Returns the DirectionalLight Shadow projection matrix.
  48206. */
  48207. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  48208. protected _buildUniformLayout(): void;
  48209. /**
  48210. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  48211. * @param effect The effect to update
  48212. * @param lightIndex The index of the light in the effect to update
  48213. * @returns The directional light
  48214. */
  48215. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  48216. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  48217. /**
  48218. * Gets the minZ used for shadow according to both the scene and the light.
  48219. *
  48220. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  48221. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  48222. * @param activeCamera The camera we are returning the min for
  48223. * @returns the depth min z
  48224. */
  48225. getDepthMinZ(activeCamera: Camera): number;
  48226. /**
  48227. * Gets the maxZ used for shadow according to both the scene and the light.
  48228. *
  48229. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  48230. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  48231. * @param activeCamera The camera we are returning the max for
  48232. * @returns the depth max z
  48233. */
  48234. getDepthMaxZ(activeCamera: Camera): number;
  48235. /**
  48236. * Prepares the list of defines specific to the light type.
  48237. * @param defines the list of defines
  48238. * @param lightIndex defines the index of the light for the effect
  48239. */
  48240. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  48241. }
  48242. }
  48243. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  48244. import { Mesh } from "babylonjs/Meshes/mesh";
  48245. /**
  48246. * Class containing static functions to help procedurally build meshes
  48247. */
  48248. export class HemisphereBuilder {
  48249. /**
  48250. * Creates a hemisphere mesh
  48251. * @param name defines the name of the mesh
  48252. * @param options defines the options used to create the mesh
  48253. * @param scene defines the hosting scene
  48254. * @returns the hemisphere mesh
  48255. */
  48256. static CreateHemisphere(name: string, options: {
  48257. segments?: number;
  48258. diameter?: number;
  48259. sideOrientation?: number;
  48260. }, scene: any): Mesh;
  48261. }
  48262. }
  48263. declare module "babylonjs/Lights/spotLight" {
  48264. import { Nullable } from "babylonjs/types";
  48265. import { Scene } from "babylonjs/scene";
  48266. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  48267. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48268. import { Effect } from "babylonjs/Materials/effect";
  48269. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48270. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  48271. /**
  48272. * A spot light is defined by a position, a direction, an angle, and an exponent.
  48273. * These values define a cone of light starting from the position, emitting toward the direction.
  48274. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  48275. * and the exponent defines the speed of the decay of the light with distance (reach).
  48276. * Documentation: https://doc.babylonjs.com/babylon101/lights
  48277. */
  48278. export class SpotLight extends ShadowLight {
  48279. private _angle;
  48280. private _innerAngle;
  48281. private _cosHalfAngle;
  48282. private _lightAngleScale;
  48283. private _lightAngleOffset;
  48284. /**
  48285. * Gets the cone angle of the spot light in Radians.
  48286. */
  48287. /**
  48288. * Sets the cone angle of the spot light in Radians.
  48289. */
  48290. angle: number;
  48291. /**
  48292. * Only used in gltf falloff mode, this defines the angle where
  48293. * the directional falloff will start before cutting at angle which could be seen
  48294. * as outer angle.
  48295. */
  48296. /**
  48297. * Only used in gltf falloff mode, this defines the angle where
  48298. * the directional falloff will start before cutting at angle which could be seen
  48299. * as outer angle.
  48300. */
  48301. innerAngle: number;
  48302. private _shadowAngleScale;
  48303. /**
  48304. * Allows scaling the angle of the light for shadow generation only.
  48305. */
  48306. /**
  48307. * Allows scaling the angle of the light for shadow generation only.
  48308. */
  48309. shadowAngleScale: number;
  48310. /**
  48311. * The light decay speed with the distance from the emission spot.
  48312. */
  48313. exponent: number;
  48314. private _projectionTextureMatrix;
  48315. /**
  48316. * Allows reading the projecton texture
  48317. */
  48318. readonly projectionTextureMatrix: Matrix;
  48319. protected _projectionTextureLightNear: number;
  48320. /**
  48321. * Gets the near clip of the Spotlight for texture projection.
  48322. */
  48323. /**
  48324. * Sets the near clip of the Spotlight for texture projection.
  48325. */
  48326. projectionTextureLightNear: number;
  48327. protected _projectionTextureLightFar: number;
  48328. /**
  48329. * Gets the far clip of the Spotlight for texture projection.
  48330. */
  48331. /**
  48332. * Sets the far clip of the Spotlight for texture projection.
  48333. */
  48334. projectionTextureLightFar: number;
  48335. protected _projectionTextureUpDirection: Vector3;
  48336. /**
  48337. * Gets the Up vector of the Spotlight for texture projection.
  48338. */
  48339. /**
  48340. * Sets the Up vector of the Spotlight for texture projection.
  48341. */
  48342. projectionTextureUpDirection: Vector3;
  48343. private _projectionTexture;
  48344. /**
  48345. * Gets the projection texture of the light.
  48346. */
  48347. /**
  48348. * Sets the projection texture of the light.
  48349. */
  48350. projectionTexture: Nullable<BaseTexture>;
  48351. private _projectionTextureViewLightDirty;
  48352. private _projectionTextureProjectionLightDirty;
  48353. private _projectionTextureDirty;
  48354. private _projectionTextureViewTargetVector;
  48355. private _projectionTextureViewLightMatrix;
  48356. private _projectionTextureProjectionLightMatrix;
  48357. private _projectionTextureScalingMatrix;
  48358. /**
  48359. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  48360. * It can cast shadows.
  48361. * Documentation : https://doc.babylonjs.com/babylon101/lights
  48362. * @param name The light friendly name
  48363. * @param position The position of the spot light in the scene
  48364. * @param direction The direction of the light in the scene
  48365. * @param angle The cone angle of the light in Radians
  48366. * @param exponent The light decay speed with the distance from the emission spot
  48367. * @param scene The scene the lights belongs to
  48368. */
  48369. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  48370. /**
  48371. * Returns the string "SpotLight".
  48372. * @returns the class name
  48373. */
  48374. getClassName(): string;
  48375. /**
  48376. * Returns the integer 2.
  48377. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  48378. */
  48379. getTypeID(): number;
  48380. /**
  48381. * Overrides the direction setter to recompute the projection texture view light Matrix.
  48382. */
  48383. protected _setDirection(value: Vector3): void;
  48384. /**
  48385. * Overrides the position setter to recompute the projection texture view light Matrix.
  48386. */
  48387. protected _setPosition(value: Vector3): void;
  48388. /**
  48389. * Sets the passed matrix "matrix" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.
  48390. * Returns the SpotLight.
  48391. */
  48392. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  48393. protected _computeProjectionTextureViewLightMatrix(): void;
  48394. protected _computeProjectionTextureProjectionLightMatrix(): void;
  48395. /**
  48396. * Main function for light texture projection matrix computing.
  48397. */
  48398. protected _computeProjectionTextureMatrix(): void;
  48399. protected _buildUniformLayout(): void;
  48400. private _computeAngleValues;
  48401. /**
  48402. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  48403. * @param effect The effect to update
  48404. * @param lightIndex The index of the light in the effect to update
  48405. * @returns The spot light
  48406. */
  48407. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  48408. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  48409. /**
  48410. * Disposes the light and the associated resources.
  48411. */
  48412. dispose(): void;
  48413. /**
  48414. * Prepares the list of defines specific to the light type.
  48415. * @param defines the list of defines
  48416. * @param lightIndex defines the index of the light for the effect
  48417. */
  48418. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  48419. }
  48420. }
  48421. declare module "babylonjs/Gizmos/lightGizmo" {
  48422. import { Nullable } from "babylonjs/types";
  48423. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  48424. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  48425. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  48426. import { Light } from "babylonjs/Lights/light";
  48427. /**
  48428. * Gizmo that enables viewing a light
  48429. */
  48430. export class LightGizmo extends Gizmo {
  48431. private _lightMesh;
  48432. private _material;
  48433. private _cachedPosition;
  48434. private _cachedForward;
  48435. private _attachedMeshParent;
  48436. /**
  48437. * Creates a LightGizmo
  48438. * @param gizmoLayer The utility layer the gizmo will be added to
  48439. */
  48440. constructor(gizmoLayer?: UtilityLayerRenderer);
  48441. private _light;
  48442. /**
  48443. * The light that the gizmo is attached to
  48444. */
  48445. light: Nullable<Light>;
  48446. /**
  48447. * Gets the material used to render the light gizmo
  48448. */
  48449. readonly material: StandardMaterial;
  48450. /**
  48451. * @hidden
  48452. * Updates the gizmo to match the attached mesh's position/rotation
  48453. */
  48454. protected _update(): void;
  48455. private static _Scale;
  48456. /**
  48457. * Creates the lines for a light mesh
  48458. */
  48459. private static _CreateLightLines;
  48460. /**
  48461. * Disposes of the light gizmo
  48462. */
  48463. dispose(): void;
  48464. private static _CreateHemisphericLightMesh;
  48465. private static _CreatePointLightMesh;
  48466. private static _CreateSpotLightMesh;
  48467. private static _CreateDirectionalLightMesh;
  48468. }
  48469. }
  48470. declare module "babylonjs/Gizmos/index" {
  48471. export * from "babylonjs/Gizmos/axisDragGizmo";
  48472. export * from "babylonjs/Gizmos/axisScaleGizmo";
  48473. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  48474. export * from "babylonjs/Gizmos/gizmo";
  48475. export * from "babylonjs/Gizmos/gizmoManager";
  48476. export * from "babylonjs/Gizmos/planeRotationGizmo";
  48477. export * from "babylonjs/Gizmos/positionGizmo";
  48478. export * from "babylonjs/Gizmos/rotationGizmo";
  48479. export * from "babylonjs/Gizmos/scaleGizmo";
  48480. export * from "babylonjs/Gizmos/lightGizmo";
  48481. export * from "babylonjs/Gizmos/planeDragGizmo";
  48482. }
  48483. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  48484. /** @hidden */
  48485. export var backgroundFragmentDeclaration: {
  48486. name: string;
  48487. shader: string;
  48488. };
  48489. }
  48490. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  48491. /** @hidden */
  48492. export var backgroundUboDeclaration: {
  48493. name: string;
  48494. shader: string;
  48495. };
  48496. }
  48497. declare module "babylonjs/Shaders/background.fragment" {
  48498. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  48499. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  48500. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  48501. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  48502. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48503. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48504. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48505. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  48506. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  48507. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  48508. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  48509. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  48510. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  48511. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  48512. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  48513. /** @hidden */
  48514. export var backgroundPixelShader: {
  48515. name: string;
  48516. shader: string;
  48517. };
  48518. }
  48519. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  48520. /** @hidden */
  48521. export var backgroundVertexDeclaration: {
  48522. name: string;
  48523. shader: string;
  48524. };
  48525. }
  48526. declare module "babylonjs/Shaders/background.vertex" {
  48527. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  48528. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  48529. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48530. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  48531. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  48532. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  48533. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  48534. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48535. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48536. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  48537. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  48538. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  48539. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  48540. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  48541. /** @hidden */
  48542. export var backgroundVertexShader: {
  48543. name: string;
  48544. shader: string;
  48545. };
  48546. }
  48547. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  48548. import { Nullable, int, float } from "babylonjs/types";
  48549. import { Scene } from "babylonjs/scene";
  48550. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  48551. import { SubMesh } from "babylonjs/Meshes/subMesh";
  48552. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48553. import { Mesh } from "babylonjs/Meshes/mesh";
  48554. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48555. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  48556. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  48557. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48558. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  48559. import { Color3 } from "babylonjs/Maths/math.color";
  48560. import "babylonjs/Shaders/background.fragment";
  48561. import "babylonjs/Shaders/background.vertex";
  48562. /**
  48563. * Background material used to create an efficient environement around your scene.
  48564. */
  48565. export class BackgroundMaterial extends PushMaterial {
  48566. /**
  48567. * Standard reflectance value at parallel view angle.
  48568. */
  48569. static StandardReflectance0: number;
  48570. /**
  48571. * Standard reflectance value at grazing angle.
  48572. */
  48573. static StandardReflectance90: number;
  48574. protected _primaryColor: Color3;
  48575. /**
  48576. * Key light Color (multiply against the environement texture)
  48577. */
  48578. primaryColor: Color3;
  48579. protected __perceptualColor: Nullable<Color3>;
  48580. /**
  48581. * Experimental Internal Use Only.
  48582. *
  48583. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  48584. * This acts as a helper to set the primary color to a more "human friendly" value.
  48585. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  48586. * output color as close as possible from the chosen value.
  48587. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  48588. * part of lighting setup.)
  48589. */
  48590. _perceptualColor: Nullable<Color3>;
  48591. protected _primaryColorShadowLevel: float;
  48592. /**
  48593. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  48594. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  48595. */
  48596. primaryColorShadowLevel: float;
  48597. protected _primaryColorHighlightLevel: float;
  48598. /**
  48599. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  48600. * The primary color is used at the level chosen to define what the white area would look.
  48601. */
  48602. primaryColorHighlightLevel: float;
  48603. protected _reflectionTexture: Nullable<BaseTexture>;
  48604. /**
  48605. * Reflection Texture used in the material.
  48606. * Should be author in a specific way for the best result (refer to the documentation).
  48607. */
  48608. reflectionTexture: Nullable<BaseTexture>;
  48609. protected _reflectionBlur: float;
  48610. /**
  48611. * Reflection Texture level of blur.
  48612. *
  48613. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  48614. * texture twice.
  48615. */
  48616. reflectionBlur: float;
  48617. protected _diffuseTexture: Nullable<BaseTexture>;
  48618. /**
  48619. * Diffuse Texture used in the material.
  48620. * Should be author in a specific way for the best result (refer to the documentation).
  48621. */
  48622. diffuseTexture: Nullable<BaseTexture>;
  48623. protected _shadowLights: Nullable<IShadowLight[]>;
  48624. /**
  48625. * Specify the list of lights casting shadow on the material.
  48626. * All scene shadow lights will be included if null.
  48627. */
  48628. shadowLights: Nullable<IShadowLight[]>;
  48629. protected _shadowLevel: float;
  48630. /**
  48631. * Helps adjusting the shadow to a softer level if required.
  48632. * 0 means black shadows and 1 means no shadows.
  48633. */
  48634. shadowLevel: float;
  48635. protected _sceneCenter: Vector3;
  48636. /**
  48637. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  48638. * It is usually zero but might be interesting to modify according to your setup.
  48639. */
  48640. sceneCenter: Vector3;
  48641. protected _opacityFresnel: boolean;
  48642. /**
  48643. * This helps specifying that the material is falling off to the sky box at grazing angle.
  48644. * This helps ensuring a nice transition when the camera goes under the ground.
  48645. */
  48646. opacityFresnel: boolean;
  48647. protected _reflectionFresnel: boolean;
  48648. /**
  48649. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  48650. * This helps adding a mirror texture on the ground.
  48651. */
  48652. reflectionFresnel: boolean;
  48653. protected _reflectionFalloffDistance: number;
  48654. /**
  48655. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  48656. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  48657. */
  48658. reflectionFalloffDistance: number;
  48659. protected _reflectionAmount: number;
  48660. /**
  48661. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  48662. */
  48663. reflectionAmount: number;
  48664. protected _reflectionReflectance0: number;
  48665. /**
  48666. * This specifies the weight of the reflection at grazing angle.
  48667. */
  48668. reflectionReflectance0: number;
  48669. protected _reflectionReflectance90: number;
  48670. /**
  48671. * This specifies the weight of the reflection at a perpendicular point of view.
  48672. */
  48673. reflectionReflectance90: number;
  48674. /**
  48675. * Sets the reflection reflectance fresnel values according to the default standard
  48676. * empirically know to work well :-)
  48677. */
  48678. reflectionStandardFresnelWeight: number;
  48679. protected _useRGBColor: boolean;
  48680. /**
  48681. * Helps to directly use the maps channels instead of their level.
  48682. */
  48683. useRGBColor: boolean;
  48684. protected _enableNoise: boolean;
  48685. /**
  48686. * This helps reducing the banding effect that could occur on the background.
  48687. */
  48688. enableNoise: boolean;
  48689. /**
  48690. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  48691. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  48692. * Recommended to be keep at 1.0 except for special cases.
  48693. */
  48694. fovMultiplier: number;
  48695. private _fovMultiplier;
  48696. /**
  48697. * Enable the FOV adjustment feature controlled by fovMultiplier.
  48698. */
  48699. useEquirectangularFOV: boolean;
  48700. private _maxSimultaneousLights;
  48701. /**
  48702. * Number of Simultaneous lights allowed on the material.
  48703. */
  48704. maxSimultaneousLights: int;
  48705. /**
  48706. * Default configuration related to image processing available in the Background Material.
  48707. */
  48708. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48709. /**
  48710. * Keep track of the image processing observer to allow dispose and replace.
  48711. */
  48712. private _imageProcessingObserver;
  48713. /**
  48714. * Attaches a new image processing configuration to the PBR Material.
  48715. * @param configuration (if null the scene configuration will be use)
  48716. */
  48717. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48718. /**
  48719. * Gets the image processing configuration used either in this material.
  48720. */
  48721. /**
  48722. * Sets the Default image processing configuration used either in the this material.
  48723. *
  48724. * If sets to null, the scene one is in use.
  48725. */
  48726. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  48727. /**
  48728. * Gets wether the color curves effect is enabled.
  48729. */
  48730. /**
  48731. * Sets wether the color curves effect is enabled.
  48732. */
  48733. cameraColorCurvesEnabled: boolean;
  48734. /**
  48735. * Gets wether the color grading effect is enabled.
  48736. */
  48737. /**
  48738. * Gets wether the color grading effect is enabled.
  48739. */
  48740. cameraColorGradingEnabled: boolean;
  48741. /**
  48742. * Gets wether tonemapping is enabled or not.
  48743. */
  48744. /**
  48745. * Sets wether tonemapping is enabled or not
  48746. */
  48747. cameraToneMappingEnabled: boolean;
  48748. /**
  48749. * The camera exposure used on this material.
  48750. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48751. * This corresponds to a photographic exposure.
  48752. */
  48753. /**
  48754. * The camera exposure used on this material.
  48755. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48756. * This corresponds to a photographic exposure.
  48757. */
  48758. cameraExposure: float;
  48759. /**
  48760. * Gets The camera contrast used on this material.
  48761. */
  48762. /**
  48763. * Sets The camera contrast used on this material.
  48764. */
  48765. cameraContrast: float;
  48766. /**
  48767. * Gets the Color Grading 2D Lookup Texture.
  48768. */
  48769. /**
  48770. * Sets the Color Grading 2D Lookup Texture.
  48771. */
  48772. cameraColorGradingTexture: Nullable<BaseTexture>;
  48773. /**
  48774. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48775. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48776. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  48777. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48778. */
  48779. /**
  48780. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48781. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48782. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  48783. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48784. */
  48785. cameraColorCurves: Nullable<ColorCurves>;
  48786. /**
  48787. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  48788. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  48789. */
  48790. switchToBGR: boolean;
  48791. private _renderTargets;
  48792. private _reflectionControls;
  48793. private _white;
  48794. private _primaryShadowColor;
  48795. private _primaryHighlightColor;
  48796. /**
  48797. * Instantiates a Background Material in the given scene
  48798. * @param name The friendly name of the material
  48799. * @param scene The scene to add the material to
  48800. */
  48801. constructor(name: string, scene: Scene);
  48802. /**
  48803. * Gets a boolean indicating that current material needs to register RTT
  48804. */
  48805. readonly hasRenderTargetTextures: boolean;
  48806. /**
  48807. * The entire material has been created in order to prevent overdraw.
  48808. * @returns false
  48809. */
  48810. needAlphaTesting(): boolean;
  48811. /**
  48812. * The entire material has been created in order to prevent overdraw.
  48813. * @returns true if blending is enable
  48814. */
  48815. needAlphaBlending(): boolean;
  48816. /**
  48817. * Checks wether the material is ready to be rendered for a given mesh.
  48818. * @param mesh The mesh to render
  48819. * @param subMesh The submesh to check against
  48820. * @param useInstances Specify wether or not the material is used with instances
  48821. * @returns true if all the dependencies are ready (Textures, Effects...)
  48822. */
  48823. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48824. /**
  48825. * Compute the primary color according to the chosen perceptual color.
  48826. */
  48827. private _computePrimaryColorFromPerceptualColor;
  48828. /**
  48829. * Compute the highlights and shadow colors according to their chosen levels.
  48830. */
  48831. private _computePrimaryColors;
  48832. /**
  48833. * Build the uniform buffer used in the material.
  48834. */
  48835. buildUniformLayout(): void;
  48836. /**
  48837. * Unbind the material.
  48838. */
  48839. unbind(): void;
  48840. /**
  48841. * Bind only the world matrix to the material.
  48842. * @param world The world matrix to bind.
  48843. */
  48844. bindOnlyWorldMatrix(world: Matrix): void;
  48845. /**
  48846. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  48847. * @param world The world matrix to bind.
  48848. * @param subMesh The submesh to bind for.
  48849. */
  48850. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48851. /**
  48852. * Checks to see if a texture is used in the material.
  48853. * @param texture - Base texture to use.
  48854. * @returns - Boolean specifying if a texture is used in the material.
  48855. */
  48856. hasTexture(texture: BaseTexture): boolean;
  48857. /**
  48858. * Dispose the material.
  48859. * @param forceDisposeEffect Force disposal of the associated effect.
  48860. * @param forceDisposeTextures Force disposal of the associated textures.
  48861. */
  48862. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48863. /**
  48864. * Clones the material.
  48865. * @param name The cloned name.
  48866. * @returns The cloned material.
  48867. */
  48868. clone(name: string): BackgroundMaterial;
  48869. /**
  48870. * Serializes the current material to its JSON representation.
  48871. * @returns The JSON representation.
  48872. */
  48873. serialize(): any;
  48874. /**
  48875. * Gets the class name of the material
  48876. * @returns "BackgroundMaterial"
  48877. */
  48878. getClassName(): string;
  48879. /**
  48880. * Parse a JSON input to create back a background material.
  48881. * @param source The JSON data to parse
  48882. * @param scene The scene to create the parsed material in
  48883. * @param rootUrl The root url of the assets the material depends upon
  48884. * @returns the instantiated BackgroundMaterial.
  48885. */
  48886. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  48887. }
  48888. }
  48889. declare module "babylonjs/Helpers/environmentHelper" {
  48890. import { Observable } from "babylonjs/Misc/observable";
  48891. import { Nullable } from "babylonjs/types";
  48892. import { Scene } from "babylonjs/scene";
  48893. import { Vector3 } from "babylonjs/Maths/math.vector";
  48894. import { Color3 } from "babylonjs/Maths/math.color";
  48895. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48896. import { Mesh } from "babylonjs/Meshes/mesh";
  48897. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48898. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  48899. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  48900. import "babylonjs/Meshes/Builders/planeBuilder";
  48901. import "babylonjs/Meshes/Builders/boxBuilder";
  48902. /**
  48903. * Represents the different options available during the creation of
  48904. * a Environment helper.
  48905. *
  48906. * This can control the default ground, skybox and image processing setup of your scene.
  48907. */
  48908. export interface IEnvironmentHelperOptions {
  48909. /**
  48910. * Specifies wether or not to create a ground.
  48911. * True by default.
  48912. */
  48913. createGround: boolean;
  48914. /**
  48915. * Specifies the ground size.
  48916. * 15 by default.
  48917. */
  48918. groundSize: number;
  48919. /**
  48920. * The texture used on the ground for the main color.
  48921. * Comes from the BabylonJS CDN by default.
  48922. *
  48923. * Remarks: Can be either a texture or a url.
  48924. */
  48925. groundTexture: string | BaseTexture;
  48926. /**
  48927. * The color mixed in the ground texture by default.
  48928. * BabylonJS clearColor by default.
  48929. */
  48930. groundColor: Color3;
  48931. /**
  48932. * Specifies the ground opacity.
  48933. * 1 by default.
  48934. */
  48935. groundOpacity: number;
  48936. /**
  48937. * Enables the ground to receive shadows.
  48938. * True by default.
  48939. */
  48940. enableGroundShadow: boolean;
  48941. /**
  48942. * Helps preventing the shadow to be fully black on the ground.
  48943. * 0.5 by default.
  48944. */
  48945. groundShadowLevel: number;
  48946. /**
  48947. * Creates a mirror texture attach to the ground.
  48948. * false by default.
  48949. */
  48950. enableGroundMirror: boolean;
  48951. /**
  48952. * Specifies the ground mirror size ratio.
  48953. * 0.3 by default as the default kernel is 64.
  48954. */
  48955. groundMirrorSizeRatio: number;
  48956. /**
  48957. * Specifies the ground mirror blur kernel size.
  48958. * 64 by default.
  48959. */
  48960. groundMirrorBlurKernel: number;
  48961. /**
  48962. * Specifies the ground mirror visibility amount.
  48963. * 1 by default
  48964. */
  48965. groundMirrorAmount: number;
  48966. /**
  48967. * Specifies the ground mirror reflectance weight.
  48968. * This uses the standard weight of the background material to setup the fresnel effect
  48969. * of the mirror.
  48970. * 1 by default.
  48971. */
  48972. groundMirrorFresnelWeight: number;
  48973. /**
  48974. * Specifies the ground mirror Falloff distance.
  48975. * This can helps reducing the size of the reflection.
  48976. * 0 by Default.
  48977. */
  48978. groundMirrorFallOffDistance: number;
  48979. /**
  48980. * Specifies the ground mirror texture type.
  48981. * Unsigned Int by Default.
  48982. */
  48983. groundMirrorTextureType: number;
  48984. /**
  48985. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  48986. * the shown objects.
  48987. */
  48988. groundYBias: number;
  48989. /**
  48990. * Specifies wether or not to create a skybox.
  48991. * True by default.
  48992. */
  48993. createSkybox: boolean;
  48994. /**
  48995. * Specifies the skybox size.
  48996. * 20 by default.
  48997. */
  48998. skyboxSize: number;
  48999. /**
  49000. * The texture used on the skybox for the main color.
  49001. * Comes from the BabylonJS CDN by default.
  49002. *
  49003. * Remarks: Can be either a texture or a url.
  49004. */
  49005. skyboxTexture: string | BaseTexture;
  49006. /**
  49007. * The color mixed in the skybox texture by default.
  49008. * BabylonJS clearColor by default.
  49009. */
  49010. skyboxColor: Color3;
  49011. /**
  49012. * The background rotation around the Y axis of the scene.
  49013. * This helps aligning the key lights of your scene with the background.
  49014. * 0 by default.
  49015. */
  49016. backgroundYRotation: number;
  49017. /**
  49018. * Compute automatically the size of the elements to best fit with the scene.
  49019. */
  49020. sizeAuto: boolean;
  49021. /**
  49022. * Default position of the rootMesh if autoSize is not true.
  49023. */
  49024. rootPosition: Vector3;
  49025. /**
  49026. * Sets up the image processing in the scene.
  49027. * true by default.
  49028. */
  49029. setupImageProcessing: boolean;
  49030. /**
  49031. * The texture used as your environment texture in the scene.
  49032. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  49033. *
  49034. * Remarks: Can be either a texture or a url.
  49035. */
  49036. environmentTexture: string | BaseTexture;
  49037. /**
  49038. * The value of the exposure to apply to the scene.
  49039. * 0.6 by default if setupImageProcessing is true.
  49040. */
  49041. cameraExposure: number;
  49042. /**
  49043. * The value of the contrast to apply to the scene.
  49044. * 1.6 by default if setupImageProcessing is true.
  49045. */
  49046. cameraContrast: number;
  49047. /**
  49048. * Specifies wether or not tonemapping should be enabled in the scene.
  49049. * true by default if setupImageProcessing is true.
  49050. */
  49051. toneMappingEnabled: boolean;
  49052. }
  49053. /**
  49054. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  49055. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  49056. * It also helps with the default setup of your imageProcessing configuration.
  49057. */
  49058. export class EnvironmentHelper {
  49059. /**
  49060. * Default ground texture URL.
  49061. */
  49062. private static _groundTextureCDNUrl;
  49063. /**
  49064. * Default skybox texture URL.
  49065. */
  49066. private static _skyboxTextureCDNUrl;
  49067. /**
  49068. * Default environment texture URL.
  49069. */
  49070. private static _environmentTextureCDNUrl;
  49071. /**
  49072. * Creates the default options for the helper.
  49073. */
  49074. private static _getDefaultOptions;
  49075. private _rootMesh;
  49076. /**
  49077. * Gets the root mesh created by the helper.
  49078. */
  49079. readonly rootMesh: Mesh;
  49080. private _skybox;
  49081. /**
  49082. * Gets the skybox created by the helper.
  49083. */
  49084. readonly skybox: Nullable<Mesh>;
  49085. private _skyboxTexture;
  49086. /**
  49087. * Gets the skybox texture created by the helper.
  49088. */
  49089. readonly skyboxTexture: Nullable<BaseTexture>;
  49090. private _skyboxMaterial;
  49091. /**
  49092. * Gets the skybox material created by the helper.
  49093. */
  49094. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  49095. private _ground;
  49096. /**
  49097. * Gets the ground mesh created by the helper.
  49098. */
  49099. readonly ground: Nullable<Mesh>;
  49100. private _groundTexture;
  49101. /**
  49102. * Gets the ground texture created by the helper.
  49103. */
  49104. readonly groundTexture: Nullable<BaseTexture>;
  49105. private _groundMirror;
  49106. /**
  49107. * Gets the ground mirror created by the helper.
  49108. */
  49109. readonly groundMirror: Nullable<MirrorTexture>;
  49110. /**
  49111. * Gets the ground mirror render list to helps pushing the meshes
  49112. * you wish in the ground reflection.
  49113. */
  49114. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  49115. private _groundMaterial;
  49116. /**
  49117. * Gets the ground material created by the helper.
  49118. */
  49119. readonly groundMaterial: Nullable<BackgroundMaterial>;
  49120. /**
  49121. * Stores the creation options.
  49122. */
  49123. private readonly _scene;
  49124. private _options;
  49125. /**
  49126. * This observable will be notified with any error during the creation of the environment,
  49127. * mainly texture creation errors.
  49128. */
  49129. onErrorObservable: Observable<{
  49130. message?: string;
  49131. exception?: any;
  49132. }>;
  49133. /**
  49134. * constructor
  49135. * @param options Defines the options we want to customize the helper
  49136. * @param scene The scene to add the material to
  49137. */
  49138. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  49139. /**
  49140. * Updates the background according to the new options
  49141. * @param options
  49142. */
  49143. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  49144. /**
  49145. * Sets the primary color of all the available elements.
  49146. * @param color the main color to affect to the ground and the background
  49147. */
  49148. setMainColor(color: Color3): void;
  49149. /**
  49150. * Setup the image processing according to the specified options.
  49151. */
  49152. private _setupImageProcessing;
  49153. /**
  49154. * Setup the environment texture according to the specified options.
  49155. */
  49156. private _setupEnvironmentTexture;
  49157. /**
  49158. * Setup the background according to the specified options.
  49159. */
  49160. private _setupBackground;
  49161. /**
  49162. * Get the scene sizes according to the setup.
  49163. */
  49164. private _getSceneSize;
  49165. /**
  49166. * Setup the ground according to the specified options.
  49167. */
  49168. private _setupGround;
  49169. /**
  49170. * Setup the ground material according to the specified options.
  49171. */
  49172. private _setupGroundMaterial;
  49173. /**
  49174. * Setup the ground diffuse texture according to the specified options.
  49175. */
  49176. private _setupGroundDiffuseTexture;
  49177. /**
  49178. * Setup the ground mirror texture according to the specified options.
  49179. */
  49180. private _setupGroundMirrorTexture;
  49181. /**
  49182. * Setup the ground to receive the mirror texture.
  49183. */
  49184. private _setupMirrorInGroundMaterial;
  49185. /**
  49186. * Setup the skybox according to the specified options.
  49187. */
  49188. private _setupSkybox;
  49189. /**
  49190. * Setup the skybox material according to the specified options.
  49191. */
  49192. private _setupSkyboxMaterial;
  49193. /**
  49194. * Setup the skybox reflection texture according to the specified options.
  49195. */
  49196. private _setupSkyboxReflectionTexture;
  49197. private _errorHandler;
  49198. /**
  49199. * Dispose all the elements created by the Helper.
  49200. */
  49201. dispose(): void;
  49202. }
  49203. }
  49204. declare module "babylonjs/Helpers/photoDome" {
  49205. import { Observable } from "babylonjs/Misc/observable";
  49206. import { Nullable } from "babylonjs/types";
  49207. import { Scene } from "babylonjs/scene";
  49208. import { TransformNode } from "babylonjs/Meshes/transformNode";
  49209. import { Mesh } from "babylonjs/Meshes/mesh";
  49210. import { Texture } from "babylonjs/Materials/Textures/texture";
  49211. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  49212. import "babylonjs/Meshes/Builders/sphereBuilder";
  49213. /**
  49214. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  49215. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  49216. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  49217. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  49218. */
  49219. export class PhotoDome extends TransformNode {
  49220. /**
  49221. * Define the image as a Monoscopic panoramic 360 image.
  49222. */
  49223. static readonly MODE_MONOSCOPIC: number;
  49224. /**
  49225. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  49226. */
  49227. static readonly MODE_TOPBOTTOM: number;
  49228. /**
  49229. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  49230. */
  49231. static readonly MODE_SIDEBYSIDE: number;
  49232. private _useDirectMapping;
  49233. /**
  49234. * The texture being displayed on the sphere
  49235. */
  49236. protected _photoTexture: Texture;
  49237. /**
  49238. * Gets or sets the texture being displayed on the sphere
  49239. */
  49240. photoTexture: Texture;
  49241. /**
  49242. * Observable raised when an error occured while loading the 360 image
  49243. */
  49244. onLoadErrorObservable: Observable<string>;
  49245. /**
  49246. * The skybox material
  49247. */
  49248. protected _material: BackgroundMaterial;
  49249. /**
  49250. * The surface used for the skybox
  49251. */
  49252. protected _mesh: Mesh;
  49253. /**
  49254. * Gets the mesh used for the skybox.
  49255. */
  49256. readonly mesh: Mesh;
  49257. /**
  49258. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  49259. * Also see the options.resolution property.
  49260. */
  49261. fovMultiplier: number;
  49262. private _imageMode;
  49263. /**
  49264. * Gets or set the current video mode for the video. It can be:
  49265. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  49266. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  49267. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  49268. */
  49269. imageMode: number;
  49270. /**
  49271. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  49272. * @param name Element's name, child elements will append suffixes for their own names.
  49273. * @param urlsOfPhoto defines the url of the photo to display
  49274. * @param options defines an object containing optional or exposed sub element properties
  49275. * @param onError defines a callback called when an error occured while loading the texture
  49276. */
  49277. constructor(name: string, urlOfPhoto: string, options: {
  49278. resolution?: number;
  49279. size?: number;
  49280. useDirectMapping?: boolean;
  49281. faceForward?: boolean;
  49282. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  49283. private _onBeforeCameraRenderObserver;
  49284. private _changeImageMode;
  49285. /**
  49286. * Releases resources associated with this node.
  49287. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  49288. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  49289. */
  49290. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  49291. }
  49292. }
  49293. declare module "babylonjs/Misc/rgbdTextureTools" {
  49294. import "babylonjs/Shaders/rgbdDecode.fragment";
  49295. import "babylonjs/Engines/Extensions/engine.renderTarget";
  49296. import { Texture } from "babylonjs/Materials/Textures/texture";
  49297. /**
  49298. * Class used to host RGBD texture specific utilities
  49299. */
  49300. export class RGBDTextureTools {
  49301. /**
  49302. * Expand the RGBD Texture from RGBD to Half Float if possible.
  49303. * @param texture the texture to expand.
  49304. */
  49305. static ExpandRGBDTexture(texture: Texture): void;
  49306. }
  49307. }
  49308. declare module "babylonjs/Misc/brdfTextureTools" {
  49309. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49310. import { Scene } from "babylonjs/scene";
  49311. /**
  49312. * Class used to host texture specific utilities
  49313. */
  49314. export class BRDFTextureTools {
  49315. /**
  49316. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  49317. * @param scene defines the hosting scene
  49318. * @returns the environment BRDF texture
  49319. */
  49320. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  49321. private static _environmentBRDFBase64Texture;
  49322. }
  49323. }
  49324. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  49325. import { Nullable } from "babylonjs/types";
  49326. import { Color3 } from "babylonjs/Maths/math.color";
  49327. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49328. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49329. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49330. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49331. import { Engine } from "babylonjs/Engines/engine";
  49332. import { Scene } from "babylonjs/scene";
  49333. /**
  49334. * @hidden
  49335. */
  49336. export interface IMaterialClearCoatDefines {
  49337. CLEARCOAT: boolean;
  49338. CLEARCOAT_DEFAULTIOR: boolean;
  49339. CLEARCOAT_TEXTURE: boolean;
  49340. CLEARCOAT_TEXTUREDIRECTUV: number;
  49341. CLEARCOAT_BUMP: boolean;
  49342. CLEARCOAT_BUMPDIRECTUV: number;
  49343. CLEARCOAT_TINT: boolean;
  49344. CLEARCOAT_TINT_TEXTURE: boolean;
  49345. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  49346. /** @hidden */
  49347. _areTexturesDirty: boolean;
  49348. }
  49349. /**
  49350. * Define the code related to the clear coat parameters of the pbr material.
  49351. */
  49352. export class PBRClearCoatConfiguration {
  49353. /**
  49354. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  49355. * The default fits with a polyurethane material.
  49356. */
  49357. private static readonly _DefaultIndexOfRefraction;
  49358. private _isEnabled;
  49359. /**
  49360. * Defines if the clear coat is enabled in the material.
  49361. */
  49362. isEnabled: boolean;
  49363. /**
  49364. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  49365. */
  49366. intensity: number;
  49367. /**
  49368. * Defines the clear coat layer roughness.
  49369. */
  49370. roughness: number;
  49371. private _indexOfRefraction;
  49372. /**
  49373. * Defines the index of refraction of the clear coat.
  49374. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  49375. * The default fits with a polyurethane material.
  49376. * Changing the default value is more performance intensive.
  49377. */
  49378. indexOfRefraction: number;
  49379. private _texture;
  49380. /**
  49381. * Stores the clear coat values in a texture.
  49382. */
  49383. texture: Nullable<BaseTexture>;
  49384. private _bumpTexture;
  49385. /**
  49386. * Define the clear coat specific bump texture.
  49387. */
  49388. bumpTexture: Nullable<BaseTexture>;
  49389. private _isTintEnabled;
  49390. /**
  49391. * Defines if the clear coat tint is enabled in the material.
  49392. */
  49393. isTintEnabled: boolean;
  49394. /**
  49395. * Defines the clear coat tint of the material.
  49396. * This is only use if tint is enabled
  49397. */
  49398. tintColor: Color3;
  49399. /**
  49400. * Defines the distance at which the tint color should be found in the
  49401. * clear coat media.
  49402. * This is only use if tint is enabled
  49403. */
  49404. tintColorAtDistance: number;
  49405. /**
  49406. * Defines the clear coat layer thickness.
  49407. * This is only use if tint is enabled
  49408. */
  49409. tintThickness: number;
  49410. private _tintTexture;
  49411. /**
  49412. * Stores the clear tint values in a texture.
  49413. * rgb is tint
  49414. * a is a thickness factor
  49415. */
  49416. tintTexture: Nullable<BaseTexture>;
  49417. /** @hidden */
  49418. private _internalMarkAllSubMeshesAsTexturesDirty;
  49419. /** @hidden */
  49420. _markAllSubMeshesAsTexturesDirty(): void;
  49421. /**
  49422. * Instantiate a new istance of clear coat configuration.
  49423. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49424. */
  49425. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49426. /**
  49427. * Gets wehter the submesh is ready to be used or not.
  49428. * @param defines the list of "defines" to update.
  49429. * @param scene defines the scene the material belongs to.
  49430. * @param engine defines the engine the material belongs to.
  49431. * @param disableBumpMap defines wether the material disables bump or not.
  49432. * @returns - boolean indicating that the submesh is ready or not.
  49433. */
  49434. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  49435. /**
  49436. * Checks to see if a texture is used in the material.
  49437. * @param defines the list of "defines" to update.
  49438. * @param scene defines the scene to the material belongs to.
  49439. */
  49440. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  49441. /**
  49442. * Binds the material data.
  49443. * @param uniformBuffer defines the Uniform buffer to fill in.
  49444. * @param scene defines the scene the material belongs to.
  49445. * @param engine defines the engine the material belongs to.
  49446. * @param disableBumpMap defines wether the material disables bump or not.
  49447. * @param isFrozen defines wether the material is frozen or not.
  49448. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  49449. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  49450. */
  49451. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  49452. /**
  49453. * Checks to see if a texture is used in the material.
  49454. * @param texture - Base texture to use.
  49455. * @returns - Boolean specifying if a texture is used in the material.
  49456. */
  49457. hasTexture(texture: BaseTexture): boolean;
  49458. /**
  49459. * Returns an array of the actively used textures.
  49460. * @param activeTextures Array of BaseTextures
  49461. */
  49462. getActiveTextures(activeTextures: BaseTexture[]): void;
  49463. /**
  49464. * Returns the animatable textures.
  49465. * @param animatables Array of animatable textures.
  49466. */
  49467. getAnimatables(animatables: IAnimatable[]): void;
  49468. /**
  49469. * Disposes the resources of the material.
  49470. * @param forceDisposeTextures - Forces the disposal of all textures.
  49471. */
  49472. dispose(forceDisposeTextures?: boolean): void;
  49473. /**
  49474. * Get the current class name of the texture useful for serialization or dynamic coding.
  49475. * @returns "PBRClearCoatConfiguration"
  49476. */
  49477. getClassName(): string;
  49478. /**
  49479. * Add fallbacks to the effect fallbacks list.
  49480. * @param defines defines the Base texture to use.
  49481. * @param fallbacks defines the current fallback list.
  49482. * @param currentRank defines the current fallback rank.
  49483. * @returns the new fallback rank.
  49484. */
  49485. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49486. /**
  49487. * Add the required uniforms to the current list.
  49488. * @param uniforms defines the current uniform list.
  49489. */
  49490. static AddUniforms(uniforms: string[]): void;
  49491. /**
  49492. * Add the required samplers to the current list.
  49493. * @param samplers defines the current sampler list.
  49494. */
  49495. static AddSamplers(samplers: string[]): void;
  49496. /**
  49497. * Add the required uniforms to the current buffer.
  49498. * @param uniformBuffer defines the current uniform buffer.
  49499. */
  49500. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49501. /**
  49502. * Makes a duplicate of the current configuration into another one.
  49503. * @param clearCoatConfiguration define the config where to copy the info
  49504. */
  49505. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  49506. /**
  49507. * Serializes this clear coat configuration.
  49508. * @returns - An object with the serialized config.
  49509. */
  49510. serialize(): any;
  49511. /**
  49512. * Parses a anisotropy Configuration from a serialized object.
  49513. * @param source - Serialized object.
  49514. * @param scene Defines the scene we are parsing for
  49515. * @param rootUrl Defines the rootUrl to load from
  49516. */
  49517. parse(source: any, scene: Scene, rootUrl: string): void;
  49518. }
  49519. }
  49520. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  49521. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49522. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49523. import { Vector2 } from "babylonjs/Maths/math.vector";
  49524. import { Scene } from "babylonjs/scene";
  49525. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49526. import { Nullable } from "babylonjs/types";
  49527. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49528. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49529. /**
  49530. * @hidden
  49531. */
  49532. export interface IMaterialAnisotropicDefines {
  49533. ANISOTROPIC: boolean;
  49534. ANISOTROPIC_TEXTURE: boolean;
  49535. ANISOTROPIC_TEXTUREDIRECTUV: number;
  49536. MAINUV1: boolean;
  49537. _areTexturesDirty: boolean;
  49538. _needUVs: boolean;
  49539. }
  49540. /**
  49541. * Define the code related to the anisotropic parameters of the pbr material.
  49542. */
  49543. export class PBRAnisotropicConfiguration {
  49544. private _isEnabled;
  49545. /**
  49546. * Defines if the anisotropy is enabled in the material.
  49547. */
  49548. isEnabled: boolean;
  49549. /**
  49550. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  49551. */
  49552. intensity: number;
  49553. /**
  49554. * Defines if the effect is along the tangents, bitangents or in between.
  49555. * By default, the effect is "strectching" the highlights along the tangents.
  49556. */
  49557. direction: Vector2;
  49558. private _texture;
  49559. /**
  49560. * Stores the anisotropy values in a texture.
  49561. * rg is direction (like normal from -1 to 1)
  49562. * b is a intensity
  49563. */
  49564. texture: Nullable<BaseTexture>;
  49565. /** @hidden */
  49566. private _internalMarkAllSubMeshesAsTexturesDirty;
  49567. /** @hidden */
  49568. _markAllSubMeshesAsTexturesDirty(): void;
  49569. /**
  49570. * Instantiate a new istance of anisotropy configuration.
  49571. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49572. */
  49573. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49574. /**
  49575. * Specifies that the submesh is ready to be used.
  49576. * @param defines the list of "defines" to update.
  49577. * @param scene defines the scene the material belongs to.
  49578. * @returns - boolean indicating that the submesh is ready or not.
  49579. */
  49580. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  49581. /**
  49582. * Checks to see if a texture is used in the material.
  49583. * @param defines the list of "defines" to update.
  49584. * @param mesh the mesh we are preparing the defines for.
  49585. * @param scene defines the scene the material belongs to.
  49586. */
  49587. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  49588. /**
  49589. * Binds the material data.
  49590. * @param uniformBuffer defines the Uniform buffer to fill in.
  49591. * @param scene defines the scene the material belongs to.
  49592. * @param isFrozen defines wether the material is frozen or not.
  49593. */
  49594. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  49595. /**
  49596. * Checks to see if a texture is used in the material.
  49597. * @param texture - Base texture to use.
  49598. * @returns - Boolean specifying if a texture is used in the material.
  49599. */
  49600. hasTexture(texture: BaseTexture): boolean;
  49601. /**
  49602. * Returns an array of the actively used textures.
  49603. * @param activeTextures Array of BaseTextures
  49604. */
  49605. getActiveTextures(activeTextures: BaseTexture[]): void;
  49606. /**
  49607. * Returns the animatable textures.
  49608. * @param animatables Array of animatable textures.
  49609. */
  49610. getAnimatables(animatables: IAnimatable[]): void;
  49611. /**
  49612. * Disposes the resources of the material.
  49613. * @param forceDisposeTextures - Forces the disposal of all textures.
  49614. */
  49615. dispose(forceDisposeTextures?: boolean): void;
  49616. /**
  49617. * Get the current class name of the texture useful for serialization or dynamic coding.
  49618. * @returns "PBRAnisotropicConfiguration"
  49619. */
  49620. getClassName(): string;
  49621. /**
  49622. * Add fallbacks to the effect fallbacks list.
  49623. * @param defines defines the Base texture to use.
  49624. * @param fallbacks defines the current fallback list.
  49625. * @param currentRank defines the current fallback rank.
  49626. * @returns the new fallback rank.
  49627. */
  49628. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49629. /**
  49630. * Add the required uniforms to the current list.
  49631. * @param uniforms defines the current uniform list.
  49632. */
  49633. static AddUniforms(uniforms: string[]): void;
  49634. /**
  49635. * Add the required uniforms to the current buffer.
  49636. * @param uniformBuffer defines the current uniform buffer.
  49637. */
  49638. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49639. /**
  49640. * Add the required samplers to the current list.
  49641. * @param samplers defines the current sampler list.
  49642. */
  49643. static AddSamplers(samplers: string[]): void;
  49644. /**
  49645. * Makes a duplicate of the current configuration into another one.
  49646. * @param anisotropicConfiguration define the config where to copy the info
  49647. */
  49648. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  49649. /**
  49650. * Serializes this anisotropy configuration.
  49651. * @returns - An object with the serialized config.
  49652. */
  49653. serialize(): any;
  49654. /**
  49655. * Parses a anisotropy Configuration from a serialized object.
  49656. * @param source - Serialized object.
  49657. * @param scene Defines the scene we are parsing for
  49658. * @param rootUrl Defines the rootUrl to load from
  49659. */
  49660. parse(source: any, scene: Scene, rootUrl: string): void;
  49661. }
  49662. }
  49663. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  49664. import { Scene } from "babylonjs/scene";
  49665. /**
  49666. * @hidden
  49667. */
  49668. export interface IMaterialBRDFDefines {
  49669. BRDF_V_HEIGHT_CORRELATED: boolean;
  49670. MS_BRDF_ENERGY_CONSERVATION: boolean;
  49671. SPHERICAL_HARMONICS: boolean;
  49672. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  49673. /** @hidden */
  49674. _areMiscDirty: boolean;
  49675. }
  49676. /**
  49677. * Define the code related to the BRDF parameters of the pbr material.
  49678. */
  49679. export class PBRBRDFConfiguration {
  49680. /**
  49681. * Default value used for the energy conservation.
  49682. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49683. */
  49684. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  49685. /**
  49686. * Default value used for the Smith Visibility Height Correlated mode.
  49687. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49688. */
  49689. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  49690. /**
  49691. * Default value used for the IBL diffuse part.
  49692. * This can help switching back to the polynomials mode globally which is a tiny bit
  49693. * less GPU intensive at the drawback of a lower quality.
  49694. */
  49695. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  49696. /**
  49697. * Default value used for activating energy conservation for the specular workflow.
  49698. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49699. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49700. */
  49701. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  49702. private _useEnergyConservation;
  49703. /**
  49704. * Defines if the material uses energy conservation.
  49705. */
  49706. useEnergyConservation: boolean;
  49707. private _useSmithVisibilityHeightCorrelated;
  49708. /**
  49709. * LEGACY Mode set to false
  49710. * Defines if the material uses height smith correlated visibility term.
  49711. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  49712. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  49713. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  49714. * Not relying on height correlated will also disable energy conservation.
  49715. */
  49716. useSmithVisibilityHeightCorrelated: boolean;
  49717. private _useSphericalHarmonics;
  49718. /**
  49719. * LEGACY Mode set to false
  49720. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  49721. * diffuse part of the IBL.
  49722. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  49723. * to the ground truth.
  49724. */
  49725. useSphericalHarmonics: boolean;
  49726. private _useSpecularGlossinessInputEnergyConservation;
  49727. /**
  49728. * Defines if the material uses energy conservation, when the specular workflow is active.
  49729. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49730. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49731. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  49732. */
  49733. useSpecularGlossinessInputEnergyConservation: boolean;
  49734. /** @hidden */
  49735. private _internalMarkAllSubMeshesAsMiscDirty;
  49736. /** @hidden */
  49737. _markAllSubMeshesAsMiscDirty(): void;
  49738. /**
  49739. * Instantiate a new istance of clear coat configuration.
  49740. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  49741. */
  49742. constructor(markAllSubMeshesAsMiscDirty: () => void);
  49743. /**
  49744. * Checks to see if a texture is used in the material.
  49745. * @param defines the list of "defines" to update.
  49746. */
  49747. prepareDefines(defines: IMaterialBRDFDefines): void;
  49748. /**
  49749. * Get the current class name of the texture useful for serialization or dynamic coding.
  49750. * @returns "PBRClearCoatConfiguration"
  49751. */
  49752. getClassName(): string;
  49753. /**
  49754. * Makes a duplicate of the current configuration into another one.
  49755. * @param brdfConfiguration define the config where to copy the info
  49756. */
  49757. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  49758. /**
  49759. * Serializes this BRDF configuration.
  49760. * @returns - An object with the serialized config.
  49761. */
  49762. serialize(): any;
  49763. /**
  49764. * Parses a anisotropy Configuration from a serialized object.
  49765. * @param source - Serialized object.
  49766. * @param scene Defines the scene we are parsing for
  49767. * @param rootUrl Defines the rootUrl to load from
  49768. */
  49769. parse(source: any, scene: Scene, rootUrl: string): void;
  49770. }
  49771. }
  49772. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  49773. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49774. import { Color3 } from "babylonjs/Maths/math.color";
  49775. import { Scene } from "babylonjs/scene";
  49776. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49777. import { Nullable } from "babylonjs/types";
  49778. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49779. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49780. /**
  49781. * @hidden
  49782. */
  49783. export interface IMaterialSheenDefines {
  49784. SHEEN: boolean;
  49785. SHEEN_TEXTURE: boolean;
  49786. SHEEN_TEXTUREDIRECTUV: number;
  49787. SHEEN_LINKWITHALBEDO: boolean;
  49788. /** @hidden */
  49789. _areTexturesDirty: boolean;
  49790. }
  49791. /**
  49792. * Define the code related to the Sheen parameters of the pbr material.
  49793. */
  49794. export class PBRSheenConfiguration {
  49795. private _isEnabled;
  49796. /**
  49797. * Defines if the material uses sheen.
  49798. */
  49799. isEnabled: boolean;
  49800. private _linkSheenWithAlbedo;
  49801. /**
  49802. * Defines if the sheen is linked to the sheen color.
  49803. */
  49804. linkSheenWithAlbedo: boolean;
  49805. /**
  49806. * Defines the sheen intensity.
  49807. */
  49808. intensity: number;
  49809. /**
  49810. * Defines the sheen color.
  49811. */
  49812. color: Color3;
  49813. private _texture;
  49814. /**
  49815. * Stores the sheen tint values in a texture.
  49816. * rgb is tint
  49817. * a is a intensity
  49818. */
  49819. texture: Nullable<BaseTexture>;
  49820. /** @hidden */
  49821. private _internalMarkAllSubMeshesAsTexturesDirty;
  49822. /** @hidden */
  49823. _markAllSubMeshesAsTexturesDirty(): void;
  49824. /**
  49825. * Instantiate a new istance of clear coat configuration.
  49826. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49827. */
  49828. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49829. /**
  49830. * Specifies that the submesh is ready to be used.
  49831. * @param defines the list of "defines" to update.
  49832. * @param scene defines the scene the material belongs to.
  49833. * @returns - boolean indicating that the submesh is ready or not.
  49834. */
  49835. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  49836. /**
  49837. * Checks to see if a texture is used in the material.
  49838. * @param defines the list of "defines" to update.
  49839. * @param scene defines the scene the material belongs to.
  49840. */
  49841. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  49842. /**
  49843. * Binds the material data.
  49844. * @param uniformBuffer defines the Uniform buffer to fill in.
  49845. * @param scene defines the scene the material belongs to.
  49846. * @param isFrozen defines wether the material is frozen or not.
  49847. */
  49848. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  49849. /**
  49850. * Checks to see if a texture is used in the material.
  49851. * @param texture - Base texture to use.
  49852. * @returns - Boolean specifying if a texture is used in the material.
  49853. */
  49854. hasTexture(texture: BaseTexture): boolean;
  49855. /**
  49856. * Returns an array of the actively used textures.
  49857. * @param activeTextures Array of BaseTextures
  49858. */
  49859. getActiveTextures(activeTextures: BaseTexture[]): void;
  49860. /**
  49861. * Returns the animatable textures.
  49862. * @param animatables Array of animatable textures.
  49863. */
  49864. getAnimatables(animatables: IAnimatable[]): void;
  49865. /**
  49866. * Disposes the resources of the material.
  49867. * @param forceDisposeTextures - Forces the disposal of all textures.
  49868. */
  49869. dispose(forceDisposeTextures?: boolean): void;
  49870. /**
  49871. * Get the current class name of the texture useful for serialization or dynamic coding.
  49872. * @returns "PBRSheenConfiguration"
  49873. */
  49874. getClassName(): string;
  49875. /**
  49876. * Add fallbacks to the effect fallbacks list.
  49877. * @param defines defines the Base texture to use.
  49878. * @param fallbacks defines the current fallback list.
  49879. * @param currentRank defines the current fallback rank.
  49880. * @returns the new fallback rank.
  49881. */
  49882. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49883. /**
  49884. * Add the required uniforms to the current list.
  49885. * @param uniforms defines the current uniform list.
  49886. */
  49887. static AddUniforms(uniforms: string[]): void;
  49888. /**
  49889. * Add the required uniforms to the current buffer.
  49890. * @param uniformBuffer defines the current uniform buffer.
  49891. */
  49892. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49893. /**
  49894. * Add the required samplers to the current list.
  49895. * @param samplers defines the current sampler list.
  49896. */
  49897. static AddSamplers(samplers: string[]): void;
  49898. /**
  49899. * Makes a duplicate of the current configuration into another one.
  49900. * @param sheenConfiguration define the config where to copy the info
  49901. */
  49902. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  49903. /**
  49904. * Serializes this BRDF configuration.
  49905. * @returns - An object with the serialized config.
  49906. */
  49907. serialize(): any;
  49908. /**
  49909. * Parses a anisotropy Configuration from a serialized object.
  49910. * @param source - Serialized object.
  49911. * @param scene Defines the scene we are parsing for
  49912. * @param rootUrl Defines the rootUrl to load from
  49913. */
  49914. parse(source: any, scene: Scene, rootUrl: string): void;
  49915. }
  49916. }
  49917. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  49918. import { Nullable } from "babylonjs/types";
  49919. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49920. import { Color3 } from "babylonjs/Maths/math.color";
  49921. import { SmartArray } from "babylonjs/Misc/smartArray";
  49922. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49923. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  49924. import { Effect } from "babylonjs/Materials/effect";
  49925. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49926. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49927. import { Engine } from "babylonjs/Engines/engine";
  49928. import { Scene } from "babylonjs/scene";
  49929. /**
  49930. * @hidden
  49931. */
  49932. export interface IMaterialSubSurfaceDefines {
  49933. SUBSURFACE: boolean;
  49934. SS_REFRACTION: boolean;
  49935. SS_TRANSLUCENCY: boolean;
  49936. SS_SCATERRING: boolean;
  49937. SS_THICKNESSANDMASK_TEXTURE: boolean;
  49938. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  49939. SS_REFRACTIONMAP_3D: boolean;
  49940. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49941. SS_LODINREFRACTIONALPHA: boolean;
  49942. SS_GAMMAREFRACTION: boolean;
  49943. SS_RGBDREFRACTION: boolean;
  49944. SS_LINEARSPECULARREFRACTION: boolean;
  49945. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49946. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49947. /** @hidden */
  49948. _areTexturesDirty: boolean;
  49949. }
  49950. /**
  49951. * Define the code related to the sub surface parameters of the pbr material.
  49952. */
  49953. export class PBRSubSurfaceConfiguration {
  49954. private _isRefractionEnabled;
  49955. /**
  49956. * Defines if the refraction is enabled in the material.
  49957. */
  49958. isRefractionEnabled: boolean;
  49959. private _isTranslucencyEnabled;
  49960. /**
  49961. * Defines if the translucency is enabled in the material.
  49962. */
  49963. isTranslucencyEnabled: boolean;
  49964. private _isScatteringEnabled;
  49965. /**
  49966. * Defines the refraction intensity of the material.
  49967. * The refraction when enabled replaces the Diffuse part of the material.
  49968. * The intensity helps transitionning between diffuse and refraction.
  49969. */
  49970. refractionIntensity: number;
  49971. /**
  49972. * Defines the translucency intensity of the material.
  49973. * When translucency has been enabled, this defines how much of the "translucency"
  49974. * is addded to the diffuse part of the material.
  49975. */
  49976. translucencyIntensity: number;
  49977. /**
  49978. * Defines the scattering intensity of the material.
  49979. * When scattering has been enabled, this defines how much of the "scattered light"
  49980. * is addded to the diffuse part of the material.
  49981. */
  49982. scatteringIntensity: number;
  49983. private _thicknessTexture;
  49984. /**
  49985. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  49986. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  49987. * 0 would mean minimumThickness
  49988. * 1 would mean maximumThickness
  49989. * The other channels might be use as a mask to vary the different effects intensity.
  49990. */
  49991. thicknessTexture: Nullable<BaseTexture>;
  49992. private _refractionTexture;
  49993. /**
  49994. * Defines the texture to use for refraction.
  49995. */
  49996. refractionTexture: Nullable<BaseTexture>;
  49997. private _indexOfRefraction;
  49998. /**
  49999. * Defines the index of refraction used in the material.
  50000. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  50001. */
  50002. indexOfRefraction: number;
  50003. private _invertRefractionY;
  50004. /**
  50005. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  50006. */
  50007. invertRefractionY: boolean;
  50008. private _linkRefractionWithTransparency;
  50009. /**
  50010. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  50011. * Materials half opaque for instance using refraction could benefit from this control.
  50012. */
  50013. linkRefractionWithTransparency: boolean;
  50014. /**
  50015. * Defines the minimum thickness stored in the thickness map.
  50016. * If no thickness map is defined, this value will be used to simulate thickness.
  50017. */
  50018. minimumThickness: number;
  50019. /**
  50020. * Defines the maximum thickness stored in the thickness map.
  50021. */
  50022. maximumThickness: number;
  50023. /**
  50024. * Defines the volume tint of the material.
  50025. * This is used for both translucency and scattering.
  50026. */
  50027. tintColor: Color3;
  50028. /**
  50029. * Defines the distance at which the tint color should be found in the media.
  50030. * This is used for refraction only.
  50031. */
  50032. tintColorAtDistance: number;
  50033. /**
  50034. * Defines how far each channel transmit through the media.
  50035. * It is defined as a color to simplify it selection.
  50036. */
  50037. diffusionDistance: Color3;
  50038. private _useMaskFromThicknessTexture;
  50039. /**
  50040. * Stores the intensity of the different subsurface effects in the thickness texture.
  50041. * * the green channel is the translucency intensity.
  50042. * * the blue channel is the scattering intensity.
  50043. * * the alpha channel is the refraction intensity.
  50044. */
  50045. useMaskFromThicknessTexture: boolean;
  50046. /** @hidden */
  50047. private _internalMarkAllSubMeshesAsTexturesDirty;
  50048. /** @hidden */
  50049. _markAllSubMeshesAsTexturesDirty(): void;
  50050. /**
  50051. * Instantiate a new istance of sub surface configuration.
  50052. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  50053. */
  50054. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  50055. /**
  50056. * Gets wehter the submesh is ready to be used or not.
  50057. * @param defines the list of "defines" to update.
  50058. * @param scene defines the scene the material belongs to.
  50059. * @returns - boolean indicating that the submesh is ready or not.
  50060. */
  50061. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  50062. /**
  50063. * Checks to see if a texture is used in the material.
  50064. * @param defines the list of "defines" to update.
  50065. * @param scene defines the scene to the material belongs to.
  50066. */
  50067. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  50068. /**
  50069. * Binds the material data.
  50070. * @param uniformBuffer defines the Uniform buffer to fill in.
  50071. * @param scene defines the scene the material belongs to.
  50072. * @param engine defines the engine the material belongs to.
  50073. * @param isFrozen defines wether the material is frozen or not.
  50074. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  50075. */
  50076. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  50077. /**
  50078. * Unbinds the material from the mesh.
  50079. * @param activeEffect defines the effect that should be unbound from.
  50080. * @returns true if unbound, otherwise false
  50081. */
  50082. unbind(activeEffect: Effect): boolean;
  50083. /**
  50084. * Returns the texture used for refraction or null if none is used.
  50085. * @param scene defines the scene the material belongs to.
  50086. * @returns - Refraction texture if present. If no refraction texture and refraction
  50087. * is linked with transparency, returns environment texture. Otherwise, returns null.
  50088. */
  50089. private _getRefractionTexture;
  50090. /**
  50091. * Returns true if alpha blending should be disabled.
  50092. */
  50093. readonly disableAlphaBlending: boolean;
  50094. /**
  50095. * Fills the list of render target textures.
  50096. * @param renderTargets the list of render targets to update
  50097. */
  50098. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  50099. /**
  50100. * Checks to see if a texture is used in the material.
  50101. * @param texture - Base texture to use.
  50102. * @returns - Boolean specifying if a texture is used in the material.
  50103. */
  50104. hasTexture(texture: BaseTexture): boolean;
  50105. /**
  50106. * Gets a boolean indicating that current material needs to register RTT
  50107. * @returns true if this uses a render target otherwise false.
  50108. */
  50109. hasRenderTargetTextures(): boolean;
  50110. /**
  50111. * Returns an array of the actively used textures.
  50112. * @param activeTextures Array of BaseTextures
  50113. */
  50114. getActiveTextures(activeTextures: BaseTexture[]): void;
  50115. /**
  50116. * Returns the animatable textures.
  50117. * @param animatables Array of animatable textures.
  50118. */
  50119. getAnimatables(animatables: IAnimatable[]): void;
  50120. /**
  50121. * Disposes the resources of the material.
  50122. * @param forceDisposeTextures - Forces the disposal of all textures.
  50123. */
  50124. dispose(forceDisposeTextures?: boolean): void;
  50125. /**
  50126. * Get the current class name of the texture useful for serialization or dynamic coding.
  50127. * @returns "PBRSubSurfaceConfiguration"
  50128. */
  50129. getClassName(): string;
  50130. /**
  50131. * Add fallbacks to the effect fallbacks list.
  50132. * @param defines defines the Base texture to use.
  50133. * @param fallbacks defines the current fallback list.
  50134. * @param currentRank defines the current fallback rank.
  50135. * @returns the new fallback rank.
  50136. */
  50137. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  50138. /**
  50139. * Add the required uniforms to the current list.
  50140. * @param uniforms defines the current uniform list.
  50141. */
  50142. static AddUniforms(uniforms: string[]): void;
  50143. /**
  50144. * Add the required samplers to the current list.
  50145. * @param samplers defines the current sampler list.
  50146. */
  50147. static AddSamplers(samplers: string[]): void;
  50148. /**
  50149. * Add the required uniforms to the current buffer.
  50150. * @param uniformBuffer defines the current uniform buffer.
  50151. */
  50152. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  50153. /**
  50154. * Makes a duplicate of the current configuration into another one.
  50155. * @param configuration define the config where to copy the info
  50156. */
  50157. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  50158. /**
  50159. * Serializes this Sub Surface configuration.
  50160. * @returns - An object with the serialized config.
  50161. */
  50162. serialize(): any;
  50163. /**
  50164. * Parses a anisotropy Configuration from a serialized object.
  50165. * @param source - Serialized object.
  50166. * @param scene Defines the scene we are parsing for
  50167. * @param rootUrl Defines the rootUrl to load from
  50168. */
  50169. parse(source: any, scene: Scene, rootUrl: string): void;
  50170. }
  50171. }
  50172. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  50173. /** @hidden */
  50174. export var pbrFragmentDeclaration: {
  50175. name: string;
  50176. shader: string;
  50177. };
  50178. }
  50179. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  50180. /** @hidden */
  50181. export var pbrUboDeclaration: {
  50182. name: string;
  50183. shader: string;
  50184. };
  50185. }
  50186. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  50187. /** @hidden */
  50188. export var pbrFragmentExtraDeclaration: {
  50189. name: string;
  50190. shader: string;
  50191. };
  50192. }
  50193. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  50194. /** @hidden */
  50195. export var pbrFragmentSamplersDeclaration: {
  50196. name: string;
  50197. shader: string;
  50198. };
  50199. }
  50200. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  50201. /** @hidden */
  50202. export var pbrHelperFunctions: {
  50203. name: string;
  50204. shader: string;
  50205. };
  50206. }
  50207. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  50208. /** @hidden */
  50209. export var harmonicsFunctions: {
  50210. name: string;
  50211. shader: string;
  50212. };
  50213. }
  50214. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  50215. /** @hidden */
  50216. export var pbrDirectLightingSetupFunctions: {
  50217. name: string;
  50218. shader: string;
  50219. };
  50220. }
  50221. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  50222. /** @hidden */
  50223. export var pbrDirectLightingFalloffFunctions: {
  50224. name: string;
  50225. shader: string;
  50226. };
  50227. }
  50228. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  50229. /** @hidden */
  50230. export var pbrBRDFFunctions: {
  50231. name: string;
  50232. shader: string;
  50233. };
  50234. }
  50235. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  50236. /** @hidden */
  50237. export var pbrDirectLightingFunctions: {
  50238. name: string;
  50239. shader: string;
  50240. };
  50241. }
  50242. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  50243. /** @hidden */
  50244. export var pbrIBLFunctions: {
  50245. name: string;
  50246. shader: string;
  50247. };
  50248. }
  50249. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  50250. /** @hidden */
  50251. export var pbrDebug: {
  50252. name: string;
  50253. shader: string;
  50254. };
  50255. }
  50256. declare module "babylonjs/Shaders/pbr.fragment" {
  50257. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  50258. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  50259. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  50260. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  50261. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  50262. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  50263. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  50264. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  50265. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  50266. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  50267. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  50268. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  50269. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  50270. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  50271. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  50272. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  50273. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  50274. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  50275. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  50276. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  50277. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  50278. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  50279. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  50280. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  50281. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  50282. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  50283. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  50284. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  50285. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  50286. /** @hidden */
  50287. export var pbrPixelShader: {
  50288. name: string;
  50289. shader: string;
  50290. };
  50291. }
  50292. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  50293. /** @hidden */
  50294. export var pbrVertexDeclaration: {
  50295. name: string;
  50296. shader: string;
  50297. };
  50298. }
  50299. declare module "babylonjs/Shaders/pbr.vertex" {
  50300. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  50301. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  50302. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  50303. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  50304. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  50305. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  50306. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  50307. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  50308. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  50309. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  50310. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  50311. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  50312. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  50313. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  50314. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  50315. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  50316. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  50317. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  50318. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  50319. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  50320. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  50321. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  50322. /** @hidden */
  50323. export var pbrVertexShader: {
  50324. name: string;
  50325. shader: string;
  50326. };
  50327. }
  50328. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  50329. import { Nullable } from "babylonjs/types";
  50330. import { Scene } from "babylonjs/scene";
  50331. import { Matrix } from "babylonjs/Maths/math.vector";
  50332. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50333. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50334. import { Mesh } from "babylonjs/Meshes/mesh";
  50335. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  50336. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  50337. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  50338. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  50339. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  50340. import { Color3 } from "babylonjs/Maths/math.color";
  50341. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  50342. import { Material, IMaterialCompilationOptions } from "babylonjs/Materials/material";
  50343. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  50344. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  50345. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50346. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  50347. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  50348. import "babylonjs/Shaders/pbr.fragment";
  50349. import "babylonjs/Shaders/pbr.vertex";
  50350. /**
  50351. * Manages the defines for the PBR Material.
  50352. * @hidden
  50353. */
  50354. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  50355. PBR: boolean;
  50356. MAINUV1: boolean;
  50357. MAINUV2: boolean;
  50358. UV1: boolean;
  50359. UV2: boolean;
  50360. ALBEDO: boolean;
  50361. ALBEDODIRECTUV: number;
  50362. VERTEXCOLOR: boolean;
  50363. AMBIENT: boolean;
  50364. AMBIENTDIRECTUV: number;
  50365. AMBIENTINGRAYSCALE: boolean;
  50366. OPACITY: boolean;
  50367. VERTEXALPHA: boolean;
  50368. OPACITYDIRECTUV: number;
  50369. OPACITYRGB: boolean;
  50370. ALPHATEST: boolean;
  50371. DEPTHPREPASS: boolean;
  50372. ALPHABLEND: boolean;
  50373. ALPHAFROMALBEDO: boolean;
  50374. ALPHATESTVALUE: string;
  50375. SPECULAROVERALPHA: boolean;
  50376. RADIANCEOVERALPHA: boolean;
  50377. ALPHAFRESNEL: boolean;
  50378. LINEARALPHAFRESNEL: boolean;
  50379. PREMULTIPLYALPHA: boolean;
  50380. EMISSIVE: boolean;
  50381. EMISSIVEDIRECTUV: number;
  50382. REFLECTIVITY: boolean;
  50383. REFLECTIVITYDIRECTUV: number;
  50384. SPECULARTERM: boolean;
  50385. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  50386. MICROSURFACEAUTOMATIC: boolean;
  50387. LODBASEDMICROSFURACE: boolean;
  50388. MICROSURFACEMAP: boolean;
  50389. MICROSURFACEMAPDIRECTUV: number;
  50390. METALLICWORKFLOW: boolean;
  50391. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  50392. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  50393. METALLNESSSTOREINMETALMAPBLUE: boolean;
  50394. AOSTOREINMETALMAPRED: boolean;
  50395. METALLICF0FACTORFROMMETALLICMAP: boolean;
  50396. ENVIRONMENTBRDF: boolean;
  50397. ENVIRONMENTBRDF_RGBD: boolean;
  50398. NORMAL: boolean;
  50399. TANGENT: boolean;
  50400. BUMP: boolean;
  50401. BUMPDIRECTUV: number;
  50402. OBJECTSPACE_NORMALMAP: boolean;
  50403. PARALLAX: boolean;
  50404. PARALLAXOCCLUSION: boolean;
  50405. NORMALXYSCALE: boolean;
  50406. LIGHTMAP: boolean;
  50407. LIGHTMAPDIRECTUV: number;
  50408. USELIGHTMAPASSHADOWMAP: boolean;
  50409. GAMMALIGHTMAP: boolean;
  50410. RGBDLIGHTMAP: boolean;
  50411. REFLECTION: boolean;
  50412. REFLECTIONMAP_3D: boolean;
  50413. REFLECTIONMAP_SPHERICAL: boolean;
  50414. REFLECTIONMAP_PLANAR: boolean;
  50415. REFLECTIONMAP_CUBIC: boolean;
  50416. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  50417. REFLECTIONMAP_PROJECTION: boolean;
  50418. REFLECTIONMAP_SKYBOX: boolean;
  50419. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  50420. REFLECTIONMAP_EXPLICIT: boolean;
  50421. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  50422. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  50423. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  50424. INVERTCUBICMAP: boolean;
  50425. USESPHERICALFROMREFLECTIONMAP: boolean;
  50426. USEIRRADIANCEMAP: boolean;
  50427. SPHERICAL_HARMONICS: boolean;
  50428. USESPHERICALINVERTEX: boolean;
  50429. REFLECTIONMAP_OPPOSITEZ: boolean;
  50430. LODINREFLECTIONALPHA: boolean;
  50431. GAMMAREFLECTION: boolean;
  50432. RGBDREFLECTION: boolean;
  50433. LINEARSPECULARREFLECTION: boolean;
  50434. RADIANCEOCCLUSION: boolean;
  50435. HORIZONOCCLUSION: boolean;
  50436. INSTANCES: boolean;
  50437. NUM_BONE_INFLUENCERS: number;
  50438. BonesPerMesh: number;
  50439. BONETEXTURE: boolean;
  50440. NONUNIFORMSCALING: boolean;
  50441. MORPHTARGETS: boolean;
  50442. MORPHTARGETS_NORMAL: boolean;
  50443. MORPHTARGETS_TANGENT: boolean;
  50444. MORPHTARGETS_UV: boolean;
  50445. NUM_MORPH_INFLUENCERS: number;
  50446. IMAGEPROCESSING: boolean;
  50447. VIGNETTE: boolean;
  50448. VIGNETTEBLENDMODEMULTIPLY: boolean;
  50449. VIGNETTEBLENDMODEOPAQUE: boolean;
  50450. TONEMAPPING: boolean;
  50451. TONEMAPPING_ACES: boolean;
  50452. CONTRAST: boolean;
  50453. COLORCURVES: boolean;
  50454. COLORGRADING: boolean;
  50455. COLORGRADING3D: boolean;
  50456. SAMPLER3DGREENDEPTH: boolean;
  50457. SAMPLER3DBGRMAP: boolean;
  50458. IMAGEPROCESSINGPOSTPROCESS: boolean;
  50459. EXPOSURE: boolean;
  50460. MULTIVIEW: boolean;
  50461. USEPHYSICALLIGHTFALLOFF: boolean;
  50462. USEGLTFLIGHTFALLOFF: boolean;
  50463. TWOSIDEDLIGHTING: boolean;
  50464. SHADOWFLOAT: boolean;
  50465. CLIPPLANE: boolean;
  50466. CLIPPLANE2: boolean;
  50467. CLIPPLANE3: boolean;
  50468. CLIPPLANE4: boolean;
  50469. POINTSIZE: boolean;
  50470. FOG: boolean;
  50471. LOGARITHMICDEPTH: boolean;
  50472. FORCENORMALFORWARD: boolean;
  50473. SPECULARAA: boolean;
  50474. CLEARCOAT: boolean;
  50475. CLEARCOAT_DEFAULTIOR: boolean;
  50476. CLEARCOAT_TEXTURE: boolean;
  50477. CLEARCOAT_TEXTUREDIRECTUV: number;
  50478. CLEARCOAT_BUMP: boolean;
  50479. CLEARCOAT_BUMPDIRECTUV: number;
  50480. CLEARCOAT_TINT: boolean;
  50481. CLEARCOAT_TINT_TEXTURE: boolean;
  50482. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  50483. ANISOTROPIC: boolean;
  50484. ANISOTROPIC_TEXTURE: boolean;
  50485. ANISOTROPIC_TEXTUREDIRECTUV: number;
  50486. BRDF_V_HEIGHT_CORRELATED: boolean;
  50487. MS_BRDF_ENERGY_CONSERVATION: boolean;
  50488. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  50489. SHEEN: boolean;
  50490. SHEEN_TEXTURE: boolean;
  50491. SHEEN_TEXTUREDIRECTUV: number;
  50492. SHEEN_LINKWITHALBEDO: boolean;
  50493. SUBSURFACE: boolean;
  50494. SS_REFRACTION: boolean;
  50495. SS_TRANSLUCENCY: boolean;
  50496. SS_SCATERRING: boolean;
  50497. SS_THICKNESSANDMASK_TEXTURE: boolean;
  50498. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  50499. SS_REFRACTIONMAP_3D: boolean;
  50500. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  50501. SS_LODINREFRACTIONALPHA: boolean;
  50502. SS_GAMMAREFRACTION: boolean;
  50503. SS_RGBDREFRACTION: boolean;
  50504. SS_LINEARSPECULARREFRACTION: boolean;
  50505. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  50506. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  50507. UNLIT: boolean;
  50508. DEBUGMODE: number;
  50509. /**
  50510. * Initializes the PBR Material defines.
  50511. */
  50512. constructor();
  50513. /**
  50514. * Resets the PBR Material defines.
  50515. */
  50516. reset(): void;
  50517. }
  50518. /**
  50519. * The Physically based material base class of BJS.
  50520. *
  50521. * This offers the main features of a standard PBR material.
  50522. * For more information, please refer to the documentation :
  50523. * https://doc.babylonjs.com/how_to/physically_based_rendering
  50524. */
  50525. export abstract class PBRBaseMaterial extends PushMaterial {
  50526. /**
  50527. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  50528. */
  50529. static readonly PBRMATERIAL_OPAQUE: number;
  50530. /**
  50531. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  50532. */
  50533. static readonly PBRMATERIAL_ALPHATEST: number;
  50534. /**
  50535. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50536. */
  50537. static readonly PBRMATERIAL_ALPHABLEND: number;
  50538. /**
  50539. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50540. * They are also discarded below the alpha cutoff threshold to improve performances.
  50541. */
  50542. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  50543. /**
  50544. * Defines the default value of how much AO map is occluding the analytical lights
  50545. * (point spot...).
  50546. */
  50547. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  50548. /**
  50549. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  50550. */
  50551. static readonly LIGHTFALLOFF_PHYSICAL: number;
  50552. /**
  50553. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  50554. * to enhance interoperability with other engines.
  50555. */
  50556. static readonly LIGHTFALLOFF_GLTF: number;
  50557. /**
  50558. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  50559. * to enhance interoperability with other materials.
  50560. */
  50561. static readonly LIGHTFALLOFF_STANDARD: number;
  50562. /**
  50563. * Intensity of the direct lights e.g. the four lights available in your scene.
  50564. * This impacts both the direct diffuse and specular highlights.
  50565. */
  50566. protected _directIntensity: number;
  50567. /**
  50568. * Intensity of the emissive part of the material.
  50569. * This helps controlling the emissive effect without modifying the emissive color.
  50570. */
  50571. protected _emissiveIntensity: number;
  50572. /**
  50573. * Intensity of the environment e.g. how much the environment will light the object
  50574. * either through harmonics for rough material or through the refelction for shiny ones.
  50575. */
  50576. protected _environmentIntensity: number;
  50577. /**
  50578. * This is a special control allowing the reduction of the specular highlights coming from the
  50579. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  50580. */
  50581. protected _specularIntensity: number;
  50582. /**
  50583. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  50584. */
  50585. private _lightingInfos;
  50586. /**
  50587. * Debug Control allowing disabling the bump map on this material.
  50588. */
  50589. protected _disableBumpMap: boolean;
  50590. /**
  50591. * AKA Diffuse Texture in standard nomenclature.
  50592. */
  50593. protected _albedoTexture: Nullable<BaseTexture>;
  50594. /**
  50595. * AKA Occlusion Texture in other nomenclature.
  50596. */
  50597. protected _ambientTexture: Nullable<BaseTexture>;
  50598. /**
  50599. * AKA Occlusion Texture Intensity in other nomenclature.
  50600. */
  50601. protected _ambientTextureStrength: number;
  50602. /**
  50603. * Defines how much the AO map is occluding the analytical lights (point spot...).
  50604. * 1 means it completely occludes it
  50605. * 0 mean it has no impact
  50606. */
  50607. protected _ambientTextureImpactOnAnalyticalLights: number;
  50608. /**
  50609. * Stores the alpha values in a texture.
  50610. */
  50611. protected _opacityTexture: Nullable<BaseTexture>;
  50612. /**
  50613. * Stores the reflection values in a texture.
  50614. */
  50615. protected _reflectionTexture: Nullable<BaseTexture>;
  50616. /**
  50617. * Stores the emissive values in a texture.
  50618. */
  50619. protected _emissiveTexture: Nullable<BaseTexture>;
  50620. /**
  50621. * AKA Specular texture in other nomenclature.
  50622. */
  50623. protected _reflectivityTexture: Nullable<BaseTexture>;
  50624. /**
  50625. * Used to switch from specular/glossiness to metallic/roughness workflow.
  50626. */
  50627. protected _metallicTexture: Nullable<BaseTexture>;
  50628. /**
  50629. * Specifies the metallic scalar of the metallic/roughness workflow.
  50630. * Can also be used to scale the metalness values of the metallic texture.
  50631. */
  50632. protected _metallic: Nullable<number>;
  50633. /**
  50634. * Specifies the roughness scalar of the metallic/roughness workflow.
  50635. * Can also be used to scale the roughness values of the metallic texture.
  50636. */
  50637. protected _roughness: Nullable<number>;
  50638. /**
  50639. * Specifies the an F0 factor to help configuring the material F0.
  50640. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  50641. * to 0.5 the previously hard coded value stays the same.
  50642. * Can also be used to scale the F0 values of the metallic texture.
  50643. */
  50644. protected _metallicF0Factor: number;
  50645. /**
  50646. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  50647. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  50648. * your expectation as it multiplies with the texture data.
  50649. */
  50650. protected _useMetallicF0FactorFromMetallicTexture: boolean;
  50651. /**
  50652. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  50653. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  50654. */
  50655. protected _microSurfaceTexture: Nullable<BaseTexture>;
  50656. /**
  50657. * Stores surface normal data used to displace a mesh in a texture.
  50658. */
  50659. protected _bumpTexture: Nullable<BaseTexture>;
  50660. /**
  50661. * Stores the pre-calculated light information of a mesh in a texture.
  50662. */
  50663. protected _lightmapTexture: Nullable<BaseTexture>;
  50664. /**
  50665. * The color of a material in ambient lighting.
  50666. */
  50667. protected _ambientColor: Color3;
  50668. /**
  50669. * AKA Diffuse Color in other nomenclature.
  50670. */
  50671. protected _albedoColor: Color3;
  50672. /**
  50673. * AKA Specular Color in other nomenclature.
  50674. */
  50675. protected _reflectivityColor: Color3;
  50676. /**
  50677. * The color applied when light is reflected from a material.
  50678. */
  50679. protected _reflectionColor: Color3;
  50680. /**
  50681. * The color applied when light is emitted from a material.
  50682. */
  50683. protected _emissiveColor: Color3;
  50684. /**
  50685. * AKA Glossiness in other nomenclature.
  50686. */
  50687. protected _microSurface: number;
  50688. /**
  50689. * Specifies that the material will use the light map as a show map.
  50690. */
  50691. protected _useLightmapAsShadowmap: boolean;
  50692. /**
  50693. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  50694. * makes the reflect vector face the model (under horizon).
  50695. */
  50696. protected _useHorizonOcclusion: boolean;
  50697. /**
  50698. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  50699. * too much the area relying on ambient texture to define their ambient occlusion.
  50700. */
  50701. protected _useRadianceOcclusion: boolean;
  50702. /**
  50703. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  50704. */
  50705. protected _useAlphaFromAlbedoTexture: boolean;
  50706. /**
  50707. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  50708. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  50709. */
  50710. protected _useSpecularOverAlpha: boolean;
  50711. /**
  50712. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  50713. */
  50714. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  50715. /**
  50716. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  50717. */
  50718. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  50719. /**
  50720. * Specifies if the metallic texture contains the roughness information in its green channel.
  50721. */
  50722. protected _useRoughnessFromMetallicTextureGreen: boolean;
  50723. /**
  50724. * Specifies if the metallic texture contains the metallness information in its blue channel.
  50725. */
  50726. protected _useMetallnessFromMetallicTextureBlue: boolean;
  50727. /**
  50728. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  50729. */
  50730. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  50731. /**
  50732. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  50733. */
  50734. protected _useAmbientInGrayScale: boolean;
  50735. /**
  50736. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  50737. * The material will try to infer what glossiness each pixel should be.
  50738. */
  50739. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  50740. /**
  50741. * Defines the falloff type used in this material.
  50742. * It by default is Physical.
  50743. */
  50744. protected _lightFalloff: number;
  50745. /**
  50746. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  50747. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  50748. */
  50749. protected _useRadianceOverAlpha: boolean;
  50750. /**
  50751. * Allows using an object space normal map (instead of tangent space).
  50752. */
  50753. protected _useObjectSpaceNormalMap: boolean;
  50754. /**
  50755. * Allows using the bump map in parallax mode.
  50756. */
  50757. protected _useParallax: boolean;
  50758. /**
  50759. * Allows using the bump map in parallax occlusion mode.
  50760. */
  50761. protected _useParallaxOcclusion: boolean;
  50762. /**
  50763. * Controls the scale bias of the parallax mode.
  50764. */
  50765. protected _parallaxScaleBias: number;
  50766. /**
  50767. * If sets to true, disables all the lights affecting the material.
  50768. */
  50769. protected _disableLighting: boolean;
  50770. /**
  50771. * Number of Simultaneous lights allowed on the material.
  50772. */
  50773. protected _maxSimultaneousLights: number;
  50774. /**
  50775. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  50776. */
  50777. protected _invertNormalMapX: boolean;
  50778. /**
  50779. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  50780. */
  50781. protected _invertNormalMapY: boolean;
  50782. /**
  50783. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  50784. */
  50785. protected _twoSidedLighting: boolean;
  50786. /**
  50787. * Defines the alpha limits in alpha test mode.
  50788. */
  50789. protected _alphaCutOff: number;
  50790. /**
  50791. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  50792. */
  50793. protected _forceAlphaTest: boolean;
  50794. /**
  50795. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50796. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  50797. */
  50798. protected _useAlphaFresnel: boolean;
  50799. /**
  50800. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50801. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  50802. */
  50803. protected _useLinearAlphaFresnel: boolean;
  50804. /**
  50805. * The transparency mode of the material.
  50806. */
  50807. protected _transparencyMode: Nullable<number>;
  50808. /**
  50809. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  50810. * from cos thetav and roughness:
  50811. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  50812. */
  50813. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  50814. /**
  50815. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  50816. */
  50817. protected _forceIrradianceInFragment: boolean;
  50818. /**
  50819. * Force normal to face away from face.
  50820. */
  50821. protected _forceNormalForward: boolean;
  50822. /**
  50823. * Enables specular anti aliasing in the PBR shader.
  50824. * It will both interacts on the Geometry for analytical and IBL lighting.
  50825. * It also prefilter the roughness map based on the bump values.
  50826. */
  50827. protected _enableSpecularAntiAliasing: boolean;
  50828. /**
  50829. * Default configuration related to image processing available in the PBR Material.
  50830. */
  50831. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  50832. /**
  50833. * Keep track of the image processing observer to allow dispose and replace.
  50834. */
  50835. private _imageProcessingObserver;
  50836. /**
  50837. * Attaches a new image processing configuration to the PBR Material.
  50838. * @param configuration
  50839. */
  50840. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  50841. /**
  50842. * Stores the available render targets.
  50843. */
  50844. private _renderTargets;
  50845. /**
  50846. * Sets the global ambient color for the material used in lighting calculations.
  50847. */
  50848. private _globalAmbientColor;
  50849. /**
  50850. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  50851. */
  50852. private _useLogarithmicDepth;
  50853. /**
  50854. * If set to true, no lighting calculations will be applied.
  50855. */
  50856. private _unlit;
  50857. private _debugMode;
  50858. /**
  50859. * @hidden
  50860. * This is reserved for the inspector.
  50861. * Defines the material debug mode.
  50862. * It helps seeing only some components of the material while troubleshooting.
  50863. */
  50864. debugMode: number;
  50865. /**
  50866. * @hidden
  50867. * This is reserved for the inspector.
  50868. * Specify from where on screen the debug mode should start.
  50869. * The value goes from -1 (full screen) to 1 (not visible)
  50870. * It helps with side by side comparison against the final render
  50871. * This defaults to -1
  50872. */
  50873. private debugLimit;
  50874. /**
  50875. * @hidden
  50876. * This is reserved for the inspector.
  50877. * As the default viewing range might not be enough (if the ambient is really small for instance)
  50878. * You can use the factor to better multiply the final value.
  50879. */
  50880. private debugFactor;
  50881. /**
  50882. * Defines the clear coat layer parameters for the material.
  50883. */
  50884. readonly clearCoat: PBRClearCoatConfiguration;
  50885. /**
  50886. * Defines the anisotropic parameters for the material.
  50887. */
  50888. readonly anisotropy: PBRAnisotropicConfiguration;
  50889. /**
  50890. * Defines the BRDF parameters for the material.
  50891. */
  50892. readonly brdf: PBRBRDFConfiguration;
  50893. /**
  50894. * Defines the Sheen parameters for the material.
  50895. */
  50896. readonly sheen: PBRSheenConfiguration;
  50897. /**
  50898. * Defines the SubSurface parameters for the material.
  50899. */
  50900. readonly subSurface: PBRSubSurfaceConfiguration;
  50901. /**
  50902. * Custom callback helping to override the default shader used in the material.
  50903. */
  50904. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  50905. protected _rebuildInParallel: boolean;
  50906. /**
  50907. * Instantiates a new PBRMaterial instance.
  50908. *
  50909. * @param name The material name
  50910. * @param scene The scene the material will be use in.
  50911. */
  50912. constructor(name: string, scene: Scene);
  50913. /**
  50914. * Gets a boolean indicating that current material needs to register RTT
  50915. */
  50916. readonly hasRenderTargetTextures: boolean;
  50917. /**
  50918. * Gets the name of the material class.
  50919. */
  50920. getClassName(): string;
  50921. /**
  50922. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50923. */
  50924. /**
  50925. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50926. */
  50927. useLogarithmicDepth: boolean;
  50928. /**
  50929. * Gets the current transparency mode.
  50930. */
  50931. /**
  50932. * Sets the transparency mode of the material.
  50933. *
  50934. * | Value | Type | Description |
  50935. * | ----- | ----------------------------------- | ----------- |
  50936. * | 0 | OPAQUE | |
  50937. * | 1 | ALPHATEST | |
  50938. * | 2 | ALPHABLEND | |
  50939. * | 3 | ALPHATESTANDBLEND | |
  50940. *
  50941. */
  50942. transparencyMode: Nullable<number>;
  50943. /**
  50944. * Returns true if alpha blending should be disabled.
  50945. */
  50946. private readonly _disableAlphaBlending;
  50947. /**
  50948. * Specifies whether or not this material should be rendered in alpha blend mode.
  50949. */
  50950. needAlphaBlending(): boolean;
  50951. /**
  50952. * Specifies if the mesh will require alpha blending.
  50953. * @param mesh - BJS mesh.
  50954. */
  50955. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  50956. /**
  50957. * Specifies whether or not this material should be rendered in alpha test mode.
  50958. */
  50959. needAlphaTesting(): boolean;
  50960. /**
  50961. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  50962. */
  50963. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  50964. /**
  50965. * Gets the texture used for the alpha test.
  50966. */
  50967. getAlphaTestTexture(): Nullable<BaseTexture>;
  50968. /**
  50969. * Specifies that the submesh is ready to be used.
  50970. * @param mesh - BJS mesh.
  50971. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  50972. * @param useInstances - Specifies that instances should be used.
  50973. * @returns - boolean indicating that the submesh is ready or not.
  50974. */
  50975. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  50976. /**
  50977. * Specifies if the material uses metallic roughness workflow.
  50978. * @returns boolean specifiying if the material uses metallic roughness workflow.
  50979. */
  50980. isMetallicWorkflow(): boolean;
  50981. private _prepareEffect;
  50982. private _prepareDefines;
  50983. /**
  50984. * Force shader compilation
  50985. */
  50986. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  50987. /**
  50988. * Initializes the uniform buffer layout for the shader.
  50989. */
  50990. buildUniformLayout(): void;
  50991. /**
  50992. * Unbinds the material from the mesh
  50993. */
  50994. unbind(): void;
  50995. /**
  50996. * Binds the submesh data.
  50997. * @param world - The world matrix.
  50998. * @param mesh - The BJS mesh.
  50999. * @param subMesh - A submesh of the BJS mesh.
  51000. */
  51001. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  51002. /**
  51003. * Returns the animatable textures.
  51004. * @returns - Array of animatable textures.
  51005. */
  51006. getAnimatables(): IAnimatable[];
  51007. /**
  51008. * Returns the texture used for reflections.
  51009. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  51010. */
  51011. private _getReflectionTexture;
  51012. /**
  51013. * Returns an array of the actively used textures.
  51014. * @returns - Array of BaseTextures
  51015. */
  51016. getActiveTextures(): BaseTexture[];
  51017. /**
  51018. * Checks to see if a texture is used in the material.
  51019. * @param texture - Base texture to use.
  51020. * @returns - Boolean specifying if a texture is used in the material.
  51021. */
  51022. hasTexture(texture: BaseTexture): boolean;
  51023. /**
  51024. * Disposes the resources of the material.
  51025. * @param forceDisposeEffect - Forces the disposal of effects.
  51026. * @param forceDisposeTextures - Forces the disposal of all textures.
  51027. */
  51028. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  51029. }
  51030. }
  51031. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  51032. import { Nullable } from "babylonjs/types";
  51033. import { Scene } from "babylonjs/scene";
  51034. import { Color3 } from "babylonjs/Maths/math.color";
  51035. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  51036. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  51037. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51038. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  51039. /**
  51040. * The Physically based material of BJS.
  51041. *
  51042. * This offers the main features of a standard PBR material.
  51043. * For more information, please refer to the documentation :
  51044. * https://doc.babylonjs.com/how_to/physically_based_rendering
  51045. */
  51046. export class PBRMaterial extends PBRBaseMaterial {
  51047. /**
  51048. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  51049. */
  51050. static readonly PBRMATERIAL_OPAQUE: number;
  51051. /**
  51052. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  51053. */
  51054. static readonly PBRMATERIAL_ALPHATEST: number;
  51055. /**
  51056. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  51057. */
  51058. static readonly PBRMATERIAL_ALPHABLEND: number;
  51059. /**
  51060. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  51061. * They are also discarded below the alpha cutoff threshold to improve performances.
  51062. */
  51063. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  51064. /**
  51065. * Defines the default value of how much AO map is occluding the analytical lights
  51066. * (point spot...).
  51067. */
  51068. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  51069. /**
  51070. * Intensity of the direct lights e.g. the four lights available in your scene.
  51071. * This impacts both the direct diffuse and specular highlights.
  51072. */
  51073. directIntensity: number;
  51074. /**
  51075. * Intensity of the emissive part of the material.
  51076. * This helps controlling the emissive effect without modifying the emissive color.
  51077. */
  51078. emissiveIntensity: number;
  51079. /**
  51080. * Intensity of the environment e.g. how much the environment will light the object
  51081. * either through harmonics for rough material or through the refelction for shiny ones.
  51082. */
  51083. environmentIntensity: number;
  51084. /**
  51085. * This is a special control allowing the reduction of the specular highlights coming from the
  51086. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  51087. */
  51088. specularIntensity: number;
  51089. /**
  51090. * Debug Control allowing disabling the bump map on this material.
  51091. */
  51092. disableBumpMap: boolean;
  51093. /**
  51094. * AKA Diffuse Texture in standard nomenclature.
  51095. */
  51096. albedoTexture: BaseTexture;
  51097. /**
  51098. * AKA Occlusion Texture in other nomenclature.
  51099. */
  51100. ambientTexture: BaseTexture;
  51101. /**
  51102. * AKA Occlusion Texture Intensity in other nomenclature.
  51103. */
  51104. ambientTextureStrength: number;
  51105. /**
  51106. * Defines how much the AO map is occluding the analytical lights (point spot...).
  51107. * 1 means it completely occludes it
  51108. * 0 mean it has no impact
  51109. */
  51110. ambientTextureImpactOnAnalyticalLights: number;
  51111. /**
  51112. * Stores the alpha values in a texture.
  51113. */
  51114. opacityTexture: BaseTexture;
  51115. /**
  51116. * Stores the reflection values in a texture.
  51117. */
  51118. reflectionTexture: Nullable<BaseTexture>;
  51119. /**
  51120. * Stores the emissive values in a texture.
  51121. */
  51122. emissiveTexture: BaseTexture;
  51123. /**
  51124. * AKA Specular texture in other nomenclature.
  51125. */
  51126. reflectivityTexture: BaseTexture;
  51127. /**
  51128. * Used to switch from specular/glossiness to metallic/roughness workflow.
  51129. */
  51130. metallicTexture: BaseTexture;
  51131. /**
  51132. * Specifies the metallic scalar of the metallic/roughness workflow.
  51133. * Can also be used to scale the metalness values of the metallic texture.
  51134. */
  51135. metallic: Nullable<number>;
  51136. /**
  51137. * Specifies the roughness scalar of the metallic/roughness workflow.
  51138. * Can also be used to scale the roughness values of the metallic texture.
  51139. */
  51140. roughness: Nullable<number>;
  51141. /**
  51142. * Specifies the an F0 factor to help configuring the material F0.
  51143. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  51144. * to 0.5 the previously hard coded value stays the same.
  51145. * Can also be used to scale the F0 values of the metallic texture.
  51146. */
  51147. metallicF0Factor: number;
  51148. /**
  51149. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  51150. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  51151. * your expectation as it multiplies with the texture data.
  51152. */
  51153. useMetallicF0FactorFromMetallicTexture: boolean;
  51154. /**
  51155. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  51156. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  51157. */
  51158. microSurfaceTexture: BaseTexture;
  51159. /**
  51160. * Stores surface normal data used to displace a mesh in a texture.
  51161. */
  51162. bumpTexture: BaseTexture;
  51163. /**
  51164. * Stores the pre-calculated light information of a mesh in a texture.
  51165. */
  51166. lightmapTexture: BaseTexture;
  51167. /**
  51168. * Stores the refracted light information in a texture.
  51169. */
  51170. refractionTexture: Nullable<BaseTexture>;
  51171. /**
  51172. * The color of a material in ambient lighting.
  51173. */
  51174. ambientColor: Color3;
  51175. /**
  51176. * AKA Diffuse Color in other nomenclature.
  51177. */
  51178. albedoColor: Color3;
  51179. /**
  51180. * AKA Specular Color in other nomenclature.
  51181. */
  51182. reflectivityColor: Color3;
  51183. /**
  51184. * The color reflected from the material.
  51185. */
  51186. reflectionColor: Color3;
  51187. /**
  51188. * The color emitted from the material.
  51189. */
  51190. emissiveColor: Color3;
  51191. /**
  51192. * AKA Glossiness in other nomenclature.
  51193. */
  51194. microSurface: number;
  51195. /**
  51196. * source material index of refraction (IOR)' / 'destination material IOR.
  51197. */
  51198. indexOfRefraction: number;
  51199. /**
  51200. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  51201. */
  51202. invertRefractionY: boolean;
  51203. /**
  51204. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  51205. * Materials half opaque for instance using refraction could benefit from this control.
  51206. */
  51207. linkRefractionWithTransparency: boolean;
  51208. /**
  51209. * If true, the light map contains occlusion information instead of lighting info.
  51210. */
  51211. useLightmapAsShadowmap: boolean;
  51212. /**
  51213. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  51214. */
  51215. useAlphaFromAlbedoTexture: boolean;
  51216. /**
  51217. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  51218. */
  51219. forceAlphaTest: boolean;
  51220. /**
  51221. * Defines the alpha limits in alpha test mode.
  51222. */
  51223. alphaCutOff: number;
  51224. /**
  51225. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  51226. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  51227. */
  51228. useSpecularOverAlpha: boolean;
  51229. /**
  51230. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  51231. */
  51232. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  51233. /**
  51234. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  51235. */
  51236. useRoughnessFromMetallicTextureAlpha: boolean;
  51237. /**
  51238. * Specifies if the metallic texture contains the roughness information in its green channel.
  51239. */
  51240. useRoughnessFromMetallicTextureGreen: boolean;
  51241. /**
  51242. * Specifies if the metallic texture contains the metallness information in its blue channel.
  51243. */
  51244. useMetallnessFromMetallicTextureBlue: boolean;
  51245. /**
  51246. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  51247. */
  51248. useAmbientOcclusionFromMetallicTextureRed: boolean;
  51249. /**
  51250. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  51251. */
  51252. useAmbientInGrayScale: boolean;
  51253. /**
  51254. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  51255. * The material will try to infer what glossiness each pixel should be.
  51256. */
  51257. useAutoMicroSurfaceFromReflectivityMap: boolean;
  51258. /**
  51259. * BJS is using an harcoded light falloff based on a manually sets up range.
  51260. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  51261. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  51262. */
  51263. /**
  51264. * BJS is using an harcoded light falloff based on a manually sets up range.
  51265. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  51266. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  51267. */
  51268. usePhysicalLightFalloff: boolean;
  51269. /**
  51270. * In order to support the falloff compatibility with gltf, a special mode has been added
  51271. * to reproduce the gltf light falloff.
  51272. */
  51273. /**
  51274. * In order to support the falloff compatibility with gltf, a special mode has been added
  51275. * to reproduce the gltf light falloff.
  51276. */
  51277. useGLTFLightFalloff: boolean;
  51278. /**
  51279. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  51280. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  51281. */
  51282. useRadianceOverAlpha: boolean;
  51283. /**
  51284. * Allows using an object space normal map (instead of tangent space).
  51285. */
  51286. useObjectSpaceNormalMap: boolean;
  51287. /**
  51288. * Allows using the bump map in parallax mode.
  51289. */
  51290. useParallax: boolean;
  51291. /**
  51292. * Allows using the bump map in parallax occlusion mode.
  51293. */
  51294. useParallaxOcclusion: boolean;
  51295. /**
  51296. * Controls the scale bias of the parallax mode.
  51297. */
  51298. parallaxScaleBias: number;
  51299. /**
  51300. * If sets to true, disables all the lights affecting the material.
  51301. */
  51302. disableLighting: boolean;
  51303. /**
  51304. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  51305. */
  51306. forceIrradianceInFragment: boolean;
  51307. /**
  51308. * Number of Simultaneous lights allowed on the material.
  51309. */
  51310. maxSimultaneousLights: number;
  51311. /**
  51312. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  51313. */
  51314. invertNormalMapX: boolean;
  51315. /**
  51316. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  51317. */
  51318. invertNormalMapY: boolean;
  51319. /**
  51320. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  51321. */
  51322. twoSidedLighting: boolean;
  51323. /**
  51324. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  51325. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  51326. */
  51327. useAlphaFresnel: boolean;
  51328. /**
  51329. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  51330. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  51331. */
  51332. useLinearAlphaFresnel: boolean;
  51333. /**
  51334. * Let user defines the brdf lookup texture used for IBL.
  51335. * A default 8bit version is embedded but you could point at :
  51336. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  51337. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  51338. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  51339. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  51340. */
  51341. environmentBRDFTexture: Nullable<BaseTexture>;
  51342. /**
  51343. * Force normal to face away from face.
  51344. */
  51345. forceNormalForward: boolean;
  51346. /**
  51347. * Enables specular anti aliasing in the PBR shader.
  51348. * It will both interacts on the Geometry for analytical and IBL lighting.
  51349. * It also prefilter the roughness map based on the bump values.
  51350. */
  51351. enableSpecularAntiAliasing: boolean;
  51352. /**
  51353. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  51354. * makes the reflect vector face the model (under horizon).
  51355. */
  51356. useHorizonOcclusion: boolean;
  51357. /**
  51358. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  51359. * too much the area relying on ambient texture to define their ambient occlusion.
  51360. */
  51361. useRadianceOcclusion: boolean;
  51362. /**
  51363. * If set to true, no lighting calculations will be applied.
  51364. */
  51365. unlit: boolean;
  51366. /**
  51367. * Gets the image processing configuration used either in this material.
  51368. */
  51369. /**
  51370. * Sets the Default image processing configuration used either in the this material.
  51371. *
  51372. * If sets to null, the scene one is in use.
  51373. */
  51374. imageProcessingConfiguration: ImageProcessingConfiguration;
  51375. /**
  51376. * Gets wether the color curves effect is enabled.
  51377. */
  51378. /**
  51379. * Sets wether the color curves effect is enabled.
  51380. */
  51381. cameraColorCurvesEnabled: boolean;
  51382. /**
  51383. * Gets wether the color grading effect is enabled.
  51384. */
  51385. /**
  51386. * Gets wether the color grading effect is enabled.
  51387. */
  51388. cameraColorGradingEnabled: boolean;
  51389. /**
  51390. * Gets wether tonemapping is enabled or not.
  51391. */
  51392. /**
  51393. * Sets wether tonemapping is enabled or not
  51394. */
  51395. cameraToneMappingEnabled: boolean;
  51396. /**
  51397. * The camera exposure used on this material.
  51398. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  51399. * This corresponds to a photographic exposure.
  51400. */
  51401. /**
  51402. * The camera exposure used on this material.
  51403. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  51404. * This corresponds to a photographic exposure.
  51405. */
  51406. cameraExposure: number;
  51407. /**
  51408. * Gets The camera contrast used on this material.
  51409. */
  51410. /**
  51411. * Sets The camera contrast used on this material.
  51412. */
  51413. cameraContrast: number;
  51414. /**
  51415. * Gets the Color Grading 2D Lookup Texture.
  51416. */
  51417. /**
  51418. * Sets the Color Grading 2D Lookup Texture.
  51419. */
  51420. cameraColorGradingTexture: Nullable<BaseTexture>;
  51421. /**
  51422. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  51423. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  51424. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  51425. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  51426. */
  51427. /**
  51428. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  51429. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  51430. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  51431. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  51432. */
  51433. cameraColorCurves: Nullable<ColorCurves>;
  51434. /**
  51435. * Instantiates a new PBRMaterial instance.
  51436. *
  51437. * @param name The material name
  51438. * @param scene The scene the material will be use in.
  51439. */
  51440. constructor(name: string, scene: Scene);
  51441. /**
  51442. * Returns the name of this material class.
  51443. */
  51444. getClassName(): string;
  51445. /**
  51446. * Makes a duplicate of the current material.
  51447. * @param name - name to use for the new material.
  51448. */
  51449. clone(name: string): PBRMaterial;
  51450. /**
  51451. * Serializes this PBR Material.
  51452. * @returns - An object with the serialized material.
  51453. */
  51454. serialize(): any;
  51455. /**
  51456. * Parses a PBR Material from a serialized object.
  51457. * @param source - Serialized object.
  51458. * @param scene - BJS scene instance.
  51459. * @param rootUrl - url for the scene object
  51460. * @returns - PBRMaterial
  51461. */
  51462. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  51463. }
  51464. }
  51465. declare module "babylonjs/Misc/dds" {
  51466. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  51467. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51468. import { Nullable } from "babylonjs/types";
  51469. import { Scene } from "babylonjs/scene";
  51470. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  51471. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  51472. /**
  51473. * Direct draw surface info
  51474. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  51475. */
  51476. export interface DDSInfo {
  51477. /**
  51478. * Width of the texture
  51479. */
  51480. width: number;
  51481. /**
  51482. * Width of the texture
  51483. */
  51484. height: number;
  51485. /**
  51486. * Number of Mipmaps for the texture
  51487. * @see https://en.wikipedia.org/wiki/Mipmap
  51488. */
  51489. mipmapCount: number;
  51490. /**
  51491. * If the textures format is a known fourCC format
  51492. * @see https://www.fourcc.org/
  51493. */
  51494. isFourCC: boolean;
  51495. /**
  51496. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  51497. */
  51498. isRGB: boolean;
  51499. /**
  51500. * If the texture is a lumincance format
  51501. */
  51502. isLuminance: boolean;
  51503. /**
  51504. * If this is a cube texture
  51505. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  51506. */
  51507. isCube: boolean;
  51508. /**
  51509. * If the texture is a compressed format eg. FOURCC_DXT1
  51510. */
  51511. isCompressed: boolean;
  51512. /**
  51513. * The dxgiFormat of the texture
  51514. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  51515. */
  51516. dxgiFormat: number;
  51517. /**
  51518. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  51519. */
  51520. textureType: number;
  51521. /**
  51522. * Sphericle polynomial created for the dds texture
  51523. */
  51524. sphericalPolynomial?: SphericalPolynomial;
  51525. }
  51526. /**
  51527. * Class used to provide DDS decompression tools
  51528. */
  51529. export class DDSTools {
  51530. /**
  51531. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  51532. */
  51533. static StoreLODInAlphaChannel: boolean;
  51534. /**
  51535. * Gets DDS information from an array buffer
  51536. * @param arrayBuffer defines the array buffer to read data from
  51537. * @returns the DDS information
  51538. */
  51539. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  51540. private static _FloatView;
  51541. private static _Int32View;
  51542. private static _ToHalfFloat;
  51543. private static _FromHalfFloat;
  51544. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  51545. private static _GetHalfFloatRGBAArrayBuffer;
  51546. private static _GetFloatRGBAArrayBuffer;
  51547. private static _GetFloatAsUIntRGBAArrayBuffer;
  51548. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  51549. private static _GetRGBAArrayBuffer;
  51550. private static _ExtractLongWordOrder;
  51551. private static _GetRGBArrayBuffer;
  51552. private static _GetLuminanceArrayBuffer;
  51553. /**
  51554. * Uploads DDS Levels to a Babylon Texture
  51555. * @hidden
  51556. */
  51557. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  51558. }
  51559. module "babylonjs/Engines/thinEngine" {
  51560. interface ThinEngine {
  51561. /**
  51562. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  51563. * @param rootUrl defines the url where the file to load is located
  51564. * @param scene defines the current scene
  51565. * @param lodScale defines scale to apply to the mip map selection
  51566. * @param lodOffset defines offset to apply to the mip map selection
  51567. * @param onLoad defines an optional callback raised when the texture is loaded
  51568. * @param onError defines an optional callback raised if there is an issue to load the texture
  51569. * @param format defines the format of the data
  51570. * @param forcedExtension defines the extension to use to pick the right loader
  51571. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  51572. * @returns the cube texture as an InternalTexture
  51573. */
  51574. createPrefilteredCubeTexture(rootUrl: string, scene: Nullable<Scene>, lodScale: number, lodOffset: number, onLoad?: Nullable<(internalTexture: Nullable<InternalTexture>) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean): InternalTexture;
  51575. }
  51576. }
  51577. }
  51578. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  51579. import { Nullable } from "babylonjs/types";
  51580. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51581. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51582. /**
  51583. * Implementation of the DDS Texture Loader.
  51584. * @hidden
  51585. */
  51586. export class _DDSTextureLoader implements IInternalTextureLoader {
  51587. /**
  51588. * Defines wether the loader supports cascade loading the different faces.
  51589. */
  51590. readonly supportCascades: boolean;
  51591. /**
  51592. * This returns if the loader support the current file information.
  51593. * @param extension defines the file extension of the file being loaded
  51594. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51595. * @param fallback defines the fallback internal texture if any
  51596. * @param isBase64 defines whether the texture is encoded as a base64
  51597. * @param isBuffer defines whether the texture data are stored as a buffer
  51598. * @returns true if the loader can load the specified file
  51599. */
  51600. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51601. /**
  51602. * Transform the url before loading if required.
  51603. * @param rootUrl the url of the texture
  51604. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51605. * @returns the transformed texture
  51606. */
  51607. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51608. /**
  51609. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51610. * @param rootUrl the url of the texture
  51611. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51612. * @returns the fallback texture
  51613. */
  51614. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51615. /**
  51616. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51617. * @param data contains the texture data
  51618. * @param texture defines the BabylonJS internal texture
  51619. * @param createPolynomials will be true if polynomials have been requested
  51620. * @param onLoad defines the callback to trigger once the texture is ready
  51621. * @param onError defines the callback to trigger in case of error
  51622. */
  51623. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51624. /**
  51625. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51626. * @param data contains the texture data
  51627. * @param texture defines the BabylonJS internal texture
  51628. * @param callback defines the method to call once ready to upload
  51629. */
  51630. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  51631. }
  51632. }
  51633. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  51634. import { Nullable } from "babylonjs/types";
  51635. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51636. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51637. /**
  51638. * Implementation of the ENV Texture Loader.
  51639. * @hidden
  51640. */
  51641. export class _ENVTextureLoader implements IInternalTextureLoader {
  51642. /**
  51643. * Defines wether the loader supports cascade loading the different faces.
  51644. */
  51645. readonly supportCascades: boolean;
  51646. /**
  51647. * This returns if the loader support the current file information.
  51648. * @param extension defines the file extension of the file being loaded
  51649. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51650. * @param fallback defines the fallback internal texture if any
  51651. * @param isBase64 defines whether the texture is encoded as a base64
  51652. * @param isBuffer defines whether the texture data are stored as a buffer
  51653. * @returns true if the loader can load the specified file
  51654. */
  51655. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51656. /**
  51657. * Transform the url before loading if required.
  51658. * @param rootUrl the url of the texture
  51659. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51660. * @returns the transformed texture
  51661. */
  51662. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51663. /**
  51664. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51665. * @param rootUrl the url of the texture
  51666. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51667. * @returns the fallback texture
  51668. */
  51669. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51670. /**
  51671. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51672. * @param data contains the texture data
  51673. * @param texture defines the BabylonJS internal texture
  51674. * @param createPolynomials will be true if polynomials have been requested
  51675. * @param onLoad defines the callback to trigger once the texture is ready
  51676. * @param onError defines the callback to trigger in case of error
  51677. */
  51678. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51679. /**
  51680. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51681. * @param data contains the texture data
  51682. * @param texture defines the BabylonJS internal texture
  51683. * @param callback defines the method to call once ready to upload
  51684. */
  51685. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  51686. }
  51687. }
  51688. declare module "babylonjs/Misc/khronosTextureContainer" {
  51689. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51690. /**
  51691. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  51692. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  51693. */
  51694. export class KhronosTextureContainer {
  51695. /** contents of the KTX container file */
  51696. arrayBuffer: any;
  51697. private static HEADER_LEN;
  51698. private static COMPRESSED_2D;
  51699. private static COMPRESSED_3D;
  51700. private static TEX_2D;
  51701. private static TEX_3D;
  51702. /**
  51703. * Gets the openGL type
  51704. */
  51705. glType: number;
  51706. /**
  51707. * Gets the openGL type size
  51708. */
  51709. glTypeSize: number;
  51710. /**
  51711. * Gets the openGL format
  51712. */
  51713. glFormat: number;
  51714. /**
  51715. * Gets the openGL internal format
  51716. */
  51717. glInternalFormat: number;
  51718. /**
  51719. * Gets the base internal format
  51720. */
  51721. glBaseInternalFormat: number;
  51722. /**
  51723. * Gets image width in pixel
  51724. */
  51725. pixelWidth: number;
  51726. /**
  51727. * Gets image height in pixel
  51728. */
  51729. pixelHeight: number;
  51730. /**
  51731. * Gets image depth in pixels
  51732. */
  51733. pixelDepth: number;
  51734. /**
  51735. * Gets the number of array elements
  51736. */
  51737. numberOfArrayElements: number;
  51738. /**
  51739. * Gets the number of faces
  51740. */
  51741. numberOfFaces: number;
  51742. /**
  51743. * Gets the number of mipmap levels
  51744. */
  51745. numberOfMipmapLevels: number;
  51746. /**
  51747. * Gets the bytes of key value data
  51748. */
  51749. bytesOfKeyValueData: number;
  51750. /**
  51751. * Gets the load type
  51752. */
  51753. loadType: number;
  51754. /**
  51755. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  51756. */
  51757. isInvalid: boolean;
  51758. /**
  51759. * Creates a new KhronosTextureContainer
  51760. * @param arrayBuffer contents of the KTX container file
  51761. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  51762. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  51763. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  51764. */
  51765. constructor(
  51766. /** contents of the KTX container file */
  51767. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  51768. /**
  51769. * Uploads KTX content to a Babylon Texture.
  51770. * It is assumed that the texture has already been created & is currently bound
  51771. * @hidden
  51772. */
  51773. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  51774. private _upload2DCompressedLevels;
  51775. }
  51776. }
  51777. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  51778. import { Nullable } from "babylonjs/types";
  51779. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51780. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51781. /**
  51782. * Implementation of the KTX Texture Loader.
  51783. * @hidden
  51784. */
  51785. export class _KTXTextureLoader implements IInternalTextureLoader {
  51786. /**
  51787. * Defines wether the loader supports cascade loading the different faces.
  51788. */
  51789. readonly supportCascades: boolean;
  51790. /**
  51791. * This returns if the loader support the current file information.
  51792. * @param extension defines the file extension of the file being loaded
  51793. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51794. * @param fallback defines the fallback internal texture if any
  51795. * @param isBase64 defines whether the texture is encoded as a base64
  51796. * @param isBuffer defines whether the texture data are stored as a buffer
  51797. * @returns true if the loader can load the specified file
  51798. */
  51799. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51800. /**
  51801. * Transform the url before loading if required.
  51802. * @param rootUrl the url of the texture
  51803. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51804. * @returns the transformed texture
  51805. */
  51806. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51807. /**
  51808. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51809. * @param rootUrl the url of the texture
  51810. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51811. * @returns the fallback texture
  51812. */
  51813. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51814. /**
  51815. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51816. * @param data contains the texture data
  51817. * @param texture defines the BabylonJS internal texture
  51818. * @param createPolynomials will be true if polynomials have been requested
  51819. * @param onLoad defines the callback to trigger once the texture is ready
  51820. * @param onError defines the callback to trigger in case of error
  51821. */
  51822. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51823. /**
  51824. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51825. * @param data contains the texture data
  51826. * @param texture defines the BabylonJS internal texture
  51827. * @param callback defines the method to call once ready to upload
  51828. */
  51829. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  51830. }
  51831. }
  51832. declare module "babylonjs/Helpers/sceneHelpers" {
  51833. import { Nullable } from "babylonjs/types";
  51834. import { Mesh } from "babylonjs/Meshes/mesh";
  51835. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51836. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  51837. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  51838. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  51839. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  51840. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  51841. import "babylonjs/Meshes/Builders/boxBuilder";
  51842. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  51843. /** @hidden */
  51844. export var _forceSceneHelpersToBundle: boolean;
  51845. module "babylonjs/scene" {
  51846. interface Scene {
  51847. /**
  51848. * Creates a default light for the scene.
  51849. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  51850. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  51851. */
  51852. createDefaultLight(replace?: boolean): void;
  51853. /**
  51854. * Creates a default camera for the scene.
  51855. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  51856. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51857. * @param replace has default false, when true replaces the active camera in the scene
  51858. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  51859. */
  51860. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51861. /**
  51862. * Creates a default camera and a default light.
  51863. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  51864. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51865. * @param replace has the default false, when true replaces the active camera/light in the scene
  51866. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  51867. */
  51868. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51869. /**
  51870. * Creates a new sky box
  51871. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  51872. * @param environmentTexture defines the texture to use as environment texture
  51873. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  51874. * @param scale defines the overall scale of the skybox
  51875. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  51876. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  51877. * @returns a new mesh holding the sky box
  51878. */
  51879. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  51880. /**
  51881. * Creates a new environment
  51882. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  51883. * @param options defines the options you can use to configure the environment
  51884. * @returns the new EnvironmentHelper
  51885. */
  51886. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  51887. /**
  51888. * Creates a new VREXperienceHelper
  51889. * @see http://doc.babylonjs.com/how_to/webvr_helper
  51890. * @param webVROptions defines the options used to create the new VREXperienceHelper
  51891. * @returns a new VREXperienceHelper
  51892. */
  51893. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  51894. /**
  51895. * Creates a new WebXRDefaultExperience
  51896. * @see http://doc.babylonjs.com/how_to/webxr
  51897. * @param options experience options
  51898. * @returns a promise for a new WebXRDefaultExperience
  51899. */
  51900. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  51901. }
  51902. }
  51903. }
  51904. declare module "babylonjs/Helpers/videoDome" {
  51905. import { Scene } from "babylonjs/scene";
  51906. import { TransformNode } from "babylonjs/Meshes/transformNode";
  51907. import { Mesh } from "babylonjs/Meshes/mesh";
  51908. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  51909. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  51910. import "babylonjs/Meshes/Builders/sphereBuilder";
  51911. /**
  51912. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  51913. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  51914. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  51915. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  51916. */
  51917. export class VideoDome extends TransformNode {
  51918. /**
  51919. * Define the video source as a Monoscopic panoramic 360 video.
  51920. */
  51921. static readonly MODE_MONOSCOPIC: number;
  51922. /**
  51923. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  51924. */
  51925. static readonly MODE_TOPBOTTOM: number;
  51926. /**
  51927. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  51928. */
  51929. static readonly MODE_SIDEBYSIDE: number;
  51930. private _halfDome;
  51931. private _useDirectMapping;
  51932. /**
  51933. * The video texture being displayed on the sphere
  51934. */
  51935. protected _videoTexture: VideoTexture;
  51936. /**
  51937. * Gets the video texture being displayed on the sphere
  51938. */
  51939. readonly videoTexture: VideoTexture;
  51940. /**
  51941. * The skybox material
  51942. */
  51943. protected _material: BackgroundMaterial;
  51944. /**
  51945. * The surface used for the skybox
  51946. */
  51947. protected _mesh: Mesh;
  51948. /**
  51949. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  51950. */
  51951. private _halfDomeMask;
  51952. /**
  51953. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  51954. * Also see the options.resolution property.
  51955. */
  51956. fovMultiplier: number;
  51957. private _videoMode;
  51958. /**
  51959. * Gets or set the current video mode for the video. It can be:
  51960. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  51961. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  51962. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  51963. */
  51964. videoMode: number;
  51965. /**
  51966. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  51967. *
  51968. */
  51969. /**
  51970. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  51971. */
  51972. halfDome: boolean;
  51973. /**
  51974. * Oberserver used in Stereoscopic VR Mode.
  51975. */
  51976. private _onBeforeCameraRenderObserver;
  51977. /**
  51978. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  51979. * @param name Element's name, child elements will append suffixes for their own names.
  51980. * @param urlsOrVideo defines the url(s) or the video element to use
  51981. * @param options An object containing optional or exposed sub element properties
  51982. */
  51983. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  51984. resolution?: number;
  51985. clickToPlay?: boolean;
  51986. autoPlay?: boolean;
  51987. loop?: boolean;
  51988. size?: number;
  51989. poster?: string;
  51990. faceForward?: boolean;
  51991. useDirectMapping?: boolean;
  51992. halfDomeMode?: boolean;
  51993. }, scene: Scene);
  51994. private _changeVideoMode;
  51995. /**
  51996. * Releases resources associated with this node.
  51997. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  51998. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  51999. */
  52000. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  52001. }
  52002. }
  52003. declare module "babylonjs/Helpers/index" {
  52004. export * from "babylonjs/Helpers/environmentHelper";
  52005. export * from "babylonjs/Helpers/photoDome";
  52006. export * from "babylonjs/Helpers/sceneHelpers";
  52007. export * from "babylonjs/Helpers/videoDome";
  52008. }
  52009. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  52010. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  52011. import { IDisposable } from "babylonjs/scene";
  52012. import { Engine } from "babylonjs/Engines/engine";
  52013. /**
  52014. * This class can be used to get instrumentation data from a Babylon engine
  52015. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  52016. */
  52017. export class EngineInstrumentation implements IDisposable {
  52018. /**
  52019. * Define the instrumented engine.
  52020. */
  52021. engine: Engine;
  52022. private _captureGPUFrameTime;
  52023. private _gpuFrameTimeToken;
  52024. private _gpuFrameTime;
  52025. private _captureShaderCompilationTime;
  52026. private _shaderCompilationTime;
  52027. private _onBeginFrameObserver;
  52028. private _onEndFrameObserver;
  52029. private _onBeforeShaderCompilationObserver;
  52030. private _onAfterShaderCompilationObserver;
  52031. /**
  52032. * Gets the perf counter used for GPU frame time
  52033. */
  52034. readonly gpuFrameTimeCounter: PerfCounter;
  52035. /**
  52036. * Gets the GPU frame time capture status
  52037. */
  52038. /**
  52039. * Enable or disable the GPU frame time capture
  52040. */
  52041. captureGPUFrameTime: boolean;
  52042. /**
  52043. * Gets the perf counter used for shader compilation time
  52044. */
  52045. readonly shaderCompilationTimeCounter: PerfCounter;
  52046. /**
  52047. * Gets the shader compilation time capture status
  52048. */
  52049. /**
  52050. * Enable or disable the shader compilation time capture
  52051. */
  52052. captureShaderCompilationTime: boolean;
  52053. /**
  52054. * Instantiates a new engine instrumentation.
  52055. * This class can be used to get instrumentation data from a Babylon engine
  52056. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  52057. * @param engine Defines the engine to instrument
  52058. */
  52059. constructor(
  52060. /**
  52061. * Define the instrumented engine.
  52062. */
  52063. engine: Engine);
  52064. /**
  52065. * Dispose and release associated resources.
  52066. */
  52067. dispose(): void;
  52068. }
  52069. }
  52070. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  52071. import { Scene, IDisposable } from "babylonjs/scene";
  52072. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  52073. /**
  52074. * This class can be used to get instrumentation data from a Babylon engine
  52075. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  52076. */
  52077. export class SceneInstrumentation implements IDisposable {
  52078. /**
  52079. * Defines the scene to instrument
  52080. */
  52081. scene: Scene;
  52082. private _captureActiveMeshesEvaluationTime;
  52083. private _activeMeshesEvaluationTime;
  52084. private _captureRenderTargetsRenderTime;
  52085. private _renderTargetsRenderTime;
  52086. private _captureFrameTime;
  52087. private _frameTime;
  52088. private _captureRenderTime;
  52089. private _renderTime;
  52090. private _captureInterFrameTime;
  52091. private _interFrameTime;
  52092. private _captureParticlesRenderTime;
  52093. private _particlesRenderTime;
  52094. private _captureSpritesRenderTime;
  52095. private _spritesRenderTime;
  52096. private _capturePhysicsTime;
  52097. private _physicsTime;
  52098. private _captureAnimationsTime;
  52099. private _animationsTime;
  52100. private _captureCameraRenderTime;
  52101. private _cameraRenderTime;
  52102. private _onBeforeActiveMeshesEvaluationObserver;
  52103. private _onAfterActiveMeshesEvaluationObserver;
  52104. private _onBeforeRenderTargetsRenderObserver;
  52105. private _onAfterRenderTargetsRenderObserver;
  52106. private _onAfterRenderObserver;
  52107. private _onBeforeDrawPhaseObserver;
  52108. private _onAfterDrawPhaseObserver;
  52109. private _onBeforeAnimationsObserver;
  52110. private _onBeforeParticlesRenderingObserver;
  52111. private _onAfterParticlesRenderingObserver;
  52112. private _onBeforeSpritesRenderingObserver;
  52113. private _onAfterSpritesRenderingObserver;
  52114. private _onBeforePhysicsObserver;
  52115. private _onAfterPhysicsObserver;
  52116. private _onAfterAnimationsObserver;
  52117. private _onBeforeCameraRenderObserver;
  52118. private _onAfterCameraRenderObserver;
  52119. /**
  52120. * Gets the perf counter used for active meshes evaluation time
  52121. */
  52122. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  52123. /**
  52124. * Gets the active meshes evaluation time capture status
  52125. */
  52126. /**
  52127. * Enable or disable the active meshes evaluation time capture
  52128. */
  52129. captureActiveMeshesEvaluationTime: boolean;
  52130. /**
  52131. * Gets the perf counter used for render targets render time
  52132. */
  52133. readonly renderTargetsRenderTimeCounter: PerfCounter;
  52134. /**
  52135. * Gets the render targets render time capture status
  52136. */
  52137. /**
  52138. * Enable or disable the render targets render time capture
  52139. */
  52140. captureRenderTargetsRenderTime: boolean;
  52141. /**
  52142. * Gets the perf counter used for particles render time
  52143. */
  52144. readonly particlesRenderTimeCounter: PerfCounter;
  52145. /**
  52146. * Gets the particles render time capture status
  52147. */
  52148. /**
  52149. * Enable or disable the particles render time capture
  52150. */
  52151. captureParticlesRenderTime: boolean;
  52152. /**
  52153. * Gets the perf counter used for sprites render time
  52154. */
  52155. readonly spritesRenderTimeCounter: PerfCounter;
  52156. /**
  52157. * Gets the sprites render time capture status
  52158. */
  52159. /**
  52160. * Enable or disable the sprites render time capture
  52161. */
  52162. captureSpritesRenderTime: boolean;
  52163. /**
  52164. * Gets the perf counter used for physics time
  52165. */
  52166. readonly physicsTimeCounter: PerfCounter;
  52167. /**
  52168. * Gets the physics time capture status
  52169. */
  52170. /**
  52171. * Enable or disable the physics time capture
  52172. */
  52173. capturePhysicsTime: boolean;
  52174. /**
  52175. * Gets the perf counter used for animations time
  52176. */
  52177. readonly animationsTimeCounter: PerfCounter;
  52178. /**
  52179. * Gets the animations time capture status
  52180. */
  52181. /**
  52182. * Enable or disable the animations time capture
  52183. */
  52184. captureAnimationsTime: boolean;
  52185. /**
  52186. * Gets the perf counter used for frame time capture
  52187. */
  52188. readonly frameTimeCounter: PerfCounter;
  52189. /**
  52190. * Gets the frame time capture status
  52191. */
  52192. /**
  52193. * Enable or disable the frame time capture
  52194. */
  52195. captureFrameTime: boolean;
  52196. /**
  52197. * Gets the perf counter used for inter-frames time capture
  52198. */
  52199. readonly interFrameTimeCounter: PerfCounter;
  52200. /**
  52201. * Gets the inter-frames time capture status
  52202. */
  52203. /**
  52204. * Enable or disable the inter-frames time capture
  52205. */
  52206. captureInterFrameTime: boolean;
  52207. /**
  52208. * Gets the perf counter used for render time capture
  52209. */
  52210. readonly renderTimeCounter: PerfCounter;
  52211. /**
  52212. * Gets the render time capture status
  52213. */
  52214. /**
  52215. * Enable or disable the render time capture
  52216. */
  52217. captureRenderTime: boolean;
  52218. /**
  52219. * Gets the perf counter used for camera render time capture
  52220. */
  52221. readonly cameraRenderTimeCounter: PerfCounter;
  52222. /**
  52223. * Gets the camera render time capture status
  52224. */
  52225. /**
  52226. * Enable or disable the camera render time capture
  52227. */
  52228. captureCameraRenderTime: boolean;
  52229. /**
  52230. * Gets the perf counter used for draw calls
  52231. */
  52232. readonly drawCallsCounter: PerfCounter;
  52233. /**
  52234. * Instantiates a new scene instrumentation.
  52235. * This class can be used to get instrumentation data from a Babylon engine
  52236. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  52237. * @param scene Defines the scene to instrument
  52238. */
  52239. constructor(
  52240. /**
  52241. * Defines the scene to instrument
  52242. */
  52243. scene: Scene);
  52244. /**
  52245. * Dispose and release associated resources.
  52246. */
  52247. dispose(): void;
  52248. }
  52249. }
  52250. declare module "babylonjs/Instrumentation/index" {
  52251. export * from "babylonjs/Instrumentation/engineInstrumentation";
  52252. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  52253. export * from "babylonjs/Instrumentation/timeToken";
  52254. }
  52255. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  52256. /** @hidden */
  52257. export var glowMapGenerationPixelShader: {
  52258. name: string;
  52259. shader: string;
  52260. };
  52261. }
  52262. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  52263. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  52264. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  52265. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  52266. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  52267. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  52268. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  52269. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  52270. /** @hidden */
  52271. export var glowMapGenerationVertexShader: {
  52272. name: string;
  52273. shader: string;
  52274. };
  52275. }
  52276. declare module "babylonjs/Layers/effectLayer" {
  52277. import { Observable } from "babylonjs/Misc/observable";
  52278. import { Nullable } from "babylonjs/types";
  52279. import { Camera } from "babylonjs/Cameras/camera";
  52280. import { Scene } from "babylonjs/scene";
  52281. import { ISize } from "babylonjs/Maths/math.size";
  52282. import { Color4 } from "babylonjs/Maths/math.color";
  52283. import { Engine } from "babylonjs/Engines/engine";
  52284. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52285. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52286. import { Mesh } from "babylonjs/Meshes/mesh";
  52287. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  52288. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52289. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52290. import { Effect } from "babylonjs/Materials/effect";
  52291. import { Material } from "babylonjs/Materials/material";
  52292. import "babylonjs/Shaders/glowMapGeneration.fragment";
  52293. import "babylonjs/Shaders/glowMapGeneration.vertex";
  52294. /**
  52295. * Effect layer options. This helps customizing the behaviour
  52296. * of the effect layer.
  52297. */
  52298. export interface IEffectLayerOptions {
  52299. /**
  52300. * Multiplication factor apply to the canvas size to compute the render target size
  52301. * used to generated the objects (the smaller the faster).
  52302. */
  52303. mainTextureRatio: number;
  52304. /**
  52305. * Enforces a fixed size texture to ensure effect stability across devices.
  52306. */
  52307. mainTextureFixedSize?: number;
  52308. /**
  52309. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  52310. */
  52311. alphaBlendingMode: number;
  52312. /**
  52313. * The camera attached to the layer.
  52314. */
  52315. camera: Nullable<Camera>;
  52316. /**
  52317. * The rendering group to draw the layer in.
  52318. */
  52319. renderingGroupId: number;
  52320. }
  52321. /**
  52322. * The effect layer Helps adding post process effect blended with the main pass.
  52323. *
  52324. * This can be for instance use to generate glow or higlight effects on the scene.
  52325. *
  52326. * The effect layer class can not be used directly and is intented to inherited from to be
  52327. * customized per effects.
  52328. */
  52329. export abstract class EffectLayer {
  52330. private _vertexBuffers;
  52331. private _indexBuffer;
  52332. private _cachedDefines;
  52333. private _effectLayerMapGenerationEffect;
  52334. private _effectLayerOptions;
  52335. private _mergeEffect;
  52336. protected _scene: Scene;
  52337. protected _engine: Engine;
  52338. protected _maxSize: number;
  52339. protected _mainTextureDesiredSize: ISize;
  52340. protected _mainTexture: RenderTargetTexture;
  52341. protected _shouldRender: boolean;
  52342. protected _postProcesses: PostProcess[];
  52343. protected _textures: BaseTexture[];
  52344. protected _emissiveTextureAndColor: {
  52345. texture: Nullable<BaseTexture>;
  52346. color: Color4;
  52347. };
  52348. /**
  52349. * The name of the layer
  52350. */
  52351. name: string;
  52352. /**
  52353. * The clear color of the texture used to generate the glow map.
  52354. */
  52355. neutralColor: Color4;
  52356. /**
  52357. * Specifies wether the highlight layer is enabled or not.
  52358. */
  52359. isEnabled: boolean;
  52360. /**
  52361. * Gets the camera attached to the layer.
  52362. */
  52363. readonly camera: Nullable<Camera>;
  52364. /**
  52365. * Gets the rendering group id the layer should render in.
  52366. */
  52367. renderingGroupId: number;
  52368. /**
  52369. * An event triggered when the effect layer has been disposed.
  52370. */
  52371. onDisposeObservable: Observable<EffectLayer>;
  52372. /**
  52373. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  52374. */
  52375. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  52376. /**
  52377. * An event triggered when the generated texture is being merged in the scene.
  52378. */
  52379. onBeforeComposeObservable: Observable<EffectLayer>;
  52380. /**
  52381. * An event triggered when the mesh is rendered into the effect render target.
  52382. */
  52383. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  52384. /**
  52385. * An event triggered after the mesh has been rendered into the effect render target.
  52386. */
  52387. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  52388. /**
  52389. * An event triggered when the generated texture has been merged in the scene.
  52390. */
  52391. onAfterComposeObservable: Observable<EffectLayer>;
  52392. /**
  52393. * An event triggered when the efffect layer changes its size.
  52394. */
  52395. onSizeChangedObservable: Observable<EffectLayer>;
  52396. /** @hidden */
  52397. static _SceneComponentInitialization: (scene: Scene) => void;
  52398. /**
  52399. * Instantiates a new effect Layer and references it in the scene.
  52400. * @param name The name of the layer
  52401. * @param scene The scene to use the layer in
  52402. */
  52403. constructor(
  52404. /** The Friendly of the effect in the scene */
  52405. name: string, scene: Scene);
  52406. /**
  52407. * Get the effect name of the layer.
  52408. * @return The effect name
  52409. */
  52410. abstract getEffectName(): string;
  52411. /**
  52412. * Checks for the readiness of the element composing the layer.
  52413. * @param subMesh the mesh to check for
  52414. * @param useInstances specify wether or not to use instances to render the mesh
  52415. * @return true if ready otherwise, false
  52416. */
  52417. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52418. /**
  52419. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52420. * @returns true if the effect requires stencil during the main canvas render pass.
  52421. */
  52422. abstract needStencil(): boolean;
  52423. /**
  52424. * Create the merge effect. This is the shader use to blit the information back
  52425. * to the main canvas at the end of the scene rendering.
  52426. * @returns The effect containing the shader used to merge the effect on the main canvas
  52427. */
  52428. protected abstract _createMergeEffect(): Effect;
  52429. /**
  52430. * Creates the render target textures and post processes used in the effect layer.
  52431. */
  52432. protected abstract _createTextureAndPostProcesses(): void;
  52433. /**
  52434. * Implementation specific of rendering the generating effect on the main canvas.
  52435. * @param effect The effect used to render through
  52436. */
  52437. protected abstract _internalRender(effect: Effect): void;
  52438. /**
  52439. * Sets the required values for both the emissive texture and and the main color.
  52440. */
  52441. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52442. /**
  52443. * Free any resources and references associated to a mesh.
  52444. * Internal use
  52445. * @param mesh The mesh to free.
  52446. */
  52447. abstract _disposeMesh(mesh: Mesh): void;
  52448. /**
  52449. * Serializes this layer (Glow or Highlight for example)
  52450. * @returns a serialized layer object
  52451. */
  52452. abstract serialize?(): any;
  52453. /**
  52454. * Initializes the effect layer with the required options.
  52455. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  52456. */
  52457. protected _init(options: Partial<IEffectLayerOptions>): void;
  52458. /**
  52459. * Generates the index buffer of the full screen quad blending to the main canvas.
  52460. */
  52461. private _generateIndexBuffer;
  52462. /**
  52463. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  52464. */
  52465. private _generateVertexBuffer;
  52466. /**
  52467. * Sets the main texture desired size which is the closest power of two
  52468. * of the engine canvas size.
  52469. */
  52470. private _setMainTextureSize;
  52471. /**
  52472. * Creates the main texture for the effect layer.
  52473. */
  52474. protected _createMainTexture(): void;
  52475. /**
  52476. * Adds specific effects defines.
  52477. * @param defines The defines to add specifics to.
  52478. */
  52479. protected _addCustomEffectDefines(defines: string[]): void;
  52480. /**
  52481. * Checks for the readiness of the element composing the layer.
  52482. * @param subMesh the mesh to check for
  52483. * @param useInstances specify wether or not to use instances to render the mesh
  52484. * @param emissiveTexture the associated emissive texture used to generate the glow
  52485. * @return true if ready otherwise, false
  52486. */
  52487. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  52488. /**
  52489. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  52490. */
  52491. render(): void;
  52492. /**
  52493. * Determine if a given mesh will be used in the current effect.
  52494. * @param mesh mesh to test
  52495. * @returns true if the mesh will be used
  52496. */
  52497. hasMesh(mesh: AbstractMesh): boolean;
  52498. /**
  52499. * Returns true if the layer contains information to display, otherwise false.
  52500. * @returns true if the glow layer should be rendered
  52501. */
  52502. shouldRender(): boolean;
  52503. /**
  52504. * Returns true if the mesh should render, otherwise false.
  52505. * @param mesh The mesh to render
  52506. * @returns true if it should render otherwise false
  52507. */
  52508. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  52509. /**
  52510. * Returns true if the mesh can be rendered, otherwise false.
  52511. * @param mesh The mesh to render
  52512. * @param material The material used on the mesh
  52513. * @returns true if it can be rendered otherwise false
  52514. */
  52515. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  52516. /**
  52517. * Returns true if the mesh should render, otherwise false.
  52518. * @param mesh The mesh to render
  52519. * @returns true if it should render otherwise false
  52520. */
  52521. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  52522. /**
  52523. * Renders the submesh passed in parameter to the generation map.
  52524. */
  52525. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  52526. /**
  52527. * Defines wether the current material of the mesh should be use to render the effect.
  52528. * @param mesh defines the current mesh to render
  52529. */
  52530. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  52531. /**
  52532. * Rebuild the required buffers.
  52533. * @hidden Internal use only.
  52534. */
  52535. _rebuild(): void;
  52536. /**
  52537. * Dispose only the render target textures and post process.
  52538. */
  52539. private _disposeTextureAndPostProcesses;
  52540. /**
  52541. * Dispose the highlight layer and free resources.
  52542. */
  52543. dispose(): void;
  52544. /**
  52545. * Gets the class name of the effect layer
  52546. * @returns the string with the class name of the effect layer
  52547. */
  52548. getClassName(): string;
  52549. /**
  52550. * Creates an effect layer from parsed effect layer data
  52551. * @param parsedEffectLayer defines effect layer data
  52552. * @param scene defines the current scene
  52553. * @param rootUrl defines the root URL containing the effect layer information
  52554. * @returns a parsed effect Layer
  52555. */
  52556. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  52557. }
  52558. }
  52559. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  52560. import { Scene } from "babylonjs/scene";
  52561. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52562. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52563. import { AbstractScene } from "babylonjs/abstractScene";
  52564. module "babylonjs/abstractScene" {
  52565. interface AbstractScene {
  52566. /**
  52567. * The list of effect layers (highlights/glow) added to the scene
  52568. * @see http://doc.babylonjs.com/how_to/highlight_layer
  52569. * @see http://doc.babylonjs.com/how_to/glow_layer
  52570. */
  52571. effectLayers: Array<EffectLayer>;
  52572. /**
  52573. * Removes the given effect layer from this scene.
  52574. * @param toRemove defines the effect layer to remove
  52575. * @returns the index of the removed effect layer
  52576. */
  52577. removeEffectLayer(toRemove: EffectLayer): number;
  52578. /**
  52579. * Adds the given effect layer to this scene
  52580. * @param newEffectLayer defines the effect layer to add
  52581. */
  52582. addEffectLayer(newEffectLayer: EffectLayer): void;
  52583. }
  52584. }
  52585. /**
  52586. * Defines the layer scene component responsible to manage any effect layers
  52587. * in a given scene.
  52588. */
  52589. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  52590. /**
  52591. * The component name helpfull to identify the component in the list of scene components.
  52592. */
  52593. readonly name: string;
  52594. /**
  52595. * The scene the component belongs to.
  52596. */
  52597. scene: Scene;
  52598. private _engine;
  52599. private _renderEffects;
  52600. private _needStencil;
  52601. private _previousStencilState;
  52602. /**
  52603. * Creates a new instance of the component for the given scene
  52604. * @param scene Defines the scene to register the component in
  52605. */
  52606. constructor(scene: Scene);
  52607. /**
  52608. * Registers the component in a given scene
  52609. */
  52610. register(): void;
  52611. /**
  52612. * Rebuilds the elements related to this component in case of
  52613. * context lost for instance.
  52614. */
  52615. rebuild(): void;
  52616. /**
  52617. * Serializes the component data to the specified json object
  52618. * @param serializationObject The object to serialize to
  52619. */
  52620. serialize(serializationObject: any): void;
  52621. /**
  52622. * Adds all the elements from the container to the scene
  52623. * @param container the container holding the elements
  52624. */
  52625. addFromContainer(container: AbstractScene): void;
  52626. /**
  52627. * Removes all the elements in the container from the scene
  52628. * @param container contains the elements to remove
  52629. * @param dispose if the removed element should be disposed (default: false)
  52630. */
  52631. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52632. /**
  52633. * Disposes the component and the associated ressources.
  52634. */
  52635. dispose(): void;
  52636. private _isReadyForMesh;
  52637. private _renderMainTexture;
  52638. private _setStencil;
  52639. private _setStencilBack;
  52640. private _draw;
  52641. private _drawCamera;
  52642. private _drawRenderingGroup;
  52643. }
  52644. }
  52645. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  52646. /** @hidden */
  52647. export var glowMapMergePixelShader: {
  52648. name: string;
  52649. shader: string;
  52650. };
  52651. }
  52652. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  52653. /** @hidden */
  52654. export var glowMapMergeVertexShader: {
  52655. name: string;
  52656. shader: string;
  52657. };
  52658. }
  52659. declare module "babylonjs/Layers/glowLayer" {
  52660. import { Nullable } from "babylonjs/types";
  52661. import { Camera } from "babylonjs/Cameras/camera";
  52662. import { Scene } from "babylonjs/scene";
  52663. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52664. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52665. import { Mesh } from "babylonjs/Meshes/mesh";
  52666. import { Texture } from "babylonjs/Materials/Textures/texture";
  52667. import { Effect } from "babylonjs/Materials/effect";
  52668. import { Material } from "babylonjs/Materials/material";
  52669. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52670. import { Color4 } from "babylonjs/Maths/math.color";
  52671. import "babylonjs/Shaders/glowMapMerge.fragment";
  52672. import "babylonjs/Shaders/glowMapMerge.vertex";
  52673. import "babylonjs/Layers/effectLayerSceneComponent";
  52674. module "babylonjs/abstractScene" {
  52675. interface AbstractScene {
  52676. /**
  52677. * Return a the first highlight layer of the scene with a given name.
  52678. * @param name The name of the highlight layer to look for.
  52679. * @return The highlight layer if found otherwise null.
  52680. */
  52681. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  52682. }
  52683. }
  52684. /**
  52685. * Glow layer options. This helps customizing the behaviour
  52686. * of the glow layer.
  52687. */
  52688. export interface IGlowLayerOptions {
  52689. /**
  52690. * Multiplication factor apply to the canvas size to compute the render target size
  52691. * used to generated the glowing objects (the smaller the faster).
  52692. */
  52693. mainTextureRatio: number;
  52694. /**
  52695. * Enforces a fixed size texture to ensure resize independant blur.
  52696. */
  52697. mainTextureFixedSize?: number;
  52698. /**
  52699. * How big is the kernel of the blur texture.
  52700. */
  52701. blurKernelSize: number;
  52702. /**
  52703. * The camera attached to the layer.
  52704. */
  52705. camera: Nullable<Camera>;
  52706. /**
  52707. * Enable MSAA by chosing the number of samples.
  52708. */
  52709. mainTextureSamples?: number;
  52710. /**
  52711. * The rendering group to draw the layer in.
  52712. */
  52713. renderingGroupId: number;
  52714. }
  52715. /**
  52716. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  52717. *
  52718. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  52719. *
  52720. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  52721. */
  52722. export class GlowLayer extends EffectLayer {
  52723. /**
  52724. * Effect Name of the layer.
  52725. */
  52726. static readonly EffectName: string;
  52727. /**
  52728. * The default blur kernel size used for the glow.
  52729. */
  52730. static DefaultBlurKernelSize: number;
  52731. /**
  52732. * The default texture size ratio used for the glow.
  52733. */
  52734. static DefaultTextureRatio: number;
  52735. /**
  52736. * Sets the kernel size of the blur.
  52737. */
  52738. /**
  52739. * Gets the kernel size of the blur.
  52740. */
  52741. blurKernelSize: number;
  52742. /**
  52743. * Sets the glow intensity.
  52744. */
  52745. /**
  52746. * Gets the glow intensity.
  52747. */
  52748. intensity: number;
  52749. private _options;
  52750. private _intensity;
  52751. private _horizontalBlurPostprocess1;
  52752. private _verticalBlurPostprocess1;
  52753. private _horizontalBlurPostprocess2;
  52754. private _verticalBlurPostprocess2;
  52755. private _blurTexture1;
  52756. private _blurTexture2;
  52757. private _postProcesses1;
  52758. private _postProcesses2;
  52759. private _includedOnlyMeshes;
  52760. private _excludedMeshes;
  52761. private _meshesUsingTheirOwnMaterials;
  52762. /**
  52763. * Callback used to let the user override the color selection on a per mesh basis
  52764. */
  52765. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  52766. /**
  52767. * Callback used to let the user override the texture selection on a per mesh basis
  52768. */
  52769. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  52770. /**
  52771. * Instantiates a new glow Layer and references it to the scene.
  52772. * @param name The name of the layer
  52773. * @param scene The scene to use the layer in
  52774. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  52775. */
  52776. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  52777. /**
  52778. * Get the effect name of the layer.
  52779. * @return The effect name
  52780. */
  52781. getEffectName(): string;
  52782. /**
  52783. * Create the merge effect. This is the shader use to blit the information back
  52784. * to the main canvas at the end of the scene rendering.
  52785. */
  52786. protected _createMergeEffect(): Effect;
  52787. /**
  52788. * Creates the render target textures and post processes used in the glow layer.
  52789. */
  52790. protected _createTextureAndPostProcesses(): void;
  52791. /**
  52792. * Checks for the readiness of the element composing the layer.
  52793. * @param subMesh the mesh to check for
  52794. * @param useInstances specify wether or not to use instances to render the mesh
  52795. * @param emissiveTexture the associated emissive texture used to generate the glow
  52796. * @return true if ready otherwise, false
  52797. */
  52798. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52799. /**
  52800. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52801. */
  52802. needStencil(): boolean;
  52803. /**
  52804. * Returns true if the mesh can be rendered, otherwise false.
  52805. * @param mesh The mesh to render
  52806. * @param material The material used on the mesh
  52807. * @returns true if it can be rendered otherwise false
  52808. */
  52809. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  52810. /**
  52811. * Implementation specific of rendering the generating effect on the main canvas.
  52812. * @param effect The effect used to render through
  52813. */
  52814. protected _internalRender(effect: Effect): void;
  52815. /**
  52816. * Sets the required values for both the emissive texture and and the main color.
  52817. */
  52818. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52819. /**
  52820. * Returns true if the mesh should render, otherwise false.
  52821. * @param mesh The mesh to render
  52822. * @returns true if it should render otherwise false
  52823. */
  52824. protected _shouldRenderMesh(mesh: Mesh): boolean;
  52825. /**
  52826. * Adds specific effects defines.
  52827. * @param defines The defines to add specifics to.
  52828. */
  52829. protected _addCustomEffectDefines(defines: string[]): void;
  52830. /**
  52831. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  52832. * @param mesh The mesh to exclude from the glow layer
  52833. */
  52834. addExcludedMesh(mesh: Mesh): void;
  52835. /**
  52836. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  52837. * @param mesh The mesh to remove
  52838. */
  52839. removeExcludedMesh(mesh: Mesh): void;
  52840. /**
  52841. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  52842. * @param mesh The mesh to include in the glow layer
  52843. */
  52844. addIncludedOnlyMesh(mesh: Mesh): void;
  52845. /**
  52846. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  52847. * @param mesh The mesh to remove
  52848. */
  52849. removeIncludedOnlyMesh(mesh: Mesh): void;
  52850. /**
  52851. * Determine if a given mesh will be used in the glow layer
  52852. * @param mesh The mesh to test
  52853. * @returns true if the mesh will be highlighted by the current glow layer
  52854. */
  52855. hasMesh(mesh: AbstractMesh): boolean;
  52856. /**
  52857. * Defines wether the current material of the mesh should be use to render the effect.
  52858. * @param mesh defines the current mesh to render
  52859. */
  52860. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  52861. /**
  52862. * Add a mesh to be rendered through its own material and not with emissive only.
  52863. * @param mesh The mesh for which we need to use its material
  52864. */
  52865. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  52866. /**
  52867. * Remove a mesh from being rendered through its own material and not with emissive only.
  52868. * @param mesh The mesh for which we need to not use its material
  52869. */
  52870. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  52871. /**
  52872. * Free any resources and references associated to a mesh.
  52873. * Internal use
  52874. * @param mesh The mesh to free.
  52875. * @hidden
  52876. */
  52877. _disposeMesh(mesh: Mesh): void;
  52878. /**
  52879. * Gets the class name of the effect layer
  52880. * @returns the string with the class name of the effect layer
  52881. */
  52882. getClassName(): string;
  52883. /**
  52884. * Serializes this glow layer
  52885. * @returns a serialized glow layer object
  52886. */
  52887. serialize(): any;
  52888. /**
  52889. * Creates a Glow Layer from parsed glow layer data
  52890. * @param parsedGlowLayer defines glow layer data
  52891. * @param scene defines the current scene
  52892. * @param rootUrl defines the root URL containing the glow layer information
  52893. * @returns a parsed Glow Layer
  52894. */
  52895. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  52896. }
  52897. }
  52898. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  52899. /** @hidden */
  52900. export var glowBlurPostProcessPixelShader: {
  52901. name: string;
  52902. shader: string;
  52903. };
  52904. }
  52905. declare module "babylonjs/Layers/highlightLayer" {
  52906. import { Observable } from "babylonjs/Misc/observable";
  52907. import { Nullable } from "babylonjs/types";
  52908. import { Camera } from "babylonjs/Cameras/camera";
  52909. import { Scene } from "babylonjs/scene";
  52910. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52911. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52912. import { Mesh } from "babylonjs/Meshes/mesh";
  52913. import { Effect } from "babylonjs/Materials/effect";
  52914. import { Material } from "babylonjs/Materials/material";
  52915. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52916. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  52917. import "babylonjs/Shaders/glowMapMerge.fragment";
  52918. import "babylonjs/Shaders/glowMapMerge.vertex";
  52919. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  52920. module "babylonjs/abstractScene" {
  52921. interface AbstractScene {
  52922. /**
  52923. * Return a the first highlight layer of the scene with a given name.
  52924. * @param name The name of the highlight layer to look for.
  52925. * @return The highlight layer if found otherwise null.
  52926. */
  52927. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  52928. }
  52929. }
  52930. /**
  52931. * Highlight layer options. This helps customizing the behaviour
  52932. * of the highlight layer.
  52933. */
  52934. export interface IHighlightLayerOptions {
  52935. /**
  52936. * Multiplication factor apply to the canvas size to compute the render target size
  52937. * used to generated the glowing objects (the smaller the faster).
  52938. */
  52939. mainTextureRatio: number;
  52940. /**
  52941. * Enforces a fixed size texture to ensure resize independant blur.
  52942. */
  52943. mainTextureFixedSize?: number;
  52944. /**
  52945. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  52946. * of the picture to blur (the smaller the faster).
  52947. */
  52948. blurTextureSizeRatio: number;
  52949. /**
  52950. * How big in texel of the blur texture is the vertical blur.
  52951. */
  52952. blurVerticalSize: number;
  52953. /**
  52954. * How big in texel of the blur texture is the horizontal blur.
  52955. */
  52956. blurHorizontalSize: number;
  52957. /**
  52958. * Alpha blending mode used to apply the blur. Default is combine.
  52959. */
  52960. alphaBlendingMode: number;
  52961. /**
  52962. * The camera attached to the layer.
  52963. */
  52964. camera: Nullable<Camera>;
  52965. /**
  52966. * Should we display highlight as a solid stroke?
  52967. */
  52968. isStroke?: boolean;
  52969. /**
  52970. * The rendering group to draw the layer in.
  52971. */
  52972. renderingGroupId: number;
  52973. }
  52974. /**
  52975. * The highlight layer Helps adding a glow effect around a mesh.
  52976. *
  52977. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  52978. * glowy meshes to your scene.
  52979. *
  52980. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  52981. */
  52982. export class HighlightLayer extends EffectLayer {
  52983. name: string;
  52984. /**
  52985. * Effect Name of the highlight layer.
  52986. */
  52987. static readonly EffectName: string;
  52988. /**
  52989. * The neutral color used during the preparation of the glow effect.
  52990. * This is black by default as the blend operation is a blend operation.
  52991. */
  52992. static NeutralColor: Color4;
  52993. /**
  52994. * Stencil value used for glowing meshes.
  52995. */
  52996. static GlowingMeshStencilReference: number;
  52997. /**
  52998. * Stencil value used for the other meshes in the scene.
  52999. */
  53000. static NormalMeshStencilReference: number;
  53001. /**
  53002. * Specifies whether or not the inner glow is ACTIVE in the layer.
  53003. */
  53004. innerGlow: boolean;
  53005. /**
  53006. * Specifies whether or not the outer glow is ACTIVE in the layer.
  53007. */
  53008. outerGlow: boolean;
  53009. /**
  53010. * Specifies the horizontal size of the blur.
  53011. */
  53012. /**
  53013. * Gets the horizontal size of the blur.
  53014. */
  53015. blurHorizontalSize: number;
  53016. /**
  53017. * Specifies the vertical size of the blur.
  53018. */
  53019. /**
  53020. * Gets the vertical size of the blur.
  53021. */
  53022. blurVerticalSize: number;
  53023. /**
  53024. * An event triggered when the highlight layer is being blurred.
  53025. */
  53026. onBeforeBlurObservable: Observable<HighlightLayer>;
  53027. /**
  53028. * An event triggered when the highlight layer has been blurred.
  53029. */
  53030. onAfterBlurObservable: Observable<HighlightLayer>;
  53031. private _instanceGlowingMeshStencilReference;
  53032. private _options;
  53033. private _downSamplePostprocess;
  53034. private _horizontalBlurPostprocess;
  53035. private _verticalBlurPostprocess;
  53036. private _blurTexture;
  53037. private _meshes;
  53038. private _excludedMeshes;
  53039. /**
  53040. * Instantiates a new highlight Layer and references it to the scene..
  53041. * @param name The name of the layer
  53042. * @param scene The scene to use the layer in
  53043. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  53044. */
  53045. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  53046. /**
  53047. * Get the effect name of the layer.
  53048. * @return The effect name
  53049. */
  53050. getEffectName(): string;
  53051. /**
  53052. * Create the merge effect. This is the shader use to blit the information back
  53053. * to the main canvas at the end of the scene rendering.
  53054. */
  53055. protected _createMergeEffect(): Effect;
  53056. /**
  53057. * Creates the render target textures and post processes used in the highlight layer.
  53058. */
  53059. protected _createTextureAndPostProcesses(): void;
  53060. /**
  53061. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  53062. */
  53063. needStencil(): boolean;
  53064. /**
  53065. * Checks for the readiness of the element composing the layer.
  53066. * @param subMesh the mesh to check for
  53067. * @param useInstances specify wether or not to use instances to render the mesh
  53068. * @param emissiveTexture the associated emissive texture used to generate the glow
  53069. * @return true if ready otherwise, false
  53070. */
  53071. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  53072. /**
  53073. * Implementation specific of rendering the generating effect on the main canvas.
  53074. * @param effect The effect used to render through
  53075. */
  53076. protected _internalRender(effect: Effect): void;
  53077. /**
  53078. * Returns true if the layer contains information to display, otherwise false.
  53079. */
  53080. shouldRender(): boolean;
  53081. /**
  53082. * Returns true if the mesh should render, otherwise false.
  53083. * @param mesh The mesh to render
  53084. * @returns true if it should render otherwise false
  53085. */
  53086. protected _shouldRenderMesh(mesh: Mesh): boolean;
  53087. /**
  53088. * Sets the required values for both the emissive texture and and the main color.
  53089. */
  53090. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  53091. /**
  53092. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  53093. * @param mesh The mesh to exclude from the highlight layer
  53094. */
  53095. addExcludedMesh(mesh: Mesh): void;
  53096. /**
  53097. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  53098. * @param mesh The mesh to highlight
  53099. */
  53100. removeExcludedMesh(mesh: Mesh): void;
  53101. /**
  53102. * Determine if a given mesh will be highlighted by the current HighlightLayer
  53103. * @param mesh mesh to test
  53104. * @returns true if the mesh will be highlighted by the current HighlightLayer
  53105. */
  53106. hasMesh(mesh: AbstractMesh): boolean;
  53107. /**
  53108. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  53109. * @param mesh The mesh to highlight
  53110. * @param color The color of the highlight
  53111. * @param glowEmissiveOnly Extract the glow from the emissive texture
  53112. */
  53113. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  53114. /**
  53115. * Remove a mesh from the highlight layer in order to make it stop glowing.
  53116. * @param mesh The mesh to highlight
  53117. */
  53118. removeMesh(mesh: Mesh): void;
  53119. /**
  53120. * Force the stencil to the normal expected value for none glowing parts
  53121. */
  53122. private _defaultStencilReference;
  53123. /**
  53124. * Free any resources and references associated to a mesh.
  53125. * Internal use
  53126. * @param mesh The mesh to free.
  53127. * @hidden
  53128. */
  53129. _disposeMesh(mesh: Mesh): void;
  53130. /**
  53131. * Dispose the highlight layer and free resources.
  53132. */
  53133. dispose(): void;
  53134. /**
  53135. * Gets the class name of the effect layer
  53136. * @returns the string with the class name of the effect layer
  53137. */
  53138. getClassName(): string;
  53139. /**
  53140. * Serializes this Highlight layer
  53141. * @returns a serialized Highlight layer object
  53142. */
  53143. serialize(): any;
  53144. /**
  53145. * Creates a Highlight layer from parsed Highlight layer data
  53146. * @param parsedHightlightLayer defines the Highlight layer data
  53147. * @param scene defines the current scene
  53148. * @param rootUrl defines the root URL containing the Highlight layer information
  53149. * @returns a parsed Highlight layer
  53150. */
  53151. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  53152. }
  53153. }
  53154. declare module "babylonjs/Layers/layerSceneComponent" {
  53155. import { Scene } from "babylonjs/scene";
  53156. import { ISceneComponent } from "babylonjs/sceneComponent";
  53157. import { Layer } from "babylonjs/Layers/layer";
  53158. import { AbstractScene } from "babylonjs/abstractScene";
  53159. module "babylonjs/abstractScene" {
  53160. interface AbstractScene {
  53161. /**
  53162. * The list of layers (background and foreground) of the scene
  53163. */
  53164. layers: Array<Layer>;
  53165. }
  53166. }
  53167. /**
  53168. * Defines the layer scene component responsible to manage any layers
  53169. * in a given scene.
  53170. */
  53171. export class LayerSceneComponent implements ISceneComponent {
  53172. /**
  53173. * The component name helpfull to identify the component in the list of scene components.
  53174. */
  53175. readonly name: string;
  53176. /**
  53177. * The scene the component belongs to.
  53178. */
  53179. scene: Scene;
  53180. private _engine;
  53181. /**
  53182. * Creates a new instance of the component for the given scene
  53183. * @param scene Defines the scene to register the component in
  53184. */
  53185. constructor(scene: Scene);
  53186. /**
  53187. * Registers the component in a given scene
  53188. */
  53189. register(): void;
  53190. /**
  53191. * Rebuilds the elements related to this component in case of
  53192. * context lost for instance.
  53193. */
  53194. rebuild(): void;
  53195. /**
  53196. * Disposes the component and the associated ressources.
  53197. */
  53198. dispose(): void;
  53199. private _draw;
  53200. private _drawCameraPredicate;
  53201. private _drawCameraBackground;
  53202. private _drawCameraForeground;
  53203. private _drawRenderTargetPredicate;
  53204. private _drawRenderTargetBackground;
  53205. private _drawRenderTargetForeground;
  53206. /**
  53207. * Adds all the elements from the container to the scene
  53208. * @param container the container holding the elements
  53209. */
  53210. addFromContainer(container: AbstractScene): void;
  53211. /**
  53212. * Removes all the elements in the container from the scene
  53213. * @param container contains the elements to remove
  53214. * @param dispose if the removed element should be disposed (default: false)
  53215. */
  53216. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53217. }
  53218. }
  53219. declare module "babylonjs/Shaders/layer.fragment" {
  53220. /** @hidden */
  53221. export var layerPixelShader: {
  53222. name: string;
  53223. shader: string;
  53224. };
  53225. }
  53226. declare module "babylonjs/Shaders/layer.vertex" {
  53227. /** @hidden */
  53228. export var layerVertexShader: {
  53229. name: string;
  53230. shader: string;
  53231. };
  53232. }
  53233. declare module "babylonjs/Layers/layer" {
  53234. import { Observable } from "babylonjs/Misc/observable";
  53235. import { Nullable } from "babylonjs/types";
  53236. import { Scene } from "babylonjs/scene";
  53237. import { Vector2 } from "babylonjs/Maths/math.vector";
  53238. import { Color4 } from "babylonjs/Maths/math.color";
  53239. import { Texture } from "babylonjs/Materials/Textures/texture";
  53240. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53241. import "babylonjs/Shaders/layer.fragment";
  53242. import "babylonjs/Shaders/layer.vertex";
  53243. /**
  53244. * This represents a full screen 2d layer.
  53245. * This can be useful to display a picture in the background of your scene for instance.
  53246. * @see https://www.babylonjs-playground.com/#08A2BS#1
  53247. */
  53248. export class Layer {
  53249. /**
  53250. * Define the name of the layer.
  53251. */
  53252. name: string;
  53253. /**
  53254. * Define the texture the layer should display.
  53255. */
  53256. texture: Nullable<Texture>;
  53257. /**
  53258. * Is the layer in background or foreground.
  53259. */
  53260. isBackground: boolean;
  53261. /**
  53262. * Define the color of the layer (instead of texture).
  53263. */
  53264. color: Color4;
  53265. /**
  53266. * Define the scale of the layer in order to zoom in out of the texture.
  53267. */
  53268. scale: Vector2;
  53269. /**
  53270. * Define an offset for the layer in order to shift the texture.
  53271. */
  53272. offset: Vector2;
  53273. /**
  53274. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  53275. */
  53276. alphaBlendingMode: number;
  53277. /**
  53278. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  53279. * Alpha test will not mix with the background color in case of transparency.
  53280. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  53281. */
  53282. alphaTest: boolean;
  53283. /**
  53284. * Define a mask to restrict the layer to only some of the scene cameras.
  53285. */
  53286. layerMask: number;
  53287. /**
  53288. * Define the list of render target the layer is visible into.
  53289. */
  53290. renderTargetTextures: RenderTargetTexture[];
  53291. /**
  53292. * Define if the layer is only used in renderTarget or if it also
  53293. * renders in the main frame buffer of the canvas.
  53294. */
  53295. renderOnlyInRenderTargetTextures: boolean;
  53296. private _scene;
  53297. private _vertexBuffers;
  53298. private _indexBuffer;
  53299. private _effect;
  53300. private _alphaTestEffect;
  53301. /**
  53302. * An event triggered when the layer is disposed.
  53303. */
  53304. onDisposeObservable: Observable<Layer>;
  53305. private _onDisposeObserver;
  53306. /**
  53307. * Back compatibility with callback before the onDisposeObservable existed.
  53308. * The set callback will be triggered when the layer has been disposed.
  53309. */
  53310. onDispose: () => void;
  53311. /**
  53312. * An event triggered before rendering the scene
  53313. */
  53314. onBeforeRenderObservable: Observable<Layer>;
  53315. private _onBeforeRenderObserver;
  53316. /**
  53317. * Back compatibility with callback before the onBeforeRenderObservable existed.
  53318. * The set callback will be triggered just before rendering the layer.
  53319. */
  53320. onBeforeRender: () => void;
  53321. /**
  53322. * An event triggered after rendering the scene
  53323. */
  53324. onAfterRenderObservable: Observable<Layer>;
  53325. private _onAfterRenderObserver;
  53326. /**
  53327. * Back compatibility with callback before the onAfterRenderObservable existed.
  53328. * The set callback will be triggered just after rendering the layer.
  53329. */
  53330. onAfterRender: () => void;
  53331. /**
  53332. * Instantiates a new layer.
  53333. * This represents a full screen 2d layer.
  53334. * This can be useful to display a picture in the background of your scene for instance.
  53335. * @see https://www.babylonjs-playground.com/#08A2BS#1
  53336. * @param name Define the name of the layer in the scene
  53337. * @param imgUrl Define the url of the texture to display in the layer
  53338. * @param scene Define the scene the layer belongs to
  53339. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  53340. * @param color Defines a color for the layer
  53341. */
  53342. constructor(
  53343. /**
  53344. * Define the name of the layer.
  53345. */
  53346. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  53347. private _createIndexBuffer;
  53348. /** @hidden */
  53349. _rebuild(): void;
  53350. /**
  53351. * Renders the layer in the scene.
  53352. */
  53353. render(): void;
  53354. /**
  53355. * Disposes and releases the associated ressources.
  53356. */
  53357. dispose(): void;
  53358. }
  53359. }
  53360. declare module "babylonjs/Layers/index" {
  53361. export * from "babylonjs/Layers/effectLayer";
  53362. export * from "babylonjs/Layers/effectLayerSceneComponent";
  53363. export * from "babylonjs/Layers/glowLayer";
  53364. export * from "babylonjs/Layers/highlightLayer";
  53365. export * from "babylonjs/Layers/layer";
  53366. export * from "babylonjs/Layers/layerSceneComponent";
  53367. }
  53368. declare module "babylonjs/Shaders/lensFlare.fragment" {
  53369. /** @hidden */
  53370. export var lensFlarePixelShader: {
  53371. name: string;
  53372. shader: string;
  53373. };
  53374. }
  53375. declare module "babylonjs/Shaders/lensFlare.vertex" {
  53376. /** @hidden */
  53377. export var lensFlareVertexShader: {
  53378. name: string;
  53379. shader: string;
  53380. };
  53381. }
  53382. declare module "babylonjs/LensFlares/lensFlareSystem" {
  53383. import { Scene } from "babylonjs/scene";
  53384. import { Vector3 } from "babylonjs/Maths/math.vector";
  53385. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53386. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  53387. import "babylonjs/Shaders/lensFlare.fragment";
  53388. import "babylonjs/Shaders/lensFlare.vertex";
  53389. import { Viewport } from "babylonjs/Maths/math.viewport";
  53390. /**
  53391. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  53392. * It is usually composed of several `lensFlare`.
  53393. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53394. */
  53395. export class LensFlareSystem {
  53396. /**
  53397. * Define the name of the lens flare system
  53398. */
  53399. name: string;
  53400. /**
  53401. * List of lens flares used in this system.
  53402. */
  53403. lensFlares: LensFlare[];
  53404. /**
  53405. * Define a limit from the border the lens flare can be visible.
  53406. */
  53407. borderLimit: number;
  53408. /**
  53409. * Define a viewport border we do not want to see the lens flare in.
  53410. */
  53411. viewportBorder: number;
  53412. /**
  53413. * Define a predicate which could limit the list of meshes able to occlude the effect.
  53414. */
  53415. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  53416. /**
  53417. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  53418. */
  53419. layerMask: number;
  53420. /**
  53421. * Define the id of the lens flare system in the scene.
  53422. * (equal to name by default)
  53423. */
  53424. id: string;
  53425. private _scene;
  53426. private _emitter;
  53427. private _vertexBuffers;
  53428. private _indexBuffer;
  53429. private _effect;
  53430. private _positionX;
  53431. private _positionY;
  53432. private _isEnabled;
  53433. /** @hidden */
  53434. static _SceneComponentInitialization: (scene: Scene) => void;
  53435. /**
  53436. * Instantiates a lens flare system.
  53437. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  53438. * It is usually composed of several `lensFlare`.
  53439. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53440. * @param name Define the name of the lens flare system in the scene
  53441. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  53442. * @param scene Define the scene the lens flare system belongs to
  53443. */
  53444. constructor(
  53445. /**
  53446. * Define the name of the lens flare system
  53447. */
  53448. name: string, emitter: any, scene: Scene);
  53449. /**
  53450. * Define if the lens flare system is enabled.
  53451. */
  53452. isEnabled: boolean;
  53453. /**
  53454. * Get the scene the effects belongs to.
  53455. * @returns the scene holding the lens flare system
  53456. */
  53457. getScene(): Scene;
  53458. /**
  53459. * Get the emitter of the lens flare system.
  53460. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  53461. * @returns the emitter of the lens flare system
  53462. */
  53463. getEmitter(): any;
  53464. /**
  53465. * Set the emitter of the lens flare system.
  53466. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  53467. * @param newEmitter Define the new emitter of the system
  53468. */
  53469. setEmitter(newEmitter: any): void;
  53470. /**
  53471. * Get the lens flare system emitter position.
  53472. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  53473. * @returns the position
  53474. */
  53475. getEmitterPosition(): Vector3;
  53476. /**
  53477. * @hidden
  53478. */
  53479. computeEffectivePosition(globalViewport: Viewport): boolean;
  53480. /** @hidden */
  53481. _isVisible(): boolean;
  53482. /**
  53483. * @hidden
  53484. */
  53485. render(): boolean;
  53486. /**
  53487. * Dispose and release the lens flare with its associated resources.
  53488. */
  53489. dispose(): void;
  53490. /**
  53491. * Parse a lens flare system from a JSON repressentation
  53492. * @param parsedLensFlareSystem Define the JSON to parse
  53493. * @param scene Define the scene the parsed system should be instantiated in
  53494. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  53495. * @returns the parsed system
  53496. */
  53497. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  53498. /**
  53499. * Serialize the current Lens Flare System into a JSON representation.
  53500. * @returns the serialized JSON
  53501. */
  53502. serialize(): any;
  53503. }
  53504. }
  53505. declare module "babylonjs/LensFlares/lensFlare" {
  53506. import { Nullable } from "babylonjs/types";
  53507. import { Color3 } from "babylonjs/Maths/math.color";
  53508. import { Texture } from "babylonjs/Materials/Textures/texture";
  53509. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  53510. /**
  53511. * This represents one of the lens effect in a `lensFlareSystem`.
  53512. * It controls one of the indiviual texture used in the effect.
  53513. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53514. */
  53515. export class LensFlare {
  53516. /**
  53517. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  53518. */
  53519. size: number;
  53520. /**
  53521. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  53522. */
  53523. position: number;
  53524. /**
  53525. * Define the lens color.
  53526. */
  53527. color: Color3;
  53528. /**
  53529. * Define the lens texture.
  53530. */
  53531. texture: Nullable<Texture>;
  53532. /**
  53533. * Define the alpha mode to render this particular lens.
  53534. */
  53535. alphaMode: number;
  53536. private _system;
  53537. /**
  53538. * Creates a new Lens Flare.
  53539. * This represents one of the lens effect in a `lensFlareSystem`.
  53540. * It controls one of the indiviual texture used in the effect.
  53541. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53542. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  53543. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  53544. * @param color Define the lens color
  53545. * @param imgUrl Define the lens texture url
  53546. * @param system Define the `lensFlareSystem` this flare is part of
  53547. * @returns The newly created Lens Flare
  53548. */
  53549. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  53550. /**
  53551. * Instantiates a new Lens Flare.
  53552. * This represents one of the lens effect in a `lensFlareSystem`.
  53553. * It controls one of the indiviual texture used in the effect.
  53554. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53555. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  53556. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  53557. * @param color Define the lens color
  53558. * @param imgUrl Define the lens texture url
  53559. * @param system Define the `lensFlareSystem` this flare is part of
  53560. */
  53561. constructor(
  53562. /**
  53563. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  53564. */
  53565. size: number,
  53566. /**
  53567. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  53568. */
  53569. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  53570. /**
  53571. * Dispose and release the lens flare with its associated resources.
  53572. */
  53573. dispose(): void;
  53574. }
  53575. }
  53576. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  53577. import { Nullable } from "babylonjs/types";
  53578. import { Scene } from "babylonjs/scene";
  53579. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  53580. import { AbstractScene } from "babylonjs/abstractScene";
  53581. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  53582. module "babylonjs/abstractScene" {
  53583. interface AbstractScene {
  53584. /**
  53585. * The list of lens flare system added to the scene
  53586. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53587. */
  53588. lensFlareSystems: Array<LensFlareSystem>;
  53589. /**
  53590. * Removes the given lens flare system from this scene.
  53591. * @param toRemove The lens flare system to remove
  53592. * @returns The index of the removed lens flare system
  53593. */
  53594. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  53595. /**
  53596. * Adds the given lens flare system to this scene
  53597. * @param newLensFlareSystem The lens flare system to add
  53598. */
  53599. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  53600. /**
  53601. * Gets a lens flare system using its name
  53602. * @param name defines the name to look for
  53603. * @returns the lens flare system or null if not found
  53604. */
  53605. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  53606. /**
  53607. * Gets a lens flare system using its id
  53608. * @param id defines the id to look for
  53609. * @returns the lens flare system or null if not found
  53610. */
  53611. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  53612. }
  53613. }
  53614. /**
  53615. * Defines the lens flare scene component responsible to manage any lens flares
  53616. * in a given scene.
  53617. */
  53618. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  53619. /**
  53620. * The component name helpfull to identify the component in the list of scene components.
  53621. */
  53622. readonly name: string;
  53623. /**
  53624. * The scene the component belongs to.
  53625. */
  53626. scene: Scene;
  53627. /**
  53628. * Creates a new instance of the component for the given scene
  53629. * @param scene Defines the scene to register the component in
  53630. */
  53631. constructor(scene: Scene);
  53632. /**
  53633. * Registers the component in a given scene
  53634. */
  53635. register(): void;
  53636. /**
  53637. * Rebuilds the elements related to this component in case of
  53638. * context lost for instance.
  53639. */
  53640. rebuild(): void;
  53641. /**
  53642. * Adds all the elements from the container to the scene
  53643. * @param container the container holding the elements
  53644. */
  53645. addFromContainer(container: AbstractScene): void;
  53646. /**
  53647. * Removes all the elements in the container from the scene
  53648. * @param container contains the elements to remove
  53649. * @param dispose if the removed element should be disposed (default: false)
  53650. */
  53651. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53652. /**
  53653. * Serializes the component data to the specified json object
  53654. * @param serializationObject The object to serialize to
  53655. */
  53656. serialize(serializationObject: any): void;
  53657. /**
  53658. * Disposes the component and the associated ressources.
  53659. */
  53660. dispose(): void;
  53661. private _draw;
  53662. }
  53663. }
  53664. declare module "babylonjs/LensFlares/index" {
  53665. export * from "babylonjs/LensFlares/lensFlare";
  53666. export * from "babylonjs/LensFlares/lensFlareSystem";
  53667. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  53668. }
  53669. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  53670. import { Scene } from "babylonjs/scene";
  53671. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  53672. import { AbstractScene } from "babylonjs/abstractScene";
  53673. /**
  53674. * Defines the shadow generator component responsible to manage any shadow generators
  53675. * in a given scene.
  53676. */
  53677. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  53678. /**
  53679. * The component name helpfull to identify the component in the list of scene components.
  53680. */
  53681. readonly name: string;
  53682. /**
  53683. * The scene the component belongs to.
  53684. */
  53685. scene: Scene;
  53686. /**
  53687. * Creates a new instance of the component for the given scene
  53688. * @param scene Defines the scene to register the component in
  53689. */
  53690. constructor(scene: Scene);
  53691. /**
  53692. * Registers the component in a given scene
  53693. */
  53694. register(): void;
  53695. /**
  53696. * Rebuilds the elements related to this component in case of
  53697. * context lost for instance.
  53698. */
  53699. rebuild(): void;
  53700. /**
  53701. * Serializes the component data to the specified json object
  53702. * @param serializationObject The object to serialize to
  53703. */
  53704. serialize(serializationObject: any): void;
  53705. /**
  53706. * Adds all the elements from the container to the scene
  53707. * @param container the container holding the elements
  53708. */
  53709. addFromContainer(container: AbstractScene): void;
  53710. /**
  53711. * Removes all the elements in the container from the scene
  53712. * @param container contains the elements to remove
  53713. * @param dispose if the removed element should be disposed (default: false)
  53714. */
  53715. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53716. /**
  53717. * Rebuilds the elements related to this component in case of
  53718. * context lost for instance.
  53719. */
  53720. dispose(): void;
  53721. private _gatherRenderTargets;
  53722. }
  53723. }
  53724. declare module "babylonjs/Lights/Shadows/index" {
  53725. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  53726. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  53727. }
  53728. declare module "babylonjs/Lights/pointLight" {
  53729. import { Scene } from "babylonjs/scene";
  53730. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53731. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53732. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  53733. import { Effect } from "babylonjs/Materials/effect";
  53734. /**
  53735. * A point light is a light defined by an unique point in world space.
  53736. * The light is emitted in every direction from this point.
  53737. * A good example of a point light is a standard light bulb.
  53738. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53739. */
  53740. export class PointLight extends ShadowLight {
  53741. private _shadowAngle;
  53742. /**
  53743. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53744. * This specifies what angle the shadow will use to be created.
  53745. *
  53746. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53747. */
  53748. /**
  53749. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53750. * This specifies what angle the shadow will use to be created.
  53751. *
  53752. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53753. */
  53754. shadowAngle: number;
  53755. /**
  53756. * Gets the direction if it has been set.
  53757. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53758. */
  53759. /**
  53760. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53761. */
  53762. direction: Vector3;
  53763. /**
  53764. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  53765. * A PointLight emits the light in every direction.
  53766. * It can cast shadows.
  53767. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  53768. * ```javascript
  53769. * var pointLight = new PointLight("pl", camera.position, scene);
  53770. * ```
  53771. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53772. * @param name The light friendly name
  53773. * @param position The position of the point light in the scene
  53774. * @param scene The scene the lights belongs to
  53775. */
  53776. constructor(name: string, position: Vector3, scene: Scene);
  53777. /**
  53778. * Returns the string "PointLight"
  53779. * @returns the class name
  53780. */
  53781. getClassName(): string;
  53782. /**
  53783. * Returns the integer 0.
  53784. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53785. */
  53786. getTypeID(): number;
  53787. /**
  53788. * Specifies wether or not the shadowmap should be a cube texture.
  53789. * @returns true if the shadowmap needs to be a cube texture.
  53790. */
  53791. needCube(): boolean;
  53792. /**
  53793. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  53794. * @param faceIndex The index of the face we are computed the direction to generate shadow
  53795. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  53796. */
  53797. getShadowDirection(faceIndex?: number): Vector3;
  53798. /**
  53799. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  53800. * - fov = PI / 2
  53801. * - aspect ratio : 1.0
  53802. * - z-near and far equal to the active camera minZ and maxZ.
  53803. * Returns the PointLight.
  53804. */
  53805. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  53806. protected _buildUniformLayout(): void;
  53807. /**
  53808. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  53809. * @param effect The effect to update
  53810. * @param lightIndex The index of the light in the effect to update
  53811. * @returns The point light
  53812. */
  53813. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  53814. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  53815. /**
  53816. * Prepares the list of defines specific to the light type.
  53817. * @param defines the list of defines
  53818. * @param lightIndex defines the index of the light for the effect
  53819. */
  53820. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  53821. }
  53822. }
  53823. declare module "babylonjs/Lights/index" {
  53824. export * from "babylonjs/Lights/light";
  53825. export * from "babylonjs/Lights/shadowLight";
  53826. export * from "babylonjs/Lights/Shadows/index";
  53827. export * from "babylonjs/Lights/directionalLight";
  53828. export * from "babylonjs/Lights/hemisphericLight";
  53829. export * from "babylonjs/Lights/pointLight";
  53830. export * from "babylonjs/Lights/spotLight";
  53831. }
  53832. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  53833. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  53834. /**
  53835. * Header information of HDR texture files.
  53836. */
  53837. export interface HDRInfo {
  53838. /**
  53839. * The height of the texture in pixels.
  53840. */
  53841. height: number;
  53842. /**
  53843. * The width of the texture in pixels.
  53844. */
  53845. width: number;
  53846. /**
  53847. * The index of the beginning of the data in the binary file.
  53848. */
  53849. dataPosition: number;
  53850. }
  53851. /**
  53852. * This groups tools to convert HDR texture to native colors array.
  53853. */
  53854. export class HDRTools {
  53855. private static Ldexp;
  53856. private static Rgbe2float;
  53857. private static readStringLine;
  53858. /**
  53859. * Reads header information from an RGBE texture stored in a native array.
  53860. * More information on this format are available here:
  53861. * https://en.wikipedia.org/wiki/RGBE_image_format
  53862. *
  53863. * @param uint8array The binary file stored in native array.
  53864. * @return The header information.
  53865. */
  53866. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  53867. /**
  53868. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  53869. * This RGBE texture needs to store the information as a panorama.
  53870. *
  53871. * More information on this format are available here:
  53872. * https://en.wikipedia.org/wiki/RGBE_image_format
  53873. *
  53874. * @param buffer The binary file stored in an array buffer.
  53875. * @param size The expected size of the extracted cubemap.
  53876. * @return The Cube Map information.
  53877. */
  53878. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  53879. /**
  53880. * Returns the pixels data extracted from an RGBE texture.
  53881. * This pixels will be stored left to right up to down in the R G B order in one array.
  53882. *
  53883. * More information on this format are available here:
  53884. * https://en.wikipedia.org/wiki/RGBE_image_format
  53885. *
  53886. * @param uint8array The binary file stored in an array buffer.
  53887. * @param hdrInfo The header information of the file.
  53888. * @return The pixels data in RGB right to left up to down order.
  53889. */
  53890. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  53891. private static RGBE_ReadPixels_RLE;
  53892. }
  53893. }
  53894. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  53895. import { Nullable } from "babylonjs/types";
  53896. import { Scene } from "babylonjs/scene";
  53897. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53898. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53899. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53900. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  53901. /**
  53902. * This represents a texture coming from an HDR input.
  53903. *
  53904. * The only supported format is currently panorama picture stored in RGBE format.
  53905. * Example of such files can be found on HDRLib: http://hdrlib.com/
  53906. */
  53907. export class HDRCubeTexture extends BaseTexture {
  53908. private static _facesMapping;
  53909. private _generateHarmonics;
  53910. private _noMipmap;
  53911. private _textureMatrix;
  53912. private _size;
  53913. private _onLoad;
  53914. private _onError;
  53915. /**
  53916. * The texture URL.
  53917. */
  53918. url: string;
  53919. /**
  53920. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  53921. */
  53922. coordinatesMode: number;
  53923. protected _isBlocking: boolean;
  53924. /**
  53925. * Sets wether or not the texture is blocking during loading.
  53926. */
  53927. /**
  53928. * Gets wether or not the texture is blocking during loading.
  53929. */
  53930. isBlocking: boolean;
  53931. protected _rotationY: number;
  53932. /**
  53933. * Sets texture matrix rotation angle around Y axis in radians.
  53934. */
  53935. /**
  53936. * Gets texture matrix rotation angle around Y axis radians.
  53937. */
  53938. rotationY: number;
  53939. /**
  53940. * Gets or sets the center of the bounding box associated with the cube texture
  53941. * It must define where the camera used to render the texture was set
  53942. */
  53943. boundingBoxPosition: Vector3;
  53944. private _boundingBoxSize;
  53945. /**
  53946. * Gets or sets the size of the bounding box associated with the cube texture
  53947. * When defined, the cubemap will switch to local mode
  53948. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  53949. * @example https://www.babylonjs-playground.com/#RNASML
  53950. */
  53951. boundingBoxSize: Vector3;
  53952. /**
  53953. * Instantiates an HDRTexture from the following parameters.
  53954. *
  53955. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  53956. * @param scene The scene the texture will be used in
  53957. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53958. * @param noMipmap Forces to not generate the mipmap if true
  53959. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  53960. * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  53961. * @param reserved Reserved flag for internal use.
  53962. */
  53963. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  53964. /**
  53965. * Get the current class name of the texture useful for serialization or dynamic coding.
  53966. * @returns "HDRCubeTexture"
  53967. */
  53968. getClassName(): string;
  53969. /**
  53970. * Occurs when the file is raw .hdr file.
  53971. */
  53972. private loadTexture;
  53973. clone(): HDRCubeTexture;
  53974. delayLoad(): void;
  53975. /**
  53976. * Get the texture reflection matrix used to rotate/transform the reflection.
  53977. * @returns the reflection matrix
  53978. */
  53979. getReflectionTextureMatrix(): Matrix;
  53980. /**
  53981. * Set the texture reflection matrix used to rotate/transform the reflection.
  53982. * @param value Define the reflection matrix to set
  53983. */
  53984. setReflectionTextureMatrix(value: Matrix): void;
  53985. /**
  53986. * Parses a JSON representation of an HDR Texture in order to create the texture
  53987. * @param parsedTexture Define the JSON representation
  53988. * @param scene Define the scene the texture should be created in
  53989. * @param rootUrl Define the root url in case we need to load relative dependencies
  53990. * @returns the newly created texture after parsing
  53991. */
  53992. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  53993. serialize(): any;
  53994. }
  53995. }
  53996. declare module "babylonjs/Physics/physicsEngine" {
  53997. import { Nullable } from "babylonjs/types";
  53998. import { Vector3 } from "babylonjs/Maths/math.vector";
  53999. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  54000. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  54001. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  54002. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  54003. /**
  54004. * Class used to control physics engine
  54005. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  54006. */
  54007. export class PhysicsEngine implements IPhysicsEngine {
  54008. private _physicsPlugin;
  54009. /**
  54010. * Global value used to control the smallest number supported by the simulation
  54011. */
  54012. static Epsilon: number;
  54013. private _impostors;
  54014. private _joints;
  54015. /**
  54016. * Gets the gravity vector used by the simulation
  54017. */
  54018. gravity: Vector3;
  54019. /**
  54020. * Factory used to create the default physics plugin.
  54021. * @returns The default physics plugin
  54022. */
  54023. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  54024. /**
  54025. * Creates a new Physics Engine
  54026. * @param gravity defines the gravity vector used by the simulation
  54027. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  54028. */
  54029. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  54030. /**
  54031. * Sets the gravity vector used by the simulation
  54032. * @param gravity defines the gravity vector to use
  54033. */
  54034. setGravity(gravity: Vector3): void;
  54035. /**
  54036. * Set the time step of the physics engine.
  54037. * Default is 1/60.
  54038. * To slow it down, enter 1/600 for example.
  54039. * To speed it up, 1/30
  54040. * @param newTimeStep defines the new timestep to apply to this world.
  54041. */
  54042. setTimeStep(newTimeStep?: number): void;
  54043. /**
  54044. * Get the time step of the physics engine.
  54045. * @returns the current time step
  54046. */
  54047. getTimeStep(): number;
  54048. /**
  54049. * Release all resources
  54050. */
  54051. dispose(): void;
  54052. /**
  54053. * Gets the name of the current physics plugin
  54054. * @returns the name of the plugin
  54055. */
  54056. getPhysicsPluginName(): string;
  54057. /**
  54058. * Adding a new impostor for the impostor tracking.
  54059. * This will be done by the impostor itself.
  54060. * @param impostor the impostor to add
  54061. */
  54062. addImpostor(impostor: PhysicsImpostor): void;
  54063. /**
  54064. * Remove an impostor from the engine.
  54065. * This impostor and its mesh will not longer be updated by the physics engine.
  54066. * @param impostor the impostor to remove
  54067. */
  54068. removeImpostor(impostor: PhysicsImpostor): void;
  54069. /**
  54070. * Add a joint to the physics engine
  54071. * @param mainImpostor defines the main impostor to which the joint is added.
  54072. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  54073. * @param joint defines the joint that will connect both impostors.
  54074. */
  54075. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  54076. /**
  54077. * Removes a joint from the simulation
  54078. * @param mainImpostor defines the impostor used with the joint
  54079. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  54080. * @param joint defines the joint to remove
  54081. */
  54082. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  54083. /**
  54084. * Called by the scene. No need to call it.
  54085. * @param delta defines the timespam between frames
  54086. */
  54087. _step(delta: number): void;
  54088. /**
  54089. * Gets the current plugin used to run the simulation
  54090. * @returns current plugin
  54091. */
  54092. getPhysicsPlugin(): IPhysicsEnginePlugin;
  54093. /**
  54094. * Gets the list of physic impostors
  54095. * @returns an array of PhysicsImpostor
  54096. */
  54097. getImpostors(): Array<PhysicsImpostor>;
  54098. /**
  54099. * Gets the impostor for a physics enabled object
  54100. * @param object defines the object impersonated by the impostor
  54101. * @returns the PhysicsImpostor or null if not found
  54102. */
  54103. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  54104. /**
  54105. * Gets the impostor for a physics body object
  54106. * @param body defines physics body used by the impostor
  54107. * @returns the PhysicsImpostor or null if not found
  54108. */
  54109. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  54110. /**
  54111. * Does a raycast in the physics world
  54112. * @param from when should the ray start?
  54113. * @param to when should the ray end?
  54114. * @returns PhysicsRaycastResult
  54115. */
  54116. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54117. }
  54118. }
  54119. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  54120. import { Nullable } from "babylonjs/types";
  54121. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  54122. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54123. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  54124. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  54125. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  54126. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  54127. /** @hidden */
  54128. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  54129. private _useDeltaForWorldStep;
  54130. world: any;
  54131. name: string;
  54132. private _physicsMaterials;
  54133. private _fixedTimeStep;
  54134. private _cannonRaycastResult;
  54135. private _raycastResult;
  54136. private _physicsBodysToRemoveAfterStep;
  54137. BJSCANNON: any;
  54138. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  54139. setGravity(gravity: Vector3): void;
  54140. setTimeStep(timeStep: number): void;
  54141. getTimeStep(): number;
  54142. executeStep(delta: number): void;
  54143. private _removeMarkedPhysicsBodiesFromWorld;
  54144. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54145. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54146. generatePhysicsBody(impostor: PhysicsImpostor): void;
  54147. private _processChildMeshes;
  54148. removePhysicsBody(impostor: PhysicsImpostor): void;
  54149. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  54150. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  54151. private _addMaterial;
  54152. private _checkWithEpsilon;
  54153. private _createShape;
  54154. private _createHeightmap;
  54155. private _minus90X;
  54156. private _plus90X;
  54157. private _tmpPosition;
  54158. private _tmpDeltaPosition;
  54159. private _tmpUnityRotation;
  54160. private _updatePhysicsBodyTransformation;
  54161. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  54162. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  54163. isSupported(): boolean;
  54164. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54165. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54166. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54167. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54168. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54169. getBodyMass(impostor: PhysicsImpostor): number;
  54170. getBodyFriction(impostor: PhysicsImpostor): number;
  54171. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54172. getBodyRestitution(impostor: PhysicsImpostor): number;
  54173. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54174. sleepBody(impostor: PhysicsImpostor): void;
  54175. wakeUpBody(impostor: PhysicsImpostor): void;
  54176. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  54177. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  54178. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  54179. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54180. getRadius(impostor: PhysicsImpostor): number;
  54181. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54182. dispose(): void;
  54183. private _extendNamespace;
  54184. /**
  54185. * Does a raycast in the physics world
  54186. * @param from when should the ray start?
  54187. * @param to when should the ray end?
  54188. * @returns PhysicsRaycastResult
  54189. */
  54190. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54191. }
  54192. }
  54193. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  54194. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  54195. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  54196. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  54197. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54198. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  54199. import { Nullable } from "babylonjs/types";
  54200. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  54201. /** @hidden */
  54202. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  54203. world: any;
  54204. name: string;
  54205. BJSOIMO: any;
  54206. private _raycastResult;
  54207. constructor(iterations?: number, oimoInjection?: any);
  54208. setGravity(gravity: Vector3): void;
  54209. setTimeStep(timeStep: number): void;
  54210. getTimeStep(): number;
  54211. private _tmpImpostorsArray;
  54212. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  54213. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54214. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54215. generatePhysicsBody(impostor: PhysicsImpostor): void;
  54216. private _tmpPositionVector;
  54217. removePhysicsBody(impostor: PhysicsImpostor): void;
  54218. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  54219. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  54220. isSupported(): boolean;
  54221. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  54222. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  54223. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54224. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54225. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54226. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54227. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54228. getBodyMass(impostor: PhysicsImpostor): number;
  54229. getBodyFriction(impostor: PhysicsImpostor): number;
  54230. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54231. getBodyRestitution(impostor: PhysicsImpostor): number;
  54232. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54233. sleepBody(impostor: PhysicsImpostor): void;
  54234. wakeUpBody(impostor: PhysicsImpostor): void;
  54235. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  54236. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  54237. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  54238. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54239. getRadius(impostor: PhysicsImpostor): number;
  54240. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54241. dispose(): void;
  54242. /**
  54243. * Does a raycast in the physics world
  54244. * @param from when should the ray start?
  54245. * @param to when should the ray end?
  54246. * @returns PhysicsRaycastResult
  54247. */
  54248. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54249. }
  54250. }
  54251. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  54252. import { Nullable } from "babylonjs/types";
  54253. import { Scene } from "babylonjs/scene";
  54254. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  54255. import { Color4 } from "babylonjs/Maths/math.color";
  54256. import { Mesh } from "babylonjs/Meshes/mesh";
  54257. /**
  54258. * Class containing static functions to help procedurally build meshes
  54259. */
  54260. export class RibbonBuilder {
  54261. /**
  54262. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  54263. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  54264. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  54265. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  54266. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  54267. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  54268. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  54269. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  54270. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  54271. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  54272. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  54273. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  54274. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  54275. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  54276. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  54277. * @param name defines the name of the mesh
  54278. * @param options defines the options used to create the mesh
  54279. * @param scene defines the hosting scene
  54280. * @returns the ribbon mesh
  54281. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  54282. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  54283. */
  54284. static CreateRibbon(name: string, options: {
  54285. pathArray: Vector3[][];
  54286. closeArray?: boolean;
  54287. closePath?: boolean;
  54288. offset?: number;
  54289. updatable?: boolean;
  54290. sideOrientation?: number;
  54291. frontUVs?: Vector4;
  54292. backUVs?: Vector4;
  54293. instance?: Mesh;
  54294. invertUV?: boolean;
  54295. uvs?: Vector2[];
  54296. colors?: Color4[];
  54297. }, scene?: Nullable<Scene>): Mesh;
  54298. }
  54299. }
  54300. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  54301. import { Nullable } from "babylonjs/types";
  54302. import { Scene } from "babylonjs/scene";
  54303. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  54304. import { Mesh } from "babylonjs/Meshes/mesh";
  54305. /**
  54306. * Class containing static functions to help procedurally build meshes
  54307. */
  54308. export class ShapeBuilder {
  54309. /**
  54310. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  54311. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  54312. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  54313. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  54314. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  54315. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  54316. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  54317. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  54318. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  54319. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  54320. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  54321. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  54322. * @param name defines the name of the mesh
  54323. * @param options defines the options used to create the mesh
  54324. * @param scene defines the hosting scene
  54325. * @returns the extruded shape mesh
  54326. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  54327. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  54328. */
  54329. static ExtrudeShape(name: string, options: {
  54330. shape: Vector3[];
  54331. path: Vector3[];
  54332. scale?: number;
  54333. rotation?: number;
  54334. cap?: number;
  54335. updatable?: boolean;
  54336. sideOrientation?: number;
  54337. frontUVs?: Vector4;
  54338. backUVs?: Vector4;
  54339. instance?: Mesh;
  54340. invertUV?: boolean;
  54341. }, scene?: Nullable<Scene>): Mesh;
  54342. /**
  54343. * Creates an custom extruded shape mesh.
  54344. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  54345. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  54346. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  54347. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  54348. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  54349. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  54350. * * It must returns a float value that will be the scale value applied to the shape on each path point
  54351. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  54352. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  54353. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  54354. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  54355. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  54356. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  54357. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  54358. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  54359. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  54360. * @param name defines the name of the mesh
  54361. * @param options defines the options used to create the mesh
  54362. * @param scene defines the hosting scene
  54363. * @returns the custom extruded shape mesh
  54364. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  54365. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  54366. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  54367. */
  54368. static ExtrudeShapeCustom(name: string, options: {
  54369. shape: Vector3[];
  54370. path: Vector3[];
  54371. scaleFunction?: any;
  54372. rotationFunction?: any;
  54373. ribbonCloseArray?: boolean;
  54374. ribbonClosePath?: boolean;
  54375. cap?: number;
  54376. updatable?: boolean;
  54377. sideOrientation?: number;
  54378. frontUVs?: Vector4;
  54379. backUVs?: Vector4;
  54380. instance?: Mesh;
  54381. invertUV?: boolean;
  54382. }, scene?: Nullable<Scene>): Mesh;
  54383. private static _ExtrudeShapeGeneric;
  54384. }
  54385. }
  54386. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  54387. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  54388. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  54389. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  54390. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  54391. import { Nullable } from "babylonjs/types";
  54392. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54393. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  54394. /**
  54395. * AmmoJS Physics plugin
  54396. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  54397. * @see https://github.com/kripken/ammo.js/
  54398. */
  54399. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  54400. private _useDeltaForWorldStep;
  54401. /**
  54402. * Reference to the Ammo library
  54403. */
  54404. bjsAMMO: any;
  54405. /**
  54406. * Created ammoJS world which physics bodies are added to
  54407. */
  54408. world: any;
  54409. /**
  54410. * Name of the plugin
  54411. */
  54412. name: string;
  54413. private _timeStep;
  54414. private _fixedTimeStep;
  54415. private _maxSteps;
  54416. private _tmpQuaternion;
  54417. private _tmpAmmoTransform;
  54418. private _tmpAmmoQuaternion;
  54419. private _tmpAmmoConcreteContactResultCallback;
  54420. private _collisionConfiguration;
  54421. private _dispatcher;
  54422. private _overlappingPairCache;
  54423. private _solver;
  54424. private _softBodySolver;
  54425. private _tmpAmmoVectorA;
  54426. private _tmpAmmoVectorB;
  54427. private _tmpAmmoVectorC;
  54428. private _tmpAmmoVectorD;
  54429. private _tmpContactCallbackResult;
  54430. private _tmpAmmoVectorRCA;
  54431. private _tmpAmmoVectorRCB;
  54432. private _raycastResult;
  54433. private static readonly DISABLE_COLLISION_FLAG;
  54434. private static readonly KINEMATIC_FLAG;
  54435. private static readonly DISABLE_DEACTIVATION_FLAG;
  54436. /**
  54437. * Initializes the ammoJS plugin
  54438. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  54439. * @param ammoInjection can be used to inject your own ammo reference
  54440. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  54441. */
  54442. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  54443. /**
  54444. * Sets the gravity of the physics world (m/(s^2))
  54445. * @param gravity Gravity to set
  54446. */
  54447. setGravity(gravity: Vector3): void;
  54448. /**
  54449. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  54450. * @param timeStep timestep to use in seconds
  54451. */
  54452. setTimeStep(timeStep: number): void;
  54453. /**
  54454. * Increment to step forward in the physics engine (If timeStep is set to 1/60 and fixedTimeStep is set to 1/120 the physics engine should run 2 steps per frame) (Default: 1/60)
  54455. * @param fixedTimeStep fixedTimeStep to use in seconds
  54456. */
  54457. setFixedTimeStep(fixedTimeStep: number): void;
  54458. /**
  54459. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  54460. * @param maxSteps the maximum number of steps by the physics engine per frame
  54461. */
  54462. setMaxSteps(maxSteps: number): void;
  54463. /**
  54464. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  54465. * @returns the current timestep in seconds
  54466. */
  54467. getTimeStep(): number;
  54468. private _isImpostorInContact;
  54469. private _isImpostorPairInContact;
  54470. private _stepSimulation;
  54471. /**
  54472. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  54473. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  54474. * After the step the babylon meshes are set to the position of the physics imposters
  54475. * @param delta amount of time to step forward
  54476. * @param impostors array of imposters to update before/after the step
  54477. */
  54478. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  54479. /**
  54480. * Update babylon mesh to match physics world object
  54481. * @param impostor imposter to match
  54482. */
  54483. private _afterSoftStep;
  54484. /**
  54485. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  54486. * @param impostor imposter to match
  54487. */
  54488. private _ropeStep;
  54489. /**
  54490. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  54491. * @param impostor imposter to match
  54492. */
  54493. private _softbodyOrClothStep;
  54494. private _tmpVector;
  54495. private _tmpMatrix;
  54496. /**
  54497. * Applies an impulse on the imposter
  54498. * @param impostor imposter to apply impulse to
  54499. * @param force amount of force to be applied to the imposter
  54500. * @param contactPoint the location to apply the impulse on the imposter
  54501. */
  54502. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54503. /**
  54504. * Applies a force on the imposter
  54505. * @param impostor imposter to apply force
  54506. * @param force amount of force to be applied to the imposter
  54507. * @param contactPoint the location to apply the force on the imposter
  54508. */
  54509. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54510. /**
  54511. * Creates a physics body using the plugin
  54512. * @param impostor the imposter to create the physics body on
  54513. */
  54514. generatePhysicsBody(impostor: PhysicsImpostor): void;
  54515. /**
  54516. * Removes the physics body from the imposter and disposes of the body's memory
  54517. * @param impostor imposter to remove the physics body from
  54518. */
  54519. removePhysicsBody(impostor: PhysicsImpostor): void;
  54520. /**
  54521. * Generates a joint
  54522. * @param impostorJoint the imposter joint to create the joint with
  54523. */
  54524. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  54525. /**
  54526. * Removes a joint
  54527. * @param impostorJoint the imposter joint to remove the joint from
  54528. */
  54529. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  54530. private _addMeshVerts;
  54531. /**
  54532. * Initialise the soft body vertices to match its object's (mesh) vertices
  54533. * Softbody vertices (nodes) are in world space and to match this
  54534. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  54535. * @param impostor to create the softbody for
  54536. */
  54537. private _softVertexData;
  54538. /**
  54539. * Create an impostor's soft body
  54540. * @param impostor to create the softbody for
  54541. */
  54542. private _createSoftbody;
  54543. /**
  54544. * Create cloth for an impostor
  54545. * @param impostor to create the softbody for
  54546. */
  54547. private _createCloth;
  54548. /**
  54549. * Create rope for an impostor
  54550. * @param impostor to create the softbody for
  54551. */
  54552. private _createRope;
  54553. private _addHullVerts;
  54554. private _createShape;
  54555. /**
  54556. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  54557. * @param impostor imposter containing the physics body and babylon object
  54558. */
  54559. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  54560. /**
  54561. * Sets the babylon object's position/rotation from the physics body's position/rotation
  54562. * @param impostor imposter containing the physics body and babylon object
  54563. * @param newPosition new position
  54564. * @param newRotation new rotation
  54565. */
  54566. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  54567. /**
  54568. * If this plugin is supported
  54569. * @returns true if its supported
  54570. */
  54571. isSupported(): boolean;
  54572. /**
  54573. * Sets the linear velocity of the physics body
  54574. * @param impostor imposter to set the velocity on
  54575. * @param velocity velocity to set
  54576. */
  54577. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54578. /**
  54579. * Sets the angular velocity of the physics body
  54580. * @param impostor imposter to set the velocity on
  54581. * @param velocity velocity to set
  54582. */
  54583. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54584. /**
  54585. * gets the linear velocity
  54586. * @param impostor imposter to get linear velocity from
  54587. * @returns linear velocity
  54588. */
  54589. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54590. /**
  54591. * gets the angular velocity
  54592. * @param impostor imposter to get angular velocity from
  54593. * @returns angular velocity
  54594. */
  54595. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54596. /**
  54597. * Sets the mass of physics body
  54598. * @param impostor imposter to set the mass on
  54599. * @param mass mass to set
  54600. */
  54601. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54602. /**
  54603. * Gets the mass of the physics body
  54604. * @param impostor imposter to get the mass from
  54605. * @returns mass
  54606. */
  54607. getBodyMass(impostor: PhysicsImpostor): number;
  54608. /**
  54609. * Gets friction of the impostor
  54610. * @param impostor impostor to get friction from
  54611. * @returns friction value
  54612. */
  54613. getBodyFriction(impostor: PhysicsImpostor): number;
  54614. /**
  54615. * Sets friction of the impostor
  54616. * @param impostor impostor to set friction on
  54617. * @param friction friction value
  54618. */
  54619. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54620. /**
  54621. * Gets restitution of the impostor
  54622. * @param impostor impostor to get restitution from
  54623. * @returns restitution value
  54624. */
  54625. getBodyRestitution(impostor: PhysicsImpostor): number;
  54626. /**
  54627. * Sets resitution of the impostor
  54628. * @param impostor impostor to set resitution on
  54629. * @param restitution resitution value
  54630. */
  54631. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54632. /**
  54633. * Gets pressure inside the impostor
  54634. * @param impostor impostor to get pressure from
  54635. * @returns pressure value
  54636. */
  54637. getBodyPressure(impostor: PhysicsImpostor): number;
  54638. /**
  54639. * Sets pressure inside a soft body impostor
  54640. * Cloth and rope must remain 0 pressure
  54641. * @param impostor impostor to set pressure on
  54642. * @param pressure pressure value
  54643. */
  54644. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  54645. /**
  54646. * Gets stiffness of the impostor
  54647. * @param impostor impostor to get stiffness from
  54648. * @returns pressure value
  54649. */
  54650. getBodyStiffness(impostor: PhysicsImpostor): number;
  54651. /**
  54652. * Sets stiffness of the impostor
  54653. * @param impostor impostor to set stiffness on
  54654. * @param stiffness stiffness value from 0 to 1
  54655. */
  54656. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  54657. /**
  54658. * Gets velocityIterations of the impostor
  54659. * @param impostor impostor to get velocity iterations from
  54660. * @returns velocityIterations value
  54661. */
  54662. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  54663. /**
  54664. * Sets velocityIterations of the impostor
  54665. * @param impostor impostor to set velocity iterations on
  54666. * @param velocityIterations velocityIterations value
  54667. */
  54668. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  54669. /**
  54670. * Gets positionIterations of the impostor
  54671. * @param impostor impostor to get position iterations from
  54672. * @returns positionIterations value
  54673. */
  54674. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  54675. /**
  54676. * Sets positionIterations of the impostor
  54677. * @param impostor impostor to set position on
  54678. * @param positionIterations positionIterations value
  54679. */
  54680. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  54681. /**
  54682. * Append an anchor to a cloth object
  54683. * @param impostor is the cloth impostor to add anchor to
  54684. * @param otherImpostor is the rigid impostor to anchor to
  54685. * @param width ratio across width from 0 to 1
  54686. * @param height ratio up height from 0 to 1
  54687. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  54688. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54689. */
  54690. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54691. /**
  54692. * Append an hook to a rope object
  54693. * @param impostor is the rope impostor to add hook to
  54694. * @param otherImpostor is the rigid impostor to hook to
  54695. * @param length ratio along the rope from 0 to 1
  54696. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  54697. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54698. */
  54699. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54700. /**
  54701. * Sleeps the physics body and stops it from being active
  54702. * @param impostor impostor to sleep
  54703. */
  54704. sleepBody(impostor: PhysicsImpostor): void;
  54705. /**
  54706. * Activates the physics body
  54707. * @param impostor impostor to activate
  54708. */
  54709. wakeUpBody(impostor: PhysicsImpostor): void;
  54710. /**
  54711. * Updates the distance parameters of the joint
  54712. * @param joint joint to update
  54713. * @param maxDistance maximum distance of the joint
  54714. * @param minDistance minimum distance of the joint
  54715. */
  54716. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  54717. /**
  54718. * Sets a motor on the joint
  54719. * @param joint joint to set motor on
  54720. * @param speed speed of the motor
  54721. * @param maxForce maximum force of the motor
  54722. * @param motorIndex index of the motor
  54723. */
  54724. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  54725. /**
  54726. * Sets the motors limit
  54727. * @param joint joint to set limit on
  54728. * @param upperLimit upper limit
  54729. * @param lowerLimit lower limit
  54730. */
  54731. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  54732. /**
  54733. * Syncs the position and rotation of a mesh with the impostor
  54734. * @param mesh mesh to sync
  54735. * @param impostor impostor to update the mesh with
  54736. */
  54737. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54738. /**
  54739. * Gets the radius of the impostor
  54740. * @param impostor impostor to get radius from
  54741. * @returns the radius
  54742. */
  54743. getRadius(impostor: PhysicsImpostor): number;
  54744. /**
  54745. * Gets the box size of the impostor
  54746. * @param impostor impostor to get box size from
  54747. * @param result the resulting box size
  54748. */
  54749. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54750. /**
  54751. * Disposes of the impostor
  54752. */
  54753. dispose(): void;
  54754. /**
  54755. * Does a raycast in the physics world
  54756. * @param from when should the ray start?
  54757. * @param to when should the ray end?
  54758. * @returns PhysicsRaycastResult
  54759. */
  54760. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54761. }
  54762. }
  54763. declare module "babylonjs/Probes/reflectionProbe" {
  54764. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  54765. import { Vector3 } from "babylonjs/Maths/math.vector";
  54766. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54767. import { Nullable } from "babylonjs/types";
  54768. import { Scene } from "babylonjs/scene";
  54769. module "babylonjs/abstractScene" {
  54770. interface AbstractScene {
  54771. /**
  54772. * The list of reflection probes added to the scene
  54773. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54774. */
  54775. reflectionProbes: Array<ReflectionProbe>;
  54776. /**
  54777. * Removes the given reflection probe from this scene.
  54778. * @param toRemove The reflection probe to remove
  54779. * @returns The index of the removed reflection probe
  54780. */
  54781. removeReflectionProbe(toRemove: ReflectionProbe): number;
  54782. /**
  54783. * Adds the given reflection probe to this scene.
  54784. * @param newReflectionProbe The reflection probe to add
  54785. */
  54786. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  54787. }
  54788. }
  54789. /**
  54790. * Class used to generate realtime reflection / refraction cube textures
  54791. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54792. */
  54793. export class ReflectionProbe {
  54794. /** defines the name of the probe */
  54795. name: string;
  54796. private _scene;
  54797. private _renderTargetTexture;
  54798. private _projectionMatrix;
  54799. private _viewMatrix;
  54800. private _target;
  54801. private _add;
  54802. private _attachedMesh;
  54803. private _invertYAxis;
  54804. /** Gets or sets probe position (center of the cube map) */
  54805. position: Vector3;
  54806. /**
  54807. * Creates a new reflection probe
  54808. * @param name defines the name of the probe
  54809. * @param size defines the texture resolution (for each face)
  54810. * @param scene defines the hosting scene
  54811. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  54812. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  54813. */
  54814. constructor(
  54815. /** defines the name of the probe */
  54816. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  54817. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  54818. samples: number;
  54819. /** Gets or sets the refresh rate to use (on every frame by default) */
  54820. refreshRate: number;
  54821. /**
  54822. * Gets the hosting scene
  54823. * @returns a Scene
  54824. */
  54825. getScene(): Scene;
  54826. /** Gets the internal CubeTexture used to render to */
  54827. readonly cubeTexture: RenderTargetTexture;
  54828. /** Gets the list of meshes to render */
  54829. readonly renderList: Nullable<AbstractMesh[]>;
  54830. /**
  54831. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  54832. * @param mesh defines the mesh to attach to
  54833. */
  54834. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  54835. /**
  54836. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  54837. * @param renderingGroupId The rendering group id corresponding to its index
  54838. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  54839. */
  54840. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  54841. /**
  54842. * Clean all associated resources
  54843. */
  54844. dispose(): void;
  54845. /**
  54846. * Converts the reflection probe information to a readable string for debug purpose.
  54847. * @param fullDetails Supports for multiple levels of logging within scene loading
  54848. * @returns the human readable reflection probe info
  54849. */
  54850. toString(fullDetails?: boolean): string;
  54851. /**
  54852. * Get the class name of the relfection probe.
  54853. * @returns "ReflectionProbe"
  54854. */
  54855. getClassName(): string;
  54856. /**
  54857. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  54858. * @returns The JSON representation of the texture
  54859. */
  54860. serialize(): any;
  54861. /**
  54862. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  54863. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  54864. * @param scene Define the scene the parsed reflection probe should be instantiated in
  54865. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  54866. * @returns The parsed reflection probe if successful
  54867. */
  54868. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  54869. }
  54870. }
  54871. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  54872. /** @hidden */
  54873. export var _BabylonLoaderRegistered: boolean;
  54874. /**
  54875. * Helps setting up some configuration for the babylon file loader.
  54876. */
  54877. export class BabylonFileLoaderConfiguration {
  54878. /**
  54879. * The loader does not allow injecting custom physix engine into the plugins.
  54880. * Unfortunately in ES6, we need to manually inject them into the plugin.
  54881. * So you could set this variable to your engine import to make it work.
  54882. */
  54883. static LoaderInjectedPhysicsEngine: any;
  54884. }
  54885. }
  54886. declare module "babylonjs/Loading/Plugins/index" {
  54887. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  54888. }
  54889. declare module "babylonjs/Loading/index" {
  54890. export * from "babylonjs/Loading/loadingScreen";
  54891. export * from "babylonjs/Loading/Plugins/index";
  54892. export * from "babylonjs/Loading/sceneLoader";
  54893. export * from "babylonjs/Loading/sceneLoaderFlags";
  54894. }
  54895. declare module "babylonjs/Materials/Background/index" {
  54896. export * from "babylonjs/Materials/Background/backgroundMaterial";
  54897. }
  54898. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  54899. import { Scene } from "babylonjs/scene";
  54900. import { Color3 } from "babylonjs/Maths/math.color";
  54901. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  54902. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54903. /**
  54904. * The Physically based simple base material of BJS.
  54905. *
  54906. * This enables better naming and convention enforcements on top of the pbrMaterial.
  54907. * It is used as the base class for both the specGloss and metalRough conventions.
  54908. */
  54909. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  54910. /**
  54911. * Number of Simultaneous lights allowed on the material.
  54912. */
  54913. maxSimultaneousLights: number;
  54914. /**
  54915. * If sets to true, disables all the lights affecting the material.
  54916. */
  54917. disableLighting: boolean;
  54918. /**
  54919. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  54920. */
  54921. environmentTexture: BaseTexture;
  54922. /**
  54923. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  54924. */
  54925. invertNormalMapX: boolean;
  54926. /**
  54927. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  54928. */
  54929. invertNormalMapY: boolean;
  54930. /**
  54931. * Normal map used in the model.
  54932. */
  54933. normalTexture: BaseTexture;
  54934. /**
  54935. * Emissivie color used to self-illuminate the model.
  54936. */
  54937. emissiveColor: Color3;
  54938. /**
  54939. * Emissivie texture used to self-illuminate the model.
  54940. */
  54941. emissiveTexture: BaseTexture;
  54942. /**
  54943. * Occlusion Channel Strenght.
  54944. */
  54945. occlusionStrength: number;
  54946. /**
  54947. * Occlusion Texture of the material (adding extra occlusion effects).
  54948. */
  54949. occlusionTexture: BaseTexture;
  54950. /**
  54951. * Defines the alpha limits in alpha test mode.
  54952. */
  54953. alphaCutOff: number;
  54954. /**
  54955. * Gets the current double sided mode.
  54956. */
  54957. /**
  54958. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  54959. */
  54960. doubleSided: boolean;
  54961. /**
  54962. * Stores the pre-calculated light information of a mesh in a texture.
  54963. */
  54964. lightmapTexture: BaseTexture;
  54965. /**
  54966. * If true, the light map contains occlusion information instead of lighting info.
  54967. */
  54968. useLightmapAsShadowmap: boolean;
  54969. /**
  54970. * Instantiates a new PBRMaterial instance.
  54971. *
  54972. * @param name The material name
  54973. * @param scene The scene the material will be use in.
  54974. */
  54975. constructor(name: string, scene: Scene);
  54976. getClassName(): string;
  54977. }
  54978. }
  54979. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  54980. import { Scene } from "babylonjs/scene";
  54981. import { Color3 } from "babylonjs/Maths/math.color";
  54982. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54983. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54984. /**
  54985. * The PBR material of BJS following the metal roughness convention.
  54986. *
  54987. * This fits to the PBR convention in the GLTF definition:
  54988. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  54989. */
  54990. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  54991. /**
  54992. * The base color has two different interpretations depending on the value of metalness.
  54993. * When the material is a metal, the base color is the specific measured reflectance value
  54994. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  54995. * of the material.
  54996. */
  54997. baseColor: Color3;
  54998. /**
  54999. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  55000. * well as opacity information in the alpha channel.
  55001. */
  55002. baseTexture: BaseTexture;
  55003. /**
  55004. * Specifies the metallic scalar value of the material.
  55005. * Can also be used to scale the metalness values of the metallic texture.
  55006. */
  55007. metallic: number;
  55008. /**
  55009. * Specifies the roughness scalar value of the material.
  55010. * Can also be used to scale the roughness values of the metallic texture.
  55011. */
  55012. roughness: number;
  55013. /**
  55014. * Texture containing both the metallic value in the B channel and the
  55015. * roughness value in the G channel to keep better precision.
  55016. */
  55017. metallicRoughnessTexture: BaseTexture;
  55018. /**
  55019. * Instantiates a new PBRMetalRoughnessMaterial instance.
  55020. *
  55021. * @param name The material name
  55022. * @param scene The scene the material will be use in.
  55023. */
  55024. constructor(name: string, scene: Scene);
  55025. /**
  55026. * Return the currrent class name of the material.
  55027. */
  55028. getClassName(): string;
  55029. /**
  55030. * Makes a duplicate of the current material.
  55031. * @param name - name to use for the new material.
  55032. */
  55033. clone(name: string): PBRMetallicRoughnessMaterial;
  55034. /**
  55035. * Serialize the material to a parsable JSON object.
  55036. */
  55037. serialize(): any;
  55038. /**
  55039. * Parses a JSON object correponding to the serialize function.
  55040. */
  55041. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  55042. }
  55043. }
  55044. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  55045. import { Scene } from "babylonjs/scene";
  55046. import { Color3 } from "babylonjs/Maths/math.color";
  55047. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55048. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  55049. /**
  55050. * The PBR material of BJS following the specular glossiness convention.
  55051. *
  55052. * This fits to the PBR convention in the GLTF definition:
  55053. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  55054. */
  55055. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  55056. /**
  55057. * Specifies the diffuse color of the material.
  55058. */
  55059. diffuseColor: Color3;
  55060. /**
  55061. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  55062. * channel.
  55063. */
  55064. diffuseTexture: BaseTexture;
  55065. /**
  55066. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  55067. */
  55068. specularColor: Color3;
  55069. /**
  55070. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  55071. */
  55072. glossiness: number;
  55073. /**
  55074. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  55075. */
  55076. specularGlossinessTexture: BaseTexture;
  55077. /**
  55078. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  55079. *
  55080. * @param name The material name
  55081. * @param scene The scene the material will be use in.
  55082. */
  55083. constructor(name: string, scene: Scene);
  55084. /**
  55085. * Return the currrent class name of the material.
  55086. */
  55087. getClassName(): string;
  55088. /**
  55089. * Makes a duplicate of the current material.
  55090. * @param name - name to use for the new material.
  55091. */
  55092. clone(name: string): PBRSpecularGlossinessMaterial;
  55093. /**
  55094. * Serialize the material to a parsable JSON object.
  55095. */
  55096. serialize(): any;
  55097. /**
  55098. * Parses a JSON object correponding to the serialize function.
  55099. */
  55100. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  55101. }
  55102. }
  55103. declare module "babylonjs/Materials/PBR/index" {
  55104. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  55105. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  55106. export * from "babylonjs/Materials/PBR/pbrMaterial";
  55107. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  55108. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  55109. }
  55110. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  55111. import { Nullable } from "babylonjs/types";
  55112. import { Scene } from "babylonjs/scene";
  55113. import { Matrix } from "babylonjs/Maths/math.vector";
  55114. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55115. /**
  55116. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  55117. * It can help converting any input color in a desired output one. This can then be used to create effects
  55118. * from sepia, black and white to sixties or futuristic rendering...
  55119. *
  55120. * The only supported format is currently 3dl.
  55121. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  55122. */
  55123. export class ColorGradingTexture extends BaseTexture {
  55124. /**
  55125. * The current texture matrix. (will always be identity in color grading texture)
  55126. */
  55127. private _textureMatrix;
  55128. /**
  55129. * The texture URL.
  55130. */
  55131. url: string;
  55132. /**
  55133. * Empty line regex stored for GC.
  55134. */
  55135. private static _noneEmptyLineRegex;
  55136. private _engine;
  55137. /**
  55138. * Instantiates a ColorGradingTexture from the following parameters.
  55139. *
  55140. * @param url The location of the color gradind data (currently only supporting 3dl)
  55141. * @param scene The scene the texture will be used in
  55142. */
  55143. constructor(url: string, scene: Scene);
  55144. /**
  55145. * Returns the texture matrix used in most of the material.
  55146. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  55147. */
  55148. getTextureMatrix(): Matrix;
  55149. /**
  55150. * Occurs when the file being loaded is a .3dl LUT file.
  55151. */
  55152. private load3dlTexture;
  55153. /**
  55154. * Starts the loading process of the texture.
  55155. */
  55156. private loadTexture;
  55157. /**
  55158. * Clones the color gradind texture.
  55159. */
  55160. clone(): ColorGradingTexture;
  55161. /**
  55162. * Called during delayed load for textures.
  55163. */
  55164. delayLoad(): void;
  55165. /**
  55166. * Parses a color grading texture serialized by Babylon.
  55167. * @param parsedTexture The texture information being parsedTexture
  55168. * @param scene The scene to load the texture in
  55169. * @param rootUrl The root url of the data assets to load
  55170. * @return A color gradind texture
  55171. */
  55172. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  55173. /**
  55174. * Serializes the LUT texture to json format.
  55175. */
  55176. serialize(): any;
  55177. }
  55178. }
  55179. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  55180. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55181. import { Scene } from "babylonjs/scene";
  55182. import { Nullable } from "babylonjs/types";
  55183. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55184. /**
  55185. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  55186. */
  55187. export class EquiRectangularCubeTexture extends BaseTexture {
  55188. /** The six faces of the cube. */
  55189. private static _FacesMapping;
  55190. private _noMipmap;
  55191. private _onLoad;
  55192. private _onError;
  55193. /** The size of the cubemap. */
  55194. private _size;
  55195. /** The buffer of the image. */
  55196. private _buffer;
  55197. /** The width of the input image. */
  55198. private _width;
  55199. /** The height of the input image. */
  55200. private _height;
  55201. /** The URL to the image. */
  55202. url: string;
  55203. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  55204. coordinatesMode: number;
  55205. /**
  55206. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  55207. * @param url The location of the image
  55208. * @param scene The scene the texture will be used in
  55209. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  55210. * @param noMipmap Forces to not generate the mipmap if true
  55211. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  55212. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  55213. * @param onLoad — defines a callback called when texture is loaded
  55214. * @param onError — defines a callback called if there is an error
  55215. */
  55216. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  55217. /**
  55218. * Load the image data, by putting the image on a canvas and extracting its buffer.
  55219. */
  55220. private loadImage;
  55221. /**
  55222. * Convert the image buffer into a cubemap and create a CubeTexture.
  55223. */
  55224. private loadTexture;
  55225. /**
  55226. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  55227. * @param buffer The ArrayBuffer that should be converted.
  55228. * @returns The buffer as Float32Array.
  55229. */
  55230. private getFloat32ArrayFromArrayBuffer;
  55231. /**
  55232. * Get the current class name of the texture useful for serialization or dynamic coding.
  55233. * @returns "EquiRectangularCubeTexture"
  55234. */
  55235. getClassName(): string;
  55236. /**
  55237. * Create a clone of the current EquiRectangularCubeTexture and return it.
  55238. * @returns A clone of the current EquiRectangularCubeTexture.
  55239. */
  55240. clone(): EquiRectangularCubeTexture;
  55241. }
  55242. }
  55243. declare module "babylonjs/Misc/tga" {
  55244. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55245. /**
  55246. * Based on jsTGALoader - Javascript loader for TGA file
  55247. * By Vincent Thibault
  55248. * @see http://blog.robrowser.com/javascript-tga-loader.html
  55249. */
  55250. export class TGATools {
  55251. private static _TYPE_INDEXED;
  55252. private static _TYPE_RGB;
  55253. private static _TYPE_GREY;
  55254. private static _TYPE_RLE_INDEXED;
  55255. private static _TYPE_RLE_RGB;
  55256. private static _TYPE_RLE_GREY;
  55257. private static _ORIGIN_MASK;
  55258. private static _ORIGIN_SHIFT;
  55259. private static _ORIGIN_BL;
  55260. private static _ORIGIN_BR;
  55261. private static _ORIGIN_UL;
  55262. private static _ORIGIN_UR;
  55263. /**
  55264. * Gets the header of a TGA file
  55265. * @param data defines the TGA data
  55266. * @returns the header
  55267. */
  55268. static GetTGAHeader(data: Uint8Array): any;
  55269. /**
  55270. * Uploads TGA content to a Babylon Texture
  55271. * @hidden
  55272. */
  55273. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  55274. /** @hidden */
  55275. static _getImageData8bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  55276. /** @hidden */
  55277. static _getImageData16bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  55278. /** @hidden */
  55279. static _getImageData24bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  55280. /** @hidden */
  55281. static _getImageData32bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  55282. /** @hidden */
  55283. static _getImageDataGrey8bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  55284. /** @hidden */
  55285. static _getImageDataGrey16bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  55286. }
  55287. }
  55288. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  55289. import { Nullable } from "babylonjs/types";
  55290. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55291. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  55292. /**
  55293. * Implementation of the TGA Texture Loader.
  55294. * @hidden
  55295. */
  55296. export class _TGATextureLoader implements IInternalTextureLoader {
  55297. /**
  55298. * Defines wether the loader supports cascade loading the different faces.
  55299. */
  55300. readonly supportCascades: boolean;
  55301. /**
  55302. * This returns if the loader support the current file information.
  55303. * @param extension defines the file extension of the file being loaded
  55304. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55305. * @param fallback defines the fallback internal texture if any
  55306. * @param isBase64 defines whether the texture is encoded as a base64
  55307. * @param isBuffer defines whether the texture data are stored as a buffer
  55308. * @returns true if the loader can load the specified file
  55309. */
  55310. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  55311. /**
  55312. * Transform the url before loading if required.
  55313. * @param rootUrl the url of the texture
  55314. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55315. * @returns the transformed texture
  55316. */
  55317. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  55318. /**
  55319. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  55320. * @param rootUrl the url of the texture
  55321. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55322. * @returns the fallback texture
  55323. */
  55324. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  55325. /**
  55326. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  55327. * @param data contains the texture data
  55328. * @param texture defines the BabylonJS internal texture
  55329. * @param createPolynomials will be true if polynomials have been requested
  55330. * @param onLoad defines the callback to trigger once the texture is ready
  55331. * @param onError defines the callback to trigger in case of error
  55332. */
  55333. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  55334. /**
  55335. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  55336. * @param data contains the texture data
  55337. * @param texture defines the BabylonJS internal texture
  55338. * @param callback defines the method to call once ready to upload
  55339. */
  55340. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  55341. }
  55342. }
  55343. declare module "babylonjs/Misc/basis" {
  55344. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55345. /**
  55346. * Info about the .basis files
  55347. */
  55348. class BasisFileInfo {
  55349. /**
  55350. * If the file has alpha
  55351. */
  55352. hasAlpha: boolean;
  55353. /**
  55354. * Info about each image of the basis file
  55355. */
  55356. images: Array<{
  55357. levels: Array<{
  55358. width: number;
  55359. height: number;
  55360. transcodedPixels: ArrayBufferView;
  55361. }>;
  55362. }>;
  55363. }
  55364. /**
  55365. * Result of transcoding a basis file
  55366. */
  55367. class TranscodeResult {
  55368. /**
  55369. * Info about the .basis file
  55370. */
  55371. fileInfo: BasisFileInfo;
  55372. /**
  55373. * Format to use when loading the file
  55374. */
  55375. format: number;
  55376. }
  55377. /**
  55378. * Configuration options for the Basis transcoder
  55379. */
  55380. export class BasisTranscodeConfiguration {
  55381. /**
  55382. * Supported compression formats used to determine the supported output format of the transcoder
  55383. */
  55384. supportedCompressionFormats?: {
  55385. /**
  55386. * etc1 compression format
  55387. */
  55388. etc1?: boolean;
  55389. /**
  55390. * s3tc compression format
  55391. */
  55392. s3tc?: boolean;
  55393. /**
  55394. * pvrtc compression format
  55395. */
  55396. pvrtc?: boolean;
  55397. /**
  55398. * etc2 compression format
  55399. */
  55400. etc2?: boolean;
  55401. };
  55402. /**
  55403. * If mipmap levels should be loaded for transcoded images (Default: true)
  55404. */
  55405. loadMipmapLevels?: boolean;
  55406. /**
  55407. * Index of a single image to load (Default: all images)
  55408. */
  55409. loadSingleImage?: number;
  55410. }
  55411. /**
  55412. * Used to load .Basis files
  55413. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  55414. */
  55415. export class BasisTools {
  55416. private static _IgnoreSupportedFormats;
  55417. /**
  55418. * URL to use when loading the basis transcoder
  55419. */
  55420. static JSModuleURL: string;
  55421. /**
  55422. * URL to use when loading the wasm module for the transcoder
  55423. */
  55424. static WasmModuleURL: string;
  55425. /**
  55426. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  55427. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  55428. * @returns internal format corresponding to the Basis format
  55429. */
  55430. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  55431. private static _WorkerPromise;
  55432. private static _Worker;
  55433. private static _actionId;
  55434. private static _CreateWorkerAsync;
  55435. /**
  55436. * Transcodes a loaded image file to compressed pixel data
  55437. * @param imageData image data to transcode
  55438. * @param config configuration options for the transcoding
  55439. * @returns a promise resulting in the transcoded image
  55440. */
  55441. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  55442. /**
  55443. * Loads a texture from the transcode result
  55444. * @param texture texture load to
  55445. * @param transcodeResult the result of transcoding the basis file to load from
  55446. */
  55447. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  55448. }
  55449. }
  55450. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  55451. import { Nullable } from "babylonjs/types";
  55452. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55453. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  55454. /**
  55455. * Loader for .basis file format
  55456. */
  55457. export class _BasisTextureLoader implements IInternalTextureLoader {
  55458. /**
  55459. * Defines whether the loader supports cascade loading the different faces.
  55460. */
  55461. readonly supportCascades: boolean;
  55462. /**
  55463. * This returns if the loader support the current file information.
  55464. * @param extension defines the file extension of the file being loaded
  55465. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55466. * @param fallback defines the fallback internal texture if any
  55467. * @param isBase64 defines whether the texture is encoded as a base64
  55468. * @param isBuffer defines whether the texture data are stored as a buffer
  55469. * @returns true if the loader can load the specified file
  55470. */
  55471. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  55472. /**
  55473. * Transform the url before loading if required.
  55474. * @param rootUrl the url of the texture
  55475. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55476. * @returns the transformed texture
  55477. */
  55478. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  55479. /**
  55480. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  55481. * @param rootUrl the url of the texture
  55482. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55483. * @returns the fallback texture
  55484. */
  55485. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  55486. /**
  55487. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  55488. * @param data contains the texture data
  55489. * @param texture defines the BabylonJS internal texture
  55490. * @param createPolynomials will be true if polynomials have been requested
  55491. * @param onLoad defines the callback to trigger once the texture is ready
  55492. * @param onError defines the callback to trigger in case of error
  55493. */
  55494. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  55495. /**
  55496. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  55497. * @param data contains the texture data
  55498. * @param texture defines the BabylonJS internal texture
  55499. * @param callback defines the method to call once ready to upload
  55500. */
  55501. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  55502. }
  55503. }
  55504. declare module "babylonjs/Materials/Textures/Loaders/index" {
  55505. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  55506. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  55507. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  55508. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  55509. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  55510. }
  55511. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  55512. import { Scene } from "babylonjs/scene";
  55513. import { Texture } from "babylonjs/Materials/Textures/texture";
  55514. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55515. /**
  55516. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  55517. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  55518. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  55519. */
  55520. export class CustomProceduralTexture extends ProceduralTexture {
  55521. private _animate;
  55522. private _time;
  55523. private _config;
  55524. private _texturePath;
  55525. /**
  55526. * Instantiates a new Custom Procedural Texture.
  55527. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  55528. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  55529. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  55530. * @param name Define the name of the texture
  55531. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  55532. * @param size Define the size of the texture to create
  55533. * @param scene Define the scene the texture belongs to
  55534. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  55535. * @param generateMipMaps Define if the texture should creates mip maps or not
  55536. */
  55537. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  55538. private _loadJson;
  55539. /**
  55540. * Is the texture ready to be used ? (rendered at least once)
  55541. * @returns true if ready, otherwise, false.
  55542. */
  55543. isReady(): boolean;
  55544. /**
  55545. * Render the texture to its associated render target.
  55546. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  55547. */
  55548. render(useCameraPostProcess?: boolean): void;
  55549. /**
  55550. * Update the list of dependant textures samplers in the shader.
  55551. */
  55552. updateTextures(): void;
  55553. /**
  55554. * Update the uniform values of the procedural texture in the shader.
  55555. */
  55556. updateShaderUniforms(): void;
  55557. /**
  55558. * Define if the texture animates or not.
  55559. */
  55560. animate: boolean;
  55561. }
  55562. }
  55563. declare module "babylonjs/Shaders/noise.fragment" {
  55564. /** @hidden */
  55565. export var noisePixelShader: {
  55566. name: string;
  55567. shader: string;
  55568. };
  55569. }
  55570. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  55571. import { Nullable } from "babylonjs/types";
  55572. import { Scene } from "babylonjs/scene";
  55573. import { Texture } from "babylonjs/Materials/Textures/texture";
  55574. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55575. import "babylonjs/Shaders/noise.fragment";
  55576. /**
  55577. * Class used to generate noise procedural textures
  55578. */
  55579. export class NoiseProceduralTexture extends ProceduralTexture {
  55580. private _time;
  55581. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  55582. brightness: number;
  55583. /** Defines the number of octaves to process */
  55584. octaves: number;
  55585. /** Defines the level of persistence (0.8 by default) */
  55586. persistence: number;
  55587. /** Gets or sets animation speed factor (default is 1) */
  55588. animationSpeedFactor: number;
  55589. /**
  55590. * Creates a new NoiseProceduralTexture
  55591. * @param name defines the name fo the texture
  55592. * @param size defines the size of the texture (default is 256)
  55593. * @param scene defines the hosting scene
  55594. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  55595. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  55596. */
  55597. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  55598. private _updateShaderUniforms;
  55599. protected _getDefines(): string;
  55600. /** Generate the current state of the procedural texture */
  55601. render(useCameraPostProcess?: boolean): void;
  55602. /**
  55603. * Serializes this noise procedural texture
  55604. * @returns a serialized noise procedural texture object
  55605. */
  55606. serialize(): any;
  55607. /**
  55608. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  55609. * @param parsedTexture defines parsed texture data
  55610. * @param scene defines the current scene
  55611. * @param rootUrl defines the root URL containing noise procedural texture information
  55612. * @returns a parsed NoiseProceduralTexture
  55613. */
  55614. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  55615. }
  55616. }
  55617. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  55618. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  55619. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  55620. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55621. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  55622. }
  55623. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  55624. import { Nullable } from "babylonjs/types";
  55625. import { Scene } from "babylonjs/scene";
  55626. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  55627. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55628. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  55629. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55630. /**
  55631. * Raw cube texture where the raw buffers are passed in
  55632. */
  55633. export class RawCubeTexture extends CubeTexture {
  55634. /**
  55635. * Creates a cube texture where the raw buffers are passed in.
  55636. * @param scene defines the scene the texture is attached to
  55637. * @param data defines the array of data to use to create each face
  55638. * @param size defines the size of the textures
  55639. * @param format defines the format of the data
  55640. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  55641. * @param generateMipMaps defines if the engine should generate the mip levels
  55642. * @param invertY defines if data must be stored with Y axis inverted
  55643. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  55644. * @param compression defines the compression used (null by default)
  55645. */
  55646. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  55647. /**
  55648. * Updates the raw cube texture.
  55649. * @param data defines the data to store
  55650. * @param format defines the data format
  55651. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  55652. * @param invertY defines if data must be stored with Y axis inverted
  55653. * @param compression defines the compression used (null by default)
  55654. * @param level defines which level of the texture to update
  55655. */
  55656. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  55657. /**
  55658. * Updates a raw cube texture with RGBD encoded data.
  55659. * @param data defines the array of data [mipmap][face] to use to create each face
  55660. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  55661. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  55662. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  55663. * @returns a promsie that resolves when the operation is complete
  55664. */
  55665. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  55666. /**
  55667. * Clones the raw cube texture.
  55668. * @return a new cube texture
  55669. */
  55670. clone(): CubeTexture;
  55671. /** @hidden */
  55672. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  55673. }
  55674. }
  55675. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  55676. import { Scene } from "babylonjs/scene";
  55677. import { Texture } from "babylonjs/Materials/Textures/texture";
  55678. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55679. /**
  55680. * Class used to store 3D textures containing user data
  55681. */
  55682. export class RawTexture3D extends Texture {
  55683. /** Gets or sets the texture format to use */
  55684. format: number;
  55685. private _engine;
  55686. /**
  55687. * Create a new RawTexture3D
  55688. * @param data defines the data of the texture
  55689. * @param width defines the width of the texture
  55690. * @param height defines the height of the texture
  55691. * @param depth defines the depth of the texture
  55692. * @param format defines the texture format to use
  55693. * @param scene defines the hosting scene
  55694. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  55695. * @param invertY defines if texture must be stored with Y axis inverted
  55696. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  55697. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  55698. */
  55699. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  55700. /** Gets or sets the texture format to use */
  55701. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  55702. /**
  55703. * Update the texture with new data
  55704. * @param data defines the data to store in the texture
  55705. */
  55706. update(data: ArrayBufferView): void;
  55707. }
  55708. }
  55709. declare module "babylonjs/Materials/Textures/rawTexture2DArray" {
  55710. import { Scene } from "babylonjs/scene";
  55711. import { Texture } from "babylonjs/Materials/Textures/texture";
  55712. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55713. /**
  55714. * Class used to store 2D array textures containing user data
  55715. */
  55716. export class RawTexture2DArray extends Texture {
  55717. /** Gets or sets the texture format to use */
  55718. format: number;
  55719. private _engine;
  55720. /**
  55721. * Create a new RawTexture2DArray
  55722. * @param data defines the data of the texture
  55723. * @param width defines the width of the texture
  55724. * @param height defines the height of the texture
  55725. * @param depth defines the number of layers of the texture
  55726. * @param format defines the texture format to use
  55727. * @param scene defines the hosting scene
  55728. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  55729. * @param invertY defines if texture must be stored with Y axis inverted
  55730. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  55731. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  55732. */
  55733. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  55734. /** Gets or sets the texture format to use */
  55735. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  55736. /**
  55737. * Update the texture with new data
  55738. * @param data defines the data to store in the texture
  55739. */
  55740. update(data: ArrayBufferView): void;
  55741. }
  55742. }
  55743. declare module "babylonjs/Materials/Textures/refractionTexture" {
  55744. import { Scene } from "babylonjs/scene";
  55745. import { Plane } from "babylonjs/Maths/math.plane";
  55746. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  55747. /**
  55748. * Creates a refraction texture used by refraction channel of the standard material.
  55749. * It is like a mirror but to see through a material.
  55750. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55751. */
  55752. export class RefractionTexture extends RenderTargetTexture {
  55753. /**
  55754. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  55755. * It is possible to directly set the refractionPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
  55756. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55757. */
  55758. refractionPlane: Plane;
  55759. /**
  55760. * Define how deep under the surface we should see.
  55761. */
  55762. depth: number;
  55763. /**
  55764. * Creates a refraction texture used by refraction channel of the standard material.
  55765. * It is like a mirror but to see through a material.
  55766. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55767. * @param name Define the texture name
  55768. * @param size Define the size of the underlying texture
  55769. * @param scene Define the scene the refraction belongs to
  55770. * @param generateMipMaps Define if we need to generate mips level for the refraction
  55771. */
  55772. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  55773. /**
  55774. * Clone the refraction texture.
  55775. * @returns the cloned texture
  55776. */
  55777. clone(): RefractionTexture;
  55778. /**
  55779. * Serialize the texture to a JSON representation you could use in Parse later on
  55780. * @returns the serialized JSON representation
  55781. */
  55782. serialize(): any;
  55783. }
  55784. }
  55785. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  55786. import { Nullable } from "babylonjs/types";
  55787. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55788. import { Matrix } from "babylonjs/Maths/math.vector";
  55789. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  55790. import "babylonjs/Engines/Extensions/engine.videoTexture";
  55791. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  55792. import { Scene } from "babylonjs/scene";
  55793. /**
  55794. * Defines the options related to the creation of an HtmlElementTexture
  55795. */
  55796. export interface IHtmlElementTextureOptions {
  55797. /**
  55798. * Defines wether mip maps should be created or not.
  55799. */
  55800. generateMipMaps?: boolean;
  55801. /**
  55802. * Defines the sampling mode of the texture.
  55803. */
  55804. samplingMode?: number;
  55805. /**
  55806. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  55807. */
  55808. engine: Nullable<ThinEngine>;
  55809. /**
  55810. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  55811. */
  55812. scene: Nullable<Scene>;
  55813. }
  55814. /**
  55815. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  55816. * To be as efficient as possible depending on your constraints nothing aside the first upload
  55817. * is automatically managed.
  55818. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  55819. * in your application.
  55820. *
  55821. * As the update is not automatic, you need to call them manually.
  55822. */
  55823. export class HtmlElementTexture extends BaseTexture {
  55824. /**
  55825. * The texture URL.
  55826. */
  55827. element: HTMLVideoElement | HTMLCanvasElement;
  55828. private static readonly DefaultOptions;
  55829. private _textureMatrix;
  55830. private _engine;
  55831. private _isVideo;
  55832. private _generateMipMaps;
  55833. private _samplingMode;
  55834. /**
  55835. * Instantiates a HtmlElementTexture from the following parameters.
  55836. *
  55837. * @param name Defines the name of the texture
  55838. * @param element Defines the video or canvas the texture is filled with
  55839. * @param options Defines the other none mandatory texture creation options
  55840. */
  55841. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  55842. private _createInternalTexture;
  55843. /**
  55844. * Returns the texture matrix used in most of the material.
  55845. */
  55846. getTextureMatrix(): Matrix;
  55847. /**
  55848. * Updates the content of the texture.
  55849. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  55850. */
  55851. update(invertY?: Nullable<boolean>): void;
  55852. }
  55853. }
  55854. declare module "babylonjs/Materials/Textures/index" {
  55855. export * from "babylonjs/Materials/Textures/baseTexture";
  55856. export * from "babylonjs/Materials/Textures/baseTexture.polynomial";
  55857. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  55858. export * from "babylonjs/Materials/Textures/cubeTexture";
  55859. export * from "babylonjs/Materials/Textures/dynamicTexture";
  55860. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  55861. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  55862. export * from "babylonjs/Materials/Textures/internalTexture";
  55863. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  55864. export * from "babylonjs/Materials/Textures/Loaders/index";
  55865. export * from "babylonjs/Materials/Textures/mirrorTexture";
  55866. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  55867. export * from "babylonjs/Materials/Textures/Procedurals/index";
  55868. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  55869. export * from "babylonjs/Materials/Textures/rawTexture";
  55870. export * from "babylonjs/Materials/Textures/rawTexture3D";
  55871. export * from "babylonjs/Materials/Textures/rawTexture2DArray";
  55872. export * from "babylonjs/Materials/Textures/refractionTexture";
  55873. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  55874. export * from "babylonjs/Materials/Textures/texture";
  55875. export * from "babylonjs/Materials/Textures/videoTexture";
  55876. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  55877. }
  55878. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets" {
  55879. /**
  55880. * Enum used to define the target of a block
  55881. */
  55882. export enum NodeMaterialBlockTargets {
  55883. /** Vertex shader */
  55884. Vertex = 1,
  55885. /** Fragment shader */
  55886. Fragment = 2,
  55887. /** Neutral */
  55888. Neutral = 4,
  55889. /** Vertex and Fragment */
  55890. VertexAndFragment = 3
  55891. }
  55892. }
  55893. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes" {
  55894. /**
  55895. * Defines the kind of connection point for node based material
  55896. */
  55897. export enum NodeMaterialBlockConnectionPointTypes {
  55898. /** Float */
  55899. Float = 1,
  55900. /** Int */
  55901. Int = 2,
  55902. /** Vector2 */
  55903. Vector2 = 4,
  55904. /** Vector3 */
  55905. Vector3 = 8,
  55906. /** Vector4 */
  55907. Vector4 = 16,
  55908. /** Color3 */
  55909. Color3 = 32,
  55910. /** Color4 */
  55911. Color4 = 64,
  55912. /** Matrix */
  55913. Matrix = 128,
  55914. /** Detect type based on connection */
  55915. AutoDetect = 1024,
  55916. /** Output type that will be defined by input type */
  55917. BasedOnInput = 2048
  55918. }
  55919. }
  55920. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode" {
  55921. /**
  55922. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  55923. */
  55924. export enum NodeMaterialBlockConnectionPointMode {
  55925. /** Value is an uniform */
  55926. Uniform = 0,
  55927. /** Value is a mesh attribute */
  55928. Attribute = 1,
  55929. /** Value is a varying between vertex and fragment shaders */
  55930. Varying = 2,
  55931. /** Mode is undefined */
  55932. Undefined = 3
  55933. }
  55934. }
  55935. declare module "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues" {
  55936. /**
  55937. * Enum used to define system values e.g. values automatically provided by the system
  55938. */
  55939. export enum NodeMaterialSystemValues {
  55940. /** World */
  55941. World = 1,
  55942. /** View */
  55943. View = 2,
  55944. /** Projection */
  55945. Projection = 3,
  55946. /** ViewProjection */
  55947. ViewProjection = 4,
  55948. /** WorldView */
  55949. WorldView = 5,
  55950. /** WorldViewProjection */
  55951. WorldViewProjection = 6,
  55952. /** CameraPosition */
  55953. CameraPosition = 7,
  55954. /** Fog Color */
  55955. FogColor = 8,
  55956. /** Delta time */
  55957. DeltaTime = 9
  55958. }
  55959. }
  55960. declare module "babylonjs/Materials/Node/Enums/index" {
  55961. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  55962. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  55963. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode";
  55964. export * from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  55965. }
  55966. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  55967. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55968. /**
  55969. * Root class for all node material optimizers
  55970. */
  55971. export class NodeMaterialOptimizer {
  55972. /**
  55973. * Function used to optimize a NodeMaterial graph
  55974. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  55975. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  55976. */
  55977. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  55978. }
  55979. }
  55980. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  55981. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55982. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55983. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55984. import { Scene } from "babylonjs/scene";
  55985. /**
  55986. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  55987. */
  55988. export class TransformBlock extends NodeMaterialBlock {
  55989. /**
  55990. * Defines the value to use to complement W value to transform it to a Vector4
  55991. */
  55992. complementW: number;
  55993. /**
  55994. * Defines the value to use to complement z value to transform it to a Vector4
  55995. */
  55996. complementZ: number;
  55997. /**
  55998. * Creates a new TransformBlock
  55999. * @param name defines the block name
  56000. */
  56001. constructor(name: string);
  56002. /**
  56003. * Gets the current class name
  56004. * @returns the class name
  56005. */
  56006. getClassName(): string;
  56007. /**
  56008. * Gets the vector input
  56009. */
  56010. readonly vector: NodeMaterialConnectionPoint;
  56011. /**
  56012. * Gets the output component
  56013. */
  56014. readonly output: NodeMaterialConnectionPoint;
  56015. /**
  56016. * Gets the matrix transform input
  56017. */
  56018. readonly transform: NodeMaterialConnectionPoint;
  56019. protected _buildBlock(state: NodeMaterialBuildState): this;
  56020. serialize(): any;
  56021. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56022. protected _dumpPropertiesCode(): string;
  56023. }
  56024. }
  56025. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  56026. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56027. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56028. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56029. /**
  56030. * Block used to output the vertex position
  56031. */
  56032. export class VertexOutputBlock extends NodeMaterialBlock {
  56033. /**
  56034. * Creates a new VertexOutputBlock
  56035. * @param name defines the block name
  56036. */
  56037. constructor(name: string);
  56038. /**
  56039. * Gets the current class name
  56040. * @returns the class name
  56041. */
  56042. getClassName(): string;
  56043. /**
  56044. * Gets the vector input component
  56045. */
  56046. readonly vector: NodeMaterialConnectionPoint;
  56047. protected _buildBlock(state: NodeMaterialBuildState): this;
  56048. }
  56049. }
  56050. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  56051. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56052. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56053. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56054. /**
  56055. * Block used to output the final color
  56056. */
  56057. export class FragmentOutputBlock extends NodeMaterialBlock {
  56058. /**
  56059. * Create a new FragmentOutputBlock
  56060. * @param name defines the block name
  56061. */
  56062. constructor(name: string);
  56063. /**
  56064. * Gets the current class name
  56065. * @returns the class name
  56066. */
  56067. getClassName(): string;
  56068. /**
  56069. * Gets the rgba input component
  56070. */
  56071. readonly rgba: NodeMaterialConnectionPoint;
  56072. /**
  56073. * Gets the rgb input component
  56074. */
  56075. readonly rgb: NodeMaterialConnectionPoint;
  56076. /**
  56077. * Gets the a input component
  56078. */
  56079. readonly a: NodeMaterialConnectionPoint;
  56080. protected _buildBlock(state: NodeMaterialBuildState): this;
  56081. }
  56082. }
  56083. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  56084. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56085. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56086. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56087. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  56088. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56089. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56090. import { Effect } from "babylonjs/Materials/effect";
  56091. import { Mesh } from "babylonjs/Meshes/mesh";
  56092. import { Nullable } from "babylonjs/types";
  56093. import { Scene } from "babylonjs/scene";
  56094. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  56095. /**
  56096. * Block used to read a reflection texture from a sampler
  56097. */
  56098. export class ReflectionTextureBlock extends NodeMaterialBlock {
  56099. private _define3DName;
  56100. private _defineCubicName;
  56101. private _defineExplicitName;
  56102. private _defineProjectionName;
  56103. private _defineLocalCubicName;
  56104. private _defineSphericalName;
  56105. private _definePlanarName;
  56106. private _defineEquirectangularName;
  56107. private _defineMirroredEquirectangularFixedName;
  56108. private _defineEquirectangularFixedName;
  56109. private _defineSkyboxName;
  56110. private _cubeSamplerName;
  56111. private _2DSamplerName;
  56112. private _positionUVWName;
  56113. private _directionWName;
  56114. private _reflectionCoordsName;
  56115. private _reflection2DCoordsName;
  56116. private _reflectionColorName;
  56117. private _reflectionMatrixName;
  56118. /**
  56119. * Gets or sets the texture associated with the node
  56120. */
  56121. texture: Nullable<BaseTexture>;
  56122. /**
  56123. * Create a new TextureBlock
  56124. * @param name defines the block name
  56125. */
  56126. constructor(name: string);
  56127. /**
  56128. * Gets the current class name
  56129. * @returns the class name
  56130. */
  56131. getClassName(): string;
  56132. /**
  56133. * Gets the world position input component
  56134. */
  56135. readonly position: NodeMaterialConnectionPoint;
  56136. /**
  56137. * Gets the world position input component
  56138. */
  56139. readonly worldPosition: NodeMaterialConnectionPoint;
  56140. /**
  56141. * Gets the world normal input component
  56142. */
  56143. readonly worldNormal: NodeMaterialConnectionPoint;
  56144. /**
  56145. * Gets the world input component
  56146. */
  56147. readonly world: NodeMaterialConnectionPoint;
  56148. /**
  56149. * Gets the camera (or eye) position component
  56150. */
  56151. readonly cameraPosition: NodeMaterialConnectionPoint;
  56152. /**
  56153. * Gets the view input component
  56154. */
  56155. readonly view: NodeMaterialConnectionPoint;
  56156. /**
  56157. * Gets the rgb output component
  56158. */
  56159. readonly rgb: NodeMaterialConnectionPoint;
  56160. /**
  56161. * Gets the r output component
  56162. */
  56163. readonly r: NodeMaterialConnectionPoint;
  56164. /**
  56165. * Gets the g output component
  56166. */
  56167. readonly g: NodeMaterialConnectionPoint;
  56168. /**
  56169. * Gets the b output component
  56170. */
  56171. readonly b: NodeMaterialConnectionPoint;
  56172. autoConfigure(material: NodeMaterial): void;
  56173. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56174. isReady(): boolean;
  56175. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56176. private _injectVertexCode;
  56177. private _writeOutput;
  56178. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56179. protected _dumpPropertiesCode(): string;
  56180. serialize(): any;
  56181. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56182. }
  56183. }
  56184. declare module "babylonjs/Materials/Node/nodeMaterial" {
  56185. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56186. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  56187. import { Scene } from "babylonjs/scene";
  56188. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56189. import { Matrix } from "babylonjs/Maths/math.vector";
  56190. import { Mesh } from "babylonjs/Meshes/mesh";
  56191. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  56192. import { Observable } from "babylonjs/Misc/observable";
  56193. import { SubMesh } from "babylonjs/Meshes/subMesh";
  56194. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  56195. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  56196. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  56197. import { Nullable } from "babylonjs/types";
  56198. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56199. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  56200. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  56201. /**
  56202. * Interface used to configure the node material editor
  56203. */
  56204. export interface INodeMaterialEditorOptions {
  56205. /** Define the URl to load node editor script */
  56206. editorURL?: string;
  56207. }
  56208. /** @hidden */
  56209. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  56210. /** BONES */
  56211. NUM_BONE_INFLUENCERS: number;
  56212. BonesPerMesh: number;
  56213. BONETEXTURE: boolean;
  56214. /** MORPH TARGETS */
  56215. MORPHTARGETS: boolean;
  56216. MORPHTARGETS_NORMAL: boolean;
  56217. MORPHTARGETS_TANGENT: boolean;
  56218. MORPHTARGETS_UV: boolean;
  56219. NUM_MORPH_INFLUENCERS: number;
  56220. /** IMAGE PROCESSING */
  56221. IMAGEPROCESSING: boolean;
  56222. VIGNETTE: boolean;
  56223. VIGNETTEBLENDMODEMULTIPLY: boolean;
  56224. VIGNETTEBLENDMODEOPAQUE: boolean;
  56225. TONEMAPPING: boolean;
  56226. TONEMAPPING_ACES: boolean;
  56227. CONTRAST: boolean;
  56228. EXPOSURE: boolean;
  56229. COLORCURVES: boolean;
  56230. COLORGRADING: boolean;
  56231. COLORGRADING3D: boolean;
  56232. SAMPLER3DGREENDEPTH: boolean;
  56233. SAMPLER3DBGRMAP: boolean;
  56234. IMAGEPROCESSINGPOSTPROCESS: boolean;
  56235. /** MISC. */
  56236. BUMPDIRECTUV: number;
  56237. constructor();
  56238. setValue(name: string, value: boolean): void;
  56239. }
  56240. /**
  56241. * Class used to configure NodeMaterial
  56242. */
  56243. export interface INodeMaterialOptions {
  56244. /**
  56245. * Defines if blocks should emit comments
  56246. */
  56247. emitComments: boolean;
  56248. }
  56249. /**
  56250. * Class used to create a node based material built by assembling shader blocks
  56251. */
  56252. export class NodeMaterial extends PushMaterial {
  56253. private static _BuildIdGenerator;
  56254. private _options;
  56255. private _vertexCompilationState;
  56256. private _fragmentCompilationState;
  56257. private _sharedData;
  56258. private _buildId;
  56259. private _buildWasSuccessful;
  56260. private _cachedWorldViewMatrix;
  56261. private _cachedWorldViewProjectionMatrix;
  56262. private _optimizers;
  56263. private _animationFrame;
  56264. /** Define the URl to load node editor script */
  56265. static EditorURL: string;
  56266. private BJSNODEMATERIALEDITOR;
  56267. /** Get the inspector from bundle or global */
  56268. private _getGlobalNodeMaterialEditor;
  56269. /**
  56270. * Gets or sets data used by visual editor
  56271. * @see https://nme.babylonjs.com
  56272. */
  56273. editorData: any;
  56274. /**
  56275. * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
  56276. */
  56277. ignoreAlpha: boolean;
  56278. /**
  56279. * Defines the maximum number of lights that can be used in the material
  56280. */
  56281. maxSimultaneousLights: number;
  56282. /**
  56283. * Observable raised when the material is built
  56284. */
  56285. onBuildObservable: Observable<NodeMaterial>;
  56286. /**
  56287. * Gets or sets the root nodes of the material vertex shader
  56288. */
  56289. _vertexOutputNodes: NodeMaterialBlock[];
  56290. /**
  56291. * Gets or sets the root nodes of the material fragment (pixel) shader
  56292. */
  56293. _fragmentOutputNodes: NodeMaterialBlock[];
  56294. /** Gets or sets options to control the node material overall behavior */
  56295. options: INodeMaterialOptions;
  56296. /**
  56297. * Default configuration related to image processing available in the standard Material.
  56298. */
  56299. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  56300. /**
  56301. * Gets the image processing configuration used either in this material.
  56302. */
  56303. /**
  56304. * Sets the Default image processing configuration used either in the this material.
  56305. *
  56306. * If sets to null, the scene one is in use.
  56307. */
  56308. imageProcessingConfiguration: ImageProcessingConfiguration;
  56309. /**
  56310. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  56311. */
  56312. attachedBlocks: NodeMaterialBlock[];
  56313. /**
  56314. * Create a new node based material
  56315. * @param name defines the material name
  56316. * @param scene defines the hosting scene
  56317. * @param options defines creation option
  56318. */
  56319. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  56320. /**
  56321. * Gets the current class name of the material e.g. "NodeMaterial"
  56322. * @returns the class name
  56323. */
  56324. getClassName(): string;
  56325. /**
  56326. * Keep track of the image processing observer to allow dispose and replace.
  56327. */
  56328. private _imageProcessingObserver;
  56329. /**
  56330. * Attaches a new image processing configuration to the Standard Material.
  56331. * @param configuration
  56332. */
  56333. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  56334. /**
  56335. * Get a block by its name
  56336. * @param name defines the name of the block to retrieve
  56337. * @returns the required block or null if not found
  56338. */
  56339. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  56340. /**
  56341. * Get a block by its name
  56342. * @param predicate defines the predicate used to find the good candidate
  56343. * @returns the required block or null if not found
  56344. */
  56345. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  56346. /**
  56347. * Get an input block by its name
  56348. * @param predicate defines the predicate used to find the good candidate
  56349. * @returns the required input block or null if not found
  56350. */
  56351. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  56352. /**
  56353. * Gets the list of input blocks attached to this material
  56354. * @returns an array of InputBlocks
  56355. */
  56356. getInputBlocks(): InputBlock[];
  56357. /**
  56358. * Adds a new optimizer to the list of optimizers
  56359. * @param optimizer defines the optimizers to add
  56360. * @returns the current material
  56361. */
  56362. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  56363. /**
  56364. * Remove an optimizer from the list of optimizers
  56365. * @param optimizer defines the optimizers to remove
  56366. * @returns the current material
  56367. */
  56368. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  56369. /**
  56370. * Add a new block to the list of output nodes
  56371. * @param node defines the node to add
  56372. * @returns the current material
  56373. */
  56374. addOutputNode(node: NodeMaterialBlock): this;
  56375. /**
  56376. * Remove a block from the list of root nodes
  56377. * @param node defines the node to remove
  56378. * @returns the current material
  56379. */
  56380. removeOutputNode(node: NodeMaterialBlock): this;
  56381. private _addVertexOutputNode;
  56382. private _removeVertexOutputNode;
  56383. private _addFragmentOutputNode;
  56384. private _removeFragmentOutputNode;
  56385. /**
  56386. * Specifies if the material will require alpha blending
  56387. * @returns a boolean specifying if alpha blending is needed
  56388. */
  56389. needAlphaBlending(): boolean;
  56390. /**
  56391. * Specifies if this material should be rendered in alpha test mode
  56392. * @returns a boolean specifying if an alpha test is needed.
  56393. */
  56394. needAlphaTesting(): boolean;
  56395. private _initializeBlock;
  56396. private _resetDualBlocks;
  56397. /**
  56398. * Build the material and generates the inner effect
  56399. * @param verbose defines if the build should log activity
  56400. */
  56401. build(verbose?: boolean): void;
  56402. /**
  56403. * Runs an otpimization phase to try to improve the shader code
  56404. */
  56405. optimize(): void;
  56406. private _prepareDefinesForAttributes;
  56407. /**
  56408. * Get if the submesh is ready to be used and all its information available.
  56409. * Child classes can use it to update shaders
  56410. * @param mesh defines the mesh to check
  56411. * @param subMesh defines which submesh to check
  56412. * @param useInstances specifies that instances should be used
  56413. * @returns a boolean indicating that the submesh is ready or not
  56414. */
  56415. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  56416. /**
  56417. * Get a string representing the shaders built by the current node graph
  56418. */
  56419. readonly compiledShaders: string;
  56420. /**
  56421. * Binds the world matrix to the material
  56422. * @param world defines the world transformation matrix
  56423. */
  56424. bindOnlyWorldMatrix(world: Matrix): void;
  56425. /**
  56426. * Binds the submesh to this material by preparing the effect and shader to draw
  56427. * @param world defines the world transformation matrix
  56428. * @param mesh defines the mesh containing the submesh
  56429. * @param subMesh defines the submesh to bind the material to
  56430. */
  56431. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  56432. /**
  56433. * Gets the active textures from the material
  56434. * @returns an array of textures
  56435. */
  56436. getActiveTextures(): BaseTexture[];
  56437. /**
  56438. * Gets the list of texture blocks
  56439. * @returns an array of texture blocks
  56440. */
  56441. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  56442. /**
  56443. * Specifies if the material uses a texture
  56444. * @param texture defines the texture to check against the material
  56445. * @returns a boolean specifying if the material uses the texture
  56446. */
  56447. hasTexture(texture: BaseTexture): boolean;
  56448. /**
  56449. * Disposes the material
  56450. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  56451. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  56452. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  56453. */
  56454. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  56455. /** Creates the node editor window. */
  56456. private _createNodeEditor;
  56457. /**
  56458. * Launch the node material editor
  56459. * @param config Define the configuration of the editor
  56460. * @return a promise fulfilled when the node editor is visible
  56461. */
  56462. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  56463. /**
  56464. * Clear the current material
  56465. */
  56466. clear(): void;
  56467. /**
  56468. * Clear the current material and set it to a default state
  56469. */
  56470. setToDefault(): void;
  56471. /**
  56472. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  56473. * @param url defines the url to load from
  56474. * @returns a promise that will fullfil when the material is fully loaded
  56475. */
  56476. loadAsync(url: string): Promise<void>;
  56477. private _gatherBlocks;
  56478. /**
  56479. * Generate a string containing the code declaration required to create an equivalent of this material
  56480. * @returns a string
  56481. */
  56482. generateCode(): string;
  56483. /**
  56484. * Serializes this material in a JSON representation
  56485. * @returns the serialized material object
  56486. */
  56487. serialize(): any;
  56488. private _restoreConnections;
  56489. /**
  56490. * Clear the current graph and load a new one from a serialization object
  56491. * @param source defines the JSON representation of the material
  56492. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56493. */
  56494. loadFromSerialization(source: any, rootUrl?: string): void;
  56495. /**
  56496. * Creates a node material from parsed material data
  56497. * @param source defines the JSON representation of the material
  56498. * @param scene defines the hosting scene
  56499. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56500. * @returns a new node material
  56501. */
  56502. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  56503. /**
  56504. * Creates a new node material set to default basic configuration
  56505. * @param name defines the name of the material
  56506. * @param scene defines the hosting scene
  56507. * @returns a new NodeMaterial
  56508. */
  56509. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  56510. }
  56511. }
  56512. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  56513. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56514. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56515. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56516. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56517. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56518. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56519. import { Effect } from "babylonjs/Materials/effect";
  56520. import { Mesh } from "babylonjs/Meshes/mesh";
  56521. import { Nullable } from "babylonjs/types";
  56522. import { Texture } from "babylonjs/Materials/Textures/texture";
  56523. import { Scene } from "babylonjs/scene";
  56524. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  56525. /**
  56526. * Block used to read a texture from a sampler
  56527. */
  56528. export class TextureBlock extends NodeMaterialBlock {
  56529. private _defineName;
  56530. private _linearDefineName;
  56531. private _tempTextureRead;
  56532. private _samplerName;
  56533. private _transformedUVName;
  56534. private _textureTransformName;
  56535. private _textureInfoName;
  56536. private _mainUVName;
  56537. private _mainUVDefineName;
  56538. /**
  56539. * Gets or sets the texture associated with the node
  56540. */
  56541. texture: Nullable<Texture>;
  56542. /**
  56543. * Create a new TextureBlock
  56544. * @param name defines the block name
  56545. */
  56546. constructor(name: string);
  56547. /**
  56548. * Gets the current class name
  56549. * @returns the class name
  56550. */
  56551. getClassName(): string;
  56552. /**
  56553. * Gets the uv input component
  56554. */
  56555. readonly uv: NodeMaterialConnectionPoint;
  56556. /**
  56557. * Gets the rgba output component
  56558. */
  56559. readonly rgba: NodeMaterialConnectionPoint;
  56560. /**
  56561. * Gets the rgb output component
  56562. */
  56563. readonly rgb: NodeMaterialConnectionPoint;
  56564. /**
  56565. * Gets the r output component
  56566. */
  56567. readonly r: NodeMaterialConnectionPoint;
  56568. /**
  56569. * Gets the g output component
  56570. */
  56571. readonly g: NodeMaterialConnectionPoint;
  56572. /**
  56573. * Gets the b output component
  56574. */
  56575. readonly b: NodeMaterialConnectionPoint;
  56576. /**
  56577. * Gets the a output component
  56578. */
  56579. readonly a: NodeMaterialConnectionPoint;
  56580. readonly target: NodeMaterialBlockTargets;
  56581. autoConfigure(material: NodeMaterial): void;
  56582. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56583. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56584. isReady(): boolean;
  56585. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56586. private readonly _isMixed;
  56587. private _injectVertexCode;
  56588. private _writeTextureRead;
  56589. private _writeOutput;
  56590. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56591. protected _dumpPropertiesCode(): string;
  56592. serialize(): any;
  56593. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56594. }
  56595. }
  56596. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  56597. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56598. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56599. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56600. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  56601. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  56602. import { Scene } from "babylonjs/scene";
  56603. /**
  56604. * Class used to store shared data between 2 NodeMaterialBuildState
  56605. */
  56606. export class NodeMaterialBuildStateSharedData {
  56607. /**
  56608. * Gets the list of emitted varyings
  56609. */
  56610. temps: string[];
  56611. /**
  56612. * Gets the list of emitted varyings
  56613. */
  56614. varyings: string[];
  56615. /**
  56616. * Gets the varying declaration string
  56617. */
  56618. varyingDeclaration: string;
  56619. /**
  56620. * Input blocks
  56621. */
  56622. inputBlocks: InputBlock[];
  56623. /**
  56624. * Input blocks
  56625. */
  56626. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  56627. /**
  56628. * Bindable blocks (Blocks that need to set data to the effect)
  56629. */
  56630. bindableBlocks: NodeMaterialBlock[];
  56631. /**
  56632. * List of blocks that can provide a compilation fallback
  56633. */
  56634. blocksWithFallbacks: NodeMaterialBlock[];
  56635. /**
  56636. * List of blocks that can provide a define update
  56637. */
  56638. blocksWithDefines: NodeMaterialBlock[];
  56639. /**
  56640. * List of blocks that can provide a repeatable content
  56641. */
  56642. repeatableContentBlocks: NodeMaterialBlock[];
  56643. /**
  56644. * List of blocks that can provide a dynamic list of uniforms
  56645. */
  56646. dynamicUniformBlocks: NodeMaterialBlock[];
  56647. /**
  56648. * List of blocks that can block the isReady function for the material
  56649. */
  56650. blockingBlocks: NodeMaterialBlock[];
  56651. /**
  56652. * Gets the list of animated inputs
  56653. */
  56654. animatedInputs: InputBlock[];
  56655. /**
  56656. * Build Id used to avoid multiple recompilations
  56657. */
  56658. buildId: number;
  56659. /** List of emitted variables */
  56660. variableNames: {
  56661. [key: string]: number;
  56662. };
  56663. /** List of emitted defines */
  56664. defineNames: {
  56665. [key: string]: number;
  56666. };
  56667. /** Should emit comments? */
  56668. emitComments: boolean;
  56669. /** Emit build activity */
  56670. verbose: boolean;
  56671. /** Gets or sets the hosting scene */
  56672. scene: Scene;
  56673. /**
  56674. * Gets the compilation hints emitted at compilation time
  56675. */
  56676. hints: {
  56677. needWorldViewMatrix: boolean;
  56678. needWorldViewProjectionMatrix: boolean;
  56679. needAlphaBlending: boolean;
  56680. needAlphaTesting: boolean;
  56681. };
  56682. /**
  56683. * List of compilation checks
  56684. */
  56685. checks: {
  56686. emitVertex: boolean;
  56687. emitFragment: boolean;
  56688. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  56689. };
  56690. /** Creates a new shared data */
  56691. constructor();
  56692. /**
  56693. * Emits console errors and exceptions if there is a failing check
  56694. */
  56695. emitErrors(): void;
  56696. }
  56697. }
  56698. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  56699. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56700. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56701. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  56702. /**
  56703. * Class used to store node based material build state
  56704. */
  56705. export class NodeMaterialBuildState {
  56706. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  56707. supportUniformBuffers: boolean;
  56708. /**
  56709. * Gets the list of emitted attributes
  56710. */
  56711. attributes: string[];
  56712. /**
  56713. * Gets the list of emitted uniforms
  56714. */
  56715. uniforms: string[];
  56716. /**
  56717. * Gets the list of emitted constants
  56718. */
  56719. constants: string[];
  56720. /**
  56721. * Gets the list of emitted samplers
  56722. */
  56723. samplers: string[];
  56724. /**
  56725. * Gets the list of emitted functions
  56726. */
  56727. functions: {
  56728. [key: string]: string;
  56729. };
  56730. /**
  56731. * Gets the list of emitted extensions
  56732. */
  56733. extensions: {
  56734. [key: string]: string;
  56735. };
  56736. /**
  56737. * Gets the target of the compilation state
  56738. */
  56739. target: NodeMaterialBlockTargets;
  56740. /**
  56741. * Gets the list of emitted counters
  56742. */
  56743. counters: {
  56744. [key: string]: number;
  56745. };
  56746. /**
  56747. * Shared data between multiple NodeMaterialBuildState instances
  56748. */
  56749. sharedData: NodeMaterialBuildStateSharedData;
  56750. /** @hidden */
  56751. _vertexState: NodeMaterialBuildState;
  56752. /** @hidden */
  56753. _attributeDeclaration: string;
  56754. /** @hidden */
  56755. _uniformDeclaration: string;
  56756. /** @hidden */
  56757. _constantDeclaration: string;
  56758. /** @hidden */
  56759. _samplerDeclaration: string;
  56760. /** @hidden */
  56761. _varyingTransfer: string;
  56762. private _repeatableContentAnchorIndex;
  56763. /** @hidden */
  56764. _builtCompilationString: string;
  56765. /**
  56766. * Gets the emitted compilation strings
  56767. */
  56768. compilationString: string;
  56769. /**
  56770. * Finalize the compilation strings
  56771. * @param state defines the current compilation state
  56772. */
  56773. finalize(state: NodeMaterialBuildState): void;
  56774. /** @hidden */
  56775. readonly _repeatableContentAnchor: string;
  56776. /** @hidden */
  56777. _getFreeVariableName(prefix: string): string;
  56778. /** @hidden */
  56779. _getFreeDefineName(prefix: string): string;
  56780. /** @hidden */
  56781. _excludeVariableName(name: string): void;
  56782. /** @hidden */
  56783. _emit2DSampler(name: string): void;
  56784. /** @hidden */
  56785. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  56786. /** @hidden */
  56787. _emitExtension(name: string, extension: string): void;
  56788. /** @hidden */
  56789. _emitFunction(name: string, code: string, comments: string): void;
  56790. /** @hidden */
  56791. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  56792. replaceStrings?: {
  56793. search: RegExp;
  56794. replace: string;
  56795. }[];
  56796. repeatKey?: string;
  56797. }): string;
  56798. /** @hidden */
  56799. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  56800. repeatKey?: string;
  56801. removeAttributes?: boolean;
  56802. removeUniforms?: boolean;
  56803. removeVaryings?: boolean;
  56804. removeIfDef?: boolean;
  56805. replaceStrings?: {
  56806. search: RegExp;
  56807. replace: string;
  56808. }[];
  56809. }, storeKey?: string): void;
  56810. /** @hidden */
  56811. _registerTempVariable(name: string): boolean;
  56812. /** @hidden */
  56813. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  56814. /** @hidden */
  56815. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  56816. /** @hidden */
  56817. _emitFloat(value: number): string;
  56818. }
  56819. }
  56820. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  56821. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56822. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56823. import { Nullable } from "babylonjs/types";
  56824. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56825. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56826. import { Effect } from "babylonjs/Materials/effect";
  56827. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56828. import { Mesh } from "babylonjs/Meshes/mesh";
  56829. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56830. import { Scene } from "babylonjs/scene";
  56831. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  56832. /**
  56833. * Defines a block that can be used inside a node based material
  56834. */
  56835. export class NodeMaterialBlock {
  56836. private _buildId;
  56837. private _buildTarget;
  56838. private _target;
  56839. private _isFinalMerger;
  56840. private _isInput;
  56841. protected _isUnique: boolean;
  56842. /** @hidden */
  56843. _codeVariableName: string;
  56844. /** @hidden */
  56845. _inputs: NodeMaterialConnectionPoint[];
  56846. /** @hidden */
  56847. _outputs: NodeMaterialConnectionPoint[];
  56848. /** @hidden */
  56849. _preparationId: number;
  56850. /**
  56851. * Gets or sets the name of the block
  56852. */
  56853. name: string;
  56854. /**
  56855. * Gets or sets the unique id of the node
  56856. */
  56857. uniqueId: number;
  56858. /**
  56859. * Gets a boolean indicating that this block can only be used once per NodeMaterial
  56860. */
  56861. readonly isUnique: boolean;
  56862. /**
  56863. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  56864. */
  56865. readonly isFinalMerger: boolean;
  56866. /**
  56867. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  56868. */
  56869. readonly isInput: boolean;
  56870. /**
  56871. * Gets or sets the build Id
  56872. */
  56873. buildId: number;
  56874. /**
  56875. * Gets or sets the target of the block
  56876. */
  56877. target: NodeMaterialBlockTargets;
  56878. /**
  56879. * Gets the list of input points
  56880. */
  56881. readonly inputs: NodeMaterialConnectionPoint[];
  56882. /** Gets the list of output points */
  56883. readonly outputs: NodeMaterialConnectionPoint[];
  56884. /**
  56885. * Find an input by its name
  56886. * @param name defines the name of the input to look for
  56887. * @returns the input or null if not found
  56888. */
  56889. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56890. /**
  56891. * Find an output by its name
  56892. * @param name defines the name of the outputto look for
  56893. * @returns the output or null if not found
  56894. */
  56895. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56896. /**
  56897. * Creates a new NodeMaterialBlock
  56898. * @param name defines the block name
  56899. * @param target defines the target of that block (Vertex by default)
  56900. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  56901. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  56902. */
  56903. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  56904. /**
  56905. * Initialize the block and prepare the context for build
  56906. * @param state defines the state that will be used for the build
  56907. */
  56908. initialize(state: NodeMaterialBuildState): void;
  56909. /**
  56910. * Bind data to effect. Will only be called for blocks with isBindable === true
  56911. * @param effect defines the effect to bind data to
  56912. * @param nodeMaterial defines the hosting NodeMaterial
  56913. * @param mesh defines the mesh that will be rendered
  56914. */
  56915. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56916. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  56917. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  56918. protected _writeFloat(value: number): string;
  56919. /**
  56920. * Gets the current class name e.g. "NodeMaterialBlock"
  56921. * @returns the class name
  56922. */
  56923. getClassName(): string;
  56924. /**
  56925. * Register a new input. Must be called inside a block constructor
  56926. * @param name defines the connection point name
  56927. * @param type defines the connection point type
  56928. * @param isOptional defines a boolean indicating that this input can be omitted
  56929. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56930. * @returns the current block
  56931. */
  56932. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  56933. /**
  56934. * Register a new output. Must be called inside a block constructor
  56935. * @param name defines the connection point name
  56936. * @param type defines the connection point type
  56937. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56938. * @returns the current block
  56939. */
  56940. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  56941. /**
  56942. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  56943. * @param forOutput defines an optional connection point to check compatibility with
  56944. * @returns the first available input or null
  56945. */
  56946. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  56947. /**
  56948. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  56949. * @param forBlock defines an optional block to check compatibility with
  56950. * @returns the first available input or null
  56951. */
  56952. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  56953. /**
  56954. * Gets the sibling of the given output
  56955. * @param current defines the current output
  56956. * @returns the next output in the list or null
  56957. */
  56958. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  56959. /**
  56960. * Connect current block with another block
  56961. * @param other defines the block to connect with
  56962. * @param options define the various options to help pick the right connections
  56963. * @returns the current block
  56964. */
  56965. connectTo(other: NodeMaterialBlock, options?: {
  56966. input?: string;
  56967. output?: string;
  56968. outputSwizzle?: string;
  56969. }): this | undefined;
  56970. protected _buildBlock(state: NodeMaterialBuildState): void;
  56971. /**
  56972. * Add uniforms, samplers and uniform buffers at compilation time
  56973. * @param state defines the state to update
  56974. * @param nodeMaterial defines the node material requesting the update
  56975. * @param defines defines the material defines to update
  56976. * @param uniformBuffers defines the list of uniform buffer names
  56977. */
  56978. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  56979. /**
  56980. * Add potential fallbacks if shader compilation fails
  56981. * @param mesh defines the mesh to be rendered
  56982. * @param fallbacks defines the current prioritized list of fallbacks
  56983. */
  56984. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  56985. /**
  56986. * Initialize defines for shader compilation
  56987. * @param mesh defines the mesh to be rendered
  56988. * @param nodeMaterial defines the node material requesting the update
  56989. * @param defines defines the material defines to update
  56990. * @param useInstances specifies that instances should be used
  56991. */
  56992. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56993. /**
  56994. * Update defines for shader compilation
  56995. * @param mesh defines the mesh to be rendered
  56996. * @param nodeMaterial defines the node material requesting the update
  56997. * @param defines defines the material defines to update
  56998. * @param useInstances specifies that instances should be used
  56999. */
  57000. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  57001. /**
  57002. * Lets the block try to connect some inputs automatically
  57003. * @param material defines the hosting NodeMaterial
  57004. */
  57005. autoConfigure(material: NodeMaterial): void;
  57006. /**
  57007. * Function called when a block is declared as repeatable content generator
  57008. * @param vertexShaderState defines the current compilation state for the vertex shader
  57009. * @param fragmentShaderState defines the current compilation state for the fragment shader
  57010. * @param mesh defines the mesh to be rendered
  57011. * @param defines defines the material defines to update
  57012. */
  57013. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  57014. /**
  57015. * Checks if the block is ready
  57016. * @param mesh defines the mesh to be rendered
  57017. * @param nodeMaterial defines the node material requesting the update
  57018. * @param defines defines the material defines to update
  57019. * @param useInstances specifies that instances should be used
  57020. * @returns true if the block is ready
  57021. */
  57022. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  57023. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  57024. private _processBuild;
  57025. /**
  57026. * Compile the current node and generate the shader code
  57027. * @param state defines the current compilation state (uniforms, samplers, current string)
  57028. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  57029. * @returns true if already built
  57030. */
  57031. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  57032. protected _inputRename(name: string): string;
  57033. protected _outputRename(name: string): string;
  57034. protected _dumpPropertiesCode(): string;
  57035. /** @hidden */
  57036. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  57037. /** @hidden */
  57038. _dumpCodeForOutputConnections(alreadyDumped: NodeMaterialBlock[]): string;
  57039. /**
  57040. * Clone the current block to a new identical block
  57041. * @param scene defines the hosting scene
  57042. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  57043. * @returns a copy of the current block
  57044. */
  57045. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  57046. /**
  57047. * Serializes this block in a JSON representation
  57048. * @returns the serialized block object
  57049. */
  57050. serialize(): any;
  57051. /** @hidden */
  57052. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57053. /**
  57054. * Release resources
  57055. */
  57056. dispose(): void;
  57057. }
  57058. }
  57059. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  57060. /**
  57061. * Enum defining the type of animations supported by InputBlock
  57062. */
  57063. export enum AnimatedInputBlockTypes {
  57064. /** No animation */
  57065. None = 0,
  57066. /** Time based animation. Will only work for floats */
  57067. Time = 1
  57068. }
  57069. }
  57070. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  57071. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57072. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  57073. import { NodeMaterialSystemValues } from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  57074. import { Nullable } from "babylonjs/types";
  57075. import { Effect } from "babylonjs/Materials/effect";
  57076. import { Matrix } from "babylonjs/Maths/math.vector";
  57077. import { Scene } from "babylonjs/scene";
  57078. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57079. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57080. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  57081. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  57082. /**
  57083. * Block used to expose an input value
  57084. */
  57085. export class InputBlock extends NodeMaterialBlock {
  57086. private _mode;
  57087. private _associatedVariableName;
  57088. private _storedValue;
  57089. private _valueCallback;
  57090. private _type;
  57091. private _animationType;
  57092. /** Gets or set a value used to limit the range of float values */
  57093. min: number;
  57094. /** Gets or set a value used to limit the range of float values */
  57095. max: number;
  57096. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  57097. matrixMode: number;
  57098. /** @hidden */
  57099. _systemValue: Nullable<NodeMaterialSystemValues>;
  57100. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  57101. visibleInInspector: boolean;
  57102. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  57103. isConstant: boolean;
  57104. /**
  57105. * Gets or sets the connection point type (default is float)
  57106. */
  57107. readonly type: NodeMaterialBlockConnectionPointTypes;
  57108. /**
  57109. * Creates a new InputBlock
  57110. * @param name defines the block name
  57111. * @param target defines the target of that block (Vertex by default)
  57112. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  57113. */
  57114. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  57115. /**
  57116. * Gets the output component
  57117. */
  57118. readonly output: NodeMaterialConnectionPoint;
  57119. /**
  57120. * Set the source of this connection point to a vertex attribute
  57121. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  57122. * @returns the current connection point
  57123. */
  57124. setAsAttribute(attributeName?: string): InputBlock;
  57125. /**
  57126. * Set the source of this connection point to a system value
  57127. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  57128. * @returns the current connection point
  57129. */
  57130. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  57131. /**
  57132. * Gets or sets the value of that point.
  57133. * Please note that this value will be ignored if valueCallback is defined
  57134. */
  57135. value: any;
  57136. /**
  57137. * Gets or sets a callback used to get the value of that point.
  57138. * Please note that setting this value will force the connection point to ignore the value property
  57139. */
  57140. valueCallback: () => any;
  57141. /**
  57142. * Gets or sets the associated variable name in the shader
  57143. */
  57144. associatedVariableName: string;
  57145. /** Gets or sets the type of animation applied to the input */
  57146. animationType: AnimatedInputBlockTypes;
  57147. /**
  57148. * Gets a boolean indicating that this connection point not defined yet
  57149. */
  57150. readonly isUndefined: boolean;
  57151. /**
  57152. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  57153. * In this case the connection point name must be the name of the uniform to use.
  57154. * Can only be set on inputs
  57155. */
  57156. isUniform: boolean;
  57157. /**
  57158. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  57159. * In this case the connection point name must be the name of the attribute to use
  57160. * Can only be set on inputs
  57161. */
  57162. isAttribute: boolean;
  57163. /**
  57164. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  57165. * Can only be set on exit points
  57166. */
  57167. isVarying: boolean;
  57168. /**
  57169. * Gets a boolean indicating that the current connection point is a system value
  57170. */
  57171. readonly isSystemValue: boolean;
  57172. /**
  57173. * Gets or sets the current well known value or null if not defined as a system value
  57174. */
  57175. systemValue: Nullable<NodeMaterialSystemValues>;
  57176. /**
  57177. * Gets the current class name
  57178. * @returns the class name
  57179. */
  57180. getClassName(): string;
  57181. /**
  57182. * Animate the input if animationType !== None
  57183. * @param scene defines the rendering scene
  57184. */
  57185. animate(scene: Scene): void;
  57186. private _emitDefine;
  57187. initialize(state: NodeMaterialBuildState): void;
  57188. /**
  57189. * Set the input block to its default value (based on its type)
  57190. */
  57191. setDefaultValue(): void;
  57192. private _emitConstant;
  57193. private _emit;
  57194. /** @hidden */
  57195. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  57196. /** @hidden */
  57197. _transmit(effect: Effect, scene: Scene): void;
  57198. protected _buildBlock(state: NodeMaterialBuildState): void;
  57199. protected _dumpPropertiesCode(): string;
  57200. serialize(): any;
  57201. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57202. }
  57203. }
  57204. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  57205. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  57206. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  57207. import { Nullable } from "babylonjs/types";
  57208. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  57209. import { Observable } from "babylonjs/Misc/observable";
  57210. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57211. /**
  57212. * Enum used to define the compatibility state between two connection points
  57213. */
  57214. export enum NodeMaterialConnectionPointCompatibilityStates {
  57215. /** Points are compatibles */
  57216. Compatible = 0,
  57217. /** Points are incompatible because of their types */
  57218. TypeIncompatible = 1,
  57219. /** Points are incompatible because of their targets (vertex vs fragment) */
  57220. TargetIncompatible = 2
  57221. }
  57222. /**
  57223. * Defines a connection point for a block
  57224. */
  57225. export class NodeMaterialConnectionPoint {
  57226. /** @hidden */
  57227. _ownerBlock: NodeMaterialBlock;
  57228. /** @hidden */
  57229. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  57230. private _endpoints;
  57231. private _associatedVariableName;
  57232. /** @hidden */
  57233. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  57234. /** @hidden */
  57235. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  57236. private _type;
  57237. /** @hidden */
  57238. _enforceAssociatedVariableName: boolean;
  57239. /**
  57240. * Gets or sets the additional types supported by this connection point
  57241. */
  57242. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  57243. /**
  57244. * Gets or sets the additional types excluded by this connection point
  57245. */
  57246. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  57247. /**
  57248. * Observable triggered when this point is connected
  57249. */
  57250. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  57251. /**
  57252. * Gets or sets the associated variable name in the shader
  57253. */
  57254. associatedVariableName: string;
  57255. /**
  57256. * Gets or sets the connection point type (default is float)
  57257. */
  57258. type: NodeMaterialBlockConnectionPointTypes;
  57259. /**
  57260. * Gets or sets the connection point name
  57261. */
  57262. name: string;
  57263. /**
  57264. * Gets or sets a boolean indicating that this connection point can be omitted
  57265. */
  57266. isOptional: boolean;
  57267. /**
  57268. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  57269. */
  57270. define: string;
  57271. /** @hidden */
  57272. _prioritizeVertex: boolean;
  57273. private _target;
  57274. /** Gets or sets the target of that connection point */
  57275. target: NodeMaterialBlockTargets;
  57276. /**
  57277. * Gets a boolean indicating that the current point is connected
  57278. */
  57279. readonly isConnected: boolean;
  57280. /**
  57281. * Gets a boolean indicating that the current point is connected to an input block
  57282. */
  57283. readonly isConnectedToInputBlock: boolean;
  57284. /**
  57285. * Gets a the connected input block (if any)
  57286. */
  57287. readonly connectInputBlock: Nullable<InputBlock>;
  57288. /** Get the other side of the connection (if any) */
  57289. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  57290. /** Get the block that owns this connection point */
  57291. readonly ownerBlock: NodeMaterialBlock;
  57292. /** Get the block connected on the other side of this connection (if any) */
  57293. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  57294. /** Get the block connected on the endpoints of this connection (if any) */
  57295. readonly connectedBlocks: Array<NodeMaterialBlock>;
  57296. /** Gets the list of connected endpoints */
  57297. readonly endpoints: NodeMaterialConnectionPoint[];
  57298. /** Gets a boolean indicating if that output point is connected to at least one input */
  57299. readonly hasEndpoints: boolean;
  57300. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  57301. readonly isConnectedInVertexShader: boolean;
  57302. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  57303. readonly isConnectedInFragmentShader: boolean;
  57304. /**
  57305. * Creates a new connection point
  57306. * @param name defines the connection point name
  57307. * @param ownerBlock defines the block hosting this connection point
  57308. */
  57309. constructor(name: string, ownerBlock: NodeMaterialBlock);
  57310. /**
  57311. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  57312. * @returns the class name
  57313. */
  57314. getClassName(): string;
  57315. /**
  57316. * Gets a boolean indicating if the current point can be connected to another point
  57317. * @param connectionPoint defines the other connection point
  57318. * @returns a boolean
  57319. */
  57320. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  57321. /**
  57322. * Gets a number indicating if the current point can be connected to another point
  57323. * @param connectionPoint defines the other connection point
  57324. * @returns a number defining the compatibility state
  57325. */
  57326. checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates;
  57327. /**
  57328. * Connect this point to another connection point
  57329. * @param connectionPoint defines the other connection point
  57330. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  57331. * @returns the current connection point
  57332. */
  57333. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  57334. /**
  57335. * Disconnect this point from one of his endpoint
  57336. * @param endpoint defines the other connection point
  57337. * @returns the current connection point
  57338. */
  57339. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  57340. /**
  57341. * Serializes this point in a JSON representation
  57342. * @returns the serialized point object
  57343. */
  57344. serialize(): any;
  57345. /**
  57346. * Release resources
  57347. */
  57348. dispose(): void;
  57349. }
  57350. }
  57351. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  57352. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57353. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57354. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57355. import { Mesh } from "babylonjs/Meshes/mesh";
  57356. import { Effect } from "babylonjs/Materials/effect";
  57357. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57358. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57359. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  57360. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  57361. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  57362. /**
  57363. * Block used to add support for vertex skinning (bones)
  57364. */
  57365. export class BonesBlock extends NodeMaterialBlock {
  57366. /**
  57367. * Creates a new BonesBlock
  57368. * @param name defines the block name
  57369. */
  57370. constructor(name: string);
  57371. /**
  57372. * Initialize the block and prepare the context for build
  57373. * @param state defines the state that will be used for the build
  57374. */
  57375. initialize(state: NodeMaterialBuildState): void;
  57376. /**
  57377. * Gets the current class name
  57378. * @returns the class name
  57379. */
  57380. getClassName(): string;
  57381. /**
  57382. * Gets the matrix indices input component
  57383. */
  57384. readonly matricesIndices: NodeMaterialConnectionPoint;
  57385. /**
  57386. * Gets the matrix weights input component
  57387. */
  57388. readonly matricesWeights: NodeMaterialConnectionPoint;
  57389. /**
  57390. * Gets the extra matrix indices input component
  57391. */
  57392. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  57393. /**
  57394. * Gets the extra matrix weights input component
  57395. */
  57396. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  57397. /**
  57398. * Gets the world input component
  57399. */
  57400. readonly world: NodeMaterialConnectionPoint;
  57401. /**
  57402. * Gets the output component
  57403. */
  57404. readonly output: NodeMaterialConnectionPoint;
  57405. autoConfigure(material: NodeMaterial): void;
  57406. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  57407. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57408. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57409. protected _buildBlock(state: NodeMaterialBuildState): this;
  57410. }
  57411. }
  57412. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  57413. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57414. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57415. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57416. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57417. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57418. /**
  57419. * Block used to add support for instances
  57420. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  57421. */
  57422. export class InstancesBlock extends NodeMaterialBlock {
  57423. /**
  57424. * Creates a new InstancesBlock
  57425. * @param name defines the block name
  57426. */
  57427. constructor(name: string);
  57428. /**
  57429. * Gets the current class name
  57430. * @returns the class name
  57431. */
  57432. getClassName(): string;
  57433. /**
  57434. * Gets the first world row input component
  57435. */
  57436. readonly world0: NodeMaterialConnectionPoint;
  57437. /**
  57438. * Gets the second world row input component
  57439. */
  57440. readonly world1: NodeMaterialConnectionPoint;
  57441. /**
  57442. * Gets the third world row input component
  57443. */
  57444. readonly world2: NodeMaterialConnectionPoint;
  57445. /**
  57446. * Gets the forth world row input component
  57447. */
  57448. readonly world3: NodeMaterialConnectionPoint;
  57449. /**
  57450. * Gets the world input component
  57451. */
  57452. readonly world: NodeMaterialConnectionPoint;
  57453. /**
  57454. * Gets the output component
  57455. */
  57456. readonly output: NodeMaterialConnectionPoint;
  57457. autoConfigure(material: NodeMaterial): void;
  57458. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  57459. protected _buildBlock(state: NodeMaterialBuildState): this;
  57460. }
  57461. }
  57462. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  57463. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57464. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57465. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57466. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57467. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57468. import { Effect } from "babylonjs/Materials/effect";
  57469. import { Mesh } from "babylonjs/Meshes/mesh";
  57470. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  57471. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  57472. /**
  57473. * Block used to add morph targets support to vertex shader
  57474. */
  57475. export class MorphTargetsBlock extends NodeMaterialBlock {
  57476. private _repeatableContentAnchor;
  57477. private _repeatebleContentGenerated;
  57478. /**
  57479. * Create a new MorphTargetsBlock
  57480. * @param name defines the block name
  57481. */
  57482. constructor(name: string);
  57483. /**
  57484. * Gets the current class name
  57485. * @returns the class name
  57486. */
  57487. getClassName(): string;
  57488. /**
  57489. * Gets the position input component
  57490. */
  57491. readonly position: NodeMaterialConnectionPoint;
  57492. /**
  57493. * Gets the normal input component
  57494. */
  57495. readonly normal: NodeMaterialConnectionPoint;
  57496. /**
  57497. * Gets the tangent input component
  57498. */
  57499. readonly tangent: NodeMaterialConnectionPoint;
  57500. /**
  57501. * Gets the tangent input component
  57502. */
  57503. readonly uv: NodeMaterialConnectionPoint;
  57504. /**
  57505. * Gets the position output component
  57506. */
  57507. readonly positionOutput: NodeMaterialConnectionPoint;
  57508. /**
  57509. * Gets the normal output component
  57510. */
  57511. readonly normalOutput: NodeMaterialConnectionPoint;
  57512. /**
  57513. * Gets the tangent output component
  57514. */
  57515. readonly tangentOutput: NodeMaterialConnectionPoint;
  57516. /**
  57517. * Gets the tangent output component
  57518. */
  57519. readonly uvOutput: NodeMaterialConnectionPoint;
  57520. initialize(state: NodeMaterialBuildState): void;
  57521. autoConfigure(material: NodeMaterial): void;
  57522. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57523. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57524. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  57525. protected _buildBlock(state: NodeMaterialBuildState): this;
  57526. }
  57527. }
  57528. declare module "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock" {
  57529. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57530. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57531. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57532. import { Nullable } from "babylonjs/types";
  57533. import { Scene } from "babylonjs/scene";
  57534. import { Effect } from "babylonjs/Materials/effect";
  57535. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57536. import { Mesh } from "babylonjs/Meshes/mesh";
  57537. import { Light } from "babylonjs/Lights/light";
  57538. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57539. /**
  57540. * Block used to get data information from a light
  57541. */
  57542. export class LightInformationBlock extends NodeMaterialBlock {
  57543. private _lightDataUniformName;
  57544. private _lightColorUniformName;
  57545. private _lightTypeDefineName;
  57546. /**
  57547. * Gets or sets the light associated with this block
  57548. */
  57549. light: Nullable<Light>;
  57550. /**
  57551. * Creates a new LightInformationBlock
  57552. * @param name defines the block name
  57553. */
  57554. constructor(name: string);
  57555. /**
  57556. * Gets the current class name
  57557. * @returns the class name
  57558. */
  57559. getClassName(): string;
  57560. /**
  57561. * Gets the world position input component
  57562. */
  57563. readonly worldPosition: NodeMaterialConnectionPoint;
  57564. /**
  57565. * Gets the direction output component
  57566. */
  57567. readonly direction: NodeMaterialConnectionPoint;
  57568. /**
  57569. * Gets the direction output component
  57570. */
  57571. readonly color: NodeMaterialConnectionPoint;
  57572. /**
  57573. * Gets the direction output component
  57574. */
  57575. readonly intensity: NodeMaterialConnectionPoint;
  57576. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57577. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57578. protected _buildBlock(state: NodeMaterialBuildState): this;
  57579. serialize(): any;
  57580. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57581. }
  57582. }
  57583. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  57584. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  57585. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  57586. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  57587. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  57588. export * from "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock";
  57589. }
  57590. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  57591. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57592. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57593. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57594. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57595. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57596. import { Effect } from "babylonjs/Materials/effect";
  57597. import { Mesh } from "babylonjs/Meshes/mesh";
  57598. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57599. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  57600. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  57601. /**
  57602. * Block used to add image processing support to fragment shader
  57603. */
  57604. export class ImageProcessingBlock extends NodeMaterialBlock {
  57605. /**
  57606. * Create a new ImageProcessingBlock
  57607. * @param name defines the block name
  57608. */
  57609. constructor(name: string);
  57610. /**
  57611. * Gets the current class name
  57612. * @returns the class name
  57613. */
  57614. getClassName(): string;
  57615. /**
  57616. * Gets the color input component
  57617. */
  57618. readonly color: NodeMaterialConnectionPoint;
  57619. /**
  57620. * Gets the output component
  57621. */
  57622. readonly output: NodeMaterialConnectionPoint;
  57623. /**
  57624. * Initialize the block and prepare the context for build
  57625. * @param state defines the state that will be used for the build
  57626. */
  57627. initialize(state: NodeMaterialBuildState): void;
  57628. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  57629. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57630. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57631. protected _buildBlock(state: NodeMaterialBuildState): this;
  57632. }
  57633. }
  57634. declare module "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock" {
  57635. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57636. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57637. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57638. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57639. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57640. import { Effect } from "babylonjs/Materials/effect";
  57641. import { Mesh } from "babylonjs/Meshes/mesh";
  57642. import { Scene } from "babylonjs/scene";
  57643. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  57644. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  57645. /**
  57646. * Block used to pertub normals based on a normal map
  57647. */
  57648. export class PerturbNormalBlock extends NodeMaterialBlock {
  57649. private _tangentSpaceParameterName;
  57650. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  57651. invertX: boolean;
  57652. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  57653. invertY: boolean;
  57654. /**
  57655. * Create a new PerturbNormalBlock
  57656. * @param name defines the block name
  57657. */
  57658. constructor(name: string);
  57659. /**
  57660. * Gets the current class name
  57661. * @returns the class name
  57662. */
  57663. getClassName(): string;
  57664. /**
  57665. * Gets the world position input component
  57666. */
  57667. readonly worldPosition: NodeMaterialConnectionPoint;
  57668. /**
  57669. * Gets the world normal input component
  57670. */
  57671. readonly worldNormal: NodeMaterialConnectionPoint;
  57672. /**
  57673. * Gets the uv input component
  57674. */
  57675. readonly uv: NodeMaterialConnectionPoint;
  57676. /**
  57677. * Gets the normal map color input component
  57678. */
  57679. readonly normalMapColor: NodeMaterialConnectionPoint;
  57680. /**
  57681. * Gets the strength input component
  57682. */
  57683. readonly strength: NodeMaterialConnectionPoint;
  57684. /**
  57685. * Gets the output component
  57686. */
  57687. readonly output: NodeMaterialConnectionPoint;
  57688. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57689. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57690. autoConfigure(material: NodeMaterial): void;
  57691. protected _buildBlock(state: NodeMaterialBuildState): this;
  57692. protected _dumpPropertiesCode(): string;
  57693. serialize(): any;
  57694. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57695. }
  57696. }
  57697. declare module "babylonjs/Materials/Node/Blocks/Fragment/discardBlock" {
  57698. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57699. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57700. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57701. /**
  57702. * Block used to discard a pixel if a value is smaller than a cutoff
  57703. */
  57704. export class DiscardBlock extends NodeMaterialBlock {
  57705. /**
  57706. * Create a new DiscardBlock
  57707. * @param name defines the block name
  57708. */
  57709. constructor(name: string);
  57710. /**
  57711. * Gets the current class name
  57712. * @returns the class name
  57713. */
  57714. getClassName(): string;
  57715. /**
  57716. * Gets the color input component
  57717. */
  57718. readonly value: NodeMaterialConnectionPoint;
  57719. /**
  57720. * Gets the cutoff input component
  57721. */
  57722. readonly cutoff: NodeMaterialConnectionPoint;
  57723. protected _buildBlock(state: NodeMaterialBuildState): this;
  57724. }
  57725. }
  57726. declare module "babylonjs/Materials/Node/Blocks/Fragment/frontFacingBlock" {
  57727. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57728. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57729. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57730. /**
  57731. * Block used to test if the fragment shader is front facing
  57732. */
  57733. export class FrontFacingBlock extends NodeMaterialBlock {
  57734. /**
  57735. * Creates a new FrontFacingBlock
  57736. * @param name defines the block name
  57737. */
  57738. constructor(name: string);
  57739. /**
  57740. * Gets the current class name
  57741. * @returns the class name
  57742. */
  57743. getClassName(): string;
  57744. /**
  57745. * Gets the output component
  57746. */
  57747. readonly output: NodeMaterialConnectionPoint;
  57748. protected _buildBlock(state: NodeMaterialBuildState): this;
  57749. }
  57750. }
  57751. declare module "babylonjs/Materials/Node/Blocks/Fragment/derivativeBlock" {
  57752. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57753. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57754. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57755. /**
  57756. * Block used to get the derivative value on x and y of a given input
  57757. */
  57758. export class DerivativeBlock extends NodeMaterialBlock {
  57759. /**
  57760. * Create a new DerivativeBlock
  57761. * @param name defines the block name
  57762. */
  57763. constructor(name: string);
  57764. /**
  57765. * Gets the current class name
  57766. * @returns the class name
  57767. */
  57768. getClassName(): string;
  57769. /**
  57770. * Gets the input component
  57771. */
  57772. readonly input: NodeMaterialConnectionPoint;
  57773. /**
  57774. * Gets the derivative output on x
  57775. */
  57776. readonly dx: NodeMaterialConnectionPoint;
  57777. /**
  57778. * Gets the derivative output on y
  57779. */
  57780. readonly dy: NodeMaterialConnectionPoint;
  57781. protected _buildBlock(state: NodeMaterialBuildState): this;
  57782. }
  57783. }
  57784. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  57785. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  57786. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  57787. export * from "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock";
  57788. export * from "babylonjs/Materials/Node/Blocks/Fragment/discardBlock";
  57789. export * from "babylonjs/Materials/Node/Blocks/Fragment/frontFacingBlock";
  57790. export * from "babylonjs/Materials/Node/Blocks/Fragment/derivativeBlock";
  57791. }
  57792. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  57793. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57794. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57795. import { Mesh } from "babylonjs/Meshes/mesh";
  57796. import { Effect } from "babylonjs/Materials/effect";
  57797. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57798. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57799. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57800. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  57801. /**
  57802. * Block used to add support for scene fog
  57803. */
  57804. export class FogBlock extends NodeMaterialBlock {
  57805. private _fogDistanceName;
  57806. private _fogParameters;
  57807. /**
  57808. * Create a new FogBlock
  57809. * @param name defines the block name
  57810. */
  57811. constructor(name: string);
  57812. /**
  57813. * Gets the current class name
  57814. * @returns the class name
  57815. */
  57816. getClassName(): string;
  57817. /**
  57818. * Gets the world position input component
  57819. */
  57820. readonly worldPosition: NodeMaterialConnectionPoint;
  57821. /**
  57822. * Gets the view input component
  57823. */
  57824. readonly view: NodeMaterialConnectionPoint;
  57825. /**
  57826. * Gets the color input component
  57827. */
  57828. readonly input: NodeMaterialConnectionPoint;
  57829. /**
  57830. * Gets the fog color input component
  57831. */
  57832. readonly fogColor: NodeMaterialConnectionPoint;
  57833. /**
  57834. * Gets the output component
  57835. */
  57836. readonly output: NodeMaterialConnectionPoint;
  57837. autoConfigure(material: NodeMaterial): void;
  57838. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57839. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57840. protected _buildBlock(state: NodeMaterialBuildState): this;
  57841. }
  57842. }
  57843. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  57844. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57845. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57846. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57847. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57848. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57849. import { Effect } from "babylonjs/Materials/effect";
  57850. import { Mesh } from "babylonjs/Meshes/mesh";
  57851. import { Light } from "babylonjs/Lights/light";
  57852. import { Nullable } from "babylonjs/types";
  57853. import { Scene } from "babylonjs/scene";
  57854. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  57855. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  57856. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  57857. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57858. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  57859. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  57860. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  57861. /**
  57862. * Block used to add light in the fragment shader
  57863. */
  57864. export class LightBlock extends NodeMaterialBlock {
  57865. private _lightId;
  57866. /**
  57867. * Gets or sets the light associated with this block
  57868. */
  57869. light: Nullable<Light>;
  57870. /**
  57871. * Create a new LightBlock
  57872. * @param name defines the block name
  57873. */
  57874. constructor(name: string);
  57875. /**
  57876. * Gets the current class name
  57877. * @returns the class name
  57878. */
  57879. getClassName(): string;
  57880. /**
  57881. * Gets the world position input component
  57882. */
  57883. readonly worldPosition: NodeMaterialConnectionPoint;
  57884. /**
  57885. * Gets the world normal input component
  57886. */
  57887. readonly worldNormal: NodeMaterialConnectionPoint;
  57888. /**
  57889. * Gets the camera (or eye) position component
  57890. */
  57891. readonly cameraPosition: NodeMaterialConnectionPoint;
  57892. /**
  57893. * Gets the glossiness component
  57894. */
  57895. readonly glossiness: NodeMaterialConnectionPoint;
  57896. /**
  57897. * Gets the glossinness power component
  57898. */
  57899. readonly glossPower: NodeMaterialConnectionPoint;
  57900. /**
  57901. * Gets the diffuse color component
  57902. */
  57903. readonly diffuseColor: NodeMaterialConnectionPoint;
  57904. /**
  57905. * Gets the specular color component
  57906. */
  57907. readonly specularColor: NodeMaterialConnectionPoint;
  57908. /**
  57909. * Gets the diffuse output component
  57910. */
  57911. readonly diffuseOutput: NodeMaterialConnectionPoint;
  57912. /**
  57913. * Gets the specular output component
  57914. */
  57915. readonly specularOutput: NodeMaterialConnectionPoint;
  57916. autoConfigure(material: NodeMaterial): void;
  57917. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57918. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  57919. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57920. private _injectVertexCode;
  57921. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  57922. serialize(): any;
  57923. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57924. }
  57925. }
  57926. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  57927. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  57928. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  57929. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  57930. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  57931. }
  57932. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  57933. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  57934. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  57935. }
  57936. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  57937. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57938. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57939. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57940. /**
  57941. * Block used to multiply 2 values
  57942. */
  57943. export class MultiplyBlock extends NodeMaterialBlock {
  57944. /**
  57945. * Creates a new MultiplyBlock
  57946. * @param name defines the block name
  57947. */
  57948. constructor(name: string);
  57949. /**
  57950. * Gets the current class name
  57951. * @returns the class name
  57952. */
  57953. getClassName(): string;
  57954. /**
  57955. * Gets the left operand input component
  57956. */
  57957. readonly left: NodeMaterialConnectionPoint;
  57958. /**
  57959. * Gets the right operand input component
  57960. */
  57961. readonly right: NodeMaterialConnectionPoint;
  57962. /**
  57963. * Gets the output component
  57964. */
  57965. readonly output: NodeMaterialConnectionPoint;
  57966. protected _buildBlock(state: NodeMaterialBuildState): this;
  57967. }
  57968. }
  57969. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  57970. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57971. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57972. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57973. /**
  57974. * Block used to add 2 vectors
  57975. */
  57976. export class AddBlock extends NodeMaterialBlock {
  57977. /**
  57978. * Creates a new AddBlock
  57979. * @param name defines the block name
  57980. */
  57981. constructor(name: string);
  57982. /**
  57983. * Gets the current class name
  57984. * @returns the class name
  57985. */
  57986. getClassName(): string;
  57987. /**
  57988. * Gets the left operand input component
  57989. */
  57990. readonly left: NodeMaterialConnectionPoint;
  57991. /**
  57992. * Gets the right operand input component
  57993. */
  57994. readonly right: NodeMaterialConnectionPoint;
  57995. /**
  57996. * Gets the output component
  57997. */
  57998. readonly output: NodeMaterialConnectionPoint;
  57999. protected _buildBlock(state: NodeMaterialBuildState): this;
  58000. }
  58001. }
  58002. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  58003. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58004. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58005. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58006. /**
  58007. * Block used to scale a vector by a float
  58008. */
  58009. export class ScaleBlock extends NodeMaterialBlock {
  58010. /**
  58011. * Creates a new ScaleBlock
  58012. * @param name defines the block name
  58013. */
  58014. constructor(name: string);
  58015. /**
  58016. * Gets the current class name
  58017. * @returns the class name
  58018. */
  58019. getClassName(): string;
  58020. /**
  58021. * Gets the input component
  58022. */
  58023. readonly input: NodeMaterialConnectionPoint;
  58024. /**
  58025. * Gets the factor input component
  58026. */
  58027. readonly factor: NodeMaterialConnectionPoint;
  58028. /**
  58029. * Gets the output component
  58030. */
  58031. readonly output: NodeMaterialConnectionPoint;
  58032. protected _buildBlock(state: NodeMaterialBuildState): this;
  58033. }
  58034. }
  58035. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  58036. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58037. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58038. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58039. import { Scene } from "babylonjs/scene";
  58040. /**
  58041. * Block used to clamp a float
  58042. */
  58043. export class ClampBlock extends NodeMaterialBlock {
  58044. /** Gets or sets the minimum range */
  58045. minimum: number;
  58046. /** Gets or sets the maximum range */
  58047. maximum: number;
  58048. /**
  58049. * Creates a new ClampBlock
  58050. * @param name defines the block name
  58051. */
  58052. constructor(name: string);
  58053. /**
  58054. * Gets the current class name
  58055. * @returns the class name
  58056. */
  58057. getClassName(): string;
  58058. /**
  58059. * Gets the value input component
  58060. */
  58061. readonly value: NodeMaterialConnectionPoint;
  58062. /**
  58063. * Gets the output component
  58064. */
  58065. readonly output: NodeMaterialConnectionPoint;
  58066. protected _buildBlock(state: NodeMaterialBuildState): this;
  58067. protected _dumpPropertiesCode(): string;
  58068. serialize(): any;
  58069. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58070. }
  58071. }
  58072. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  58073. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58074. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58075. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58076. /**
  58077. * Block used to apply a cross product between 2 vectors
  58078. */
  58079. export class CrossBlock extends NodeMaterialBlock {
  58080. /**
  58081. * Creates a new CrossBlock
  58082. * @param name defines the block name
  58083. */
  58084. constructor(name: string);
  58085. /**
  58086. * Gets the current class name
  58087. * @returns the class name
  58088. */
  58089. getClassName(): string;
  58090. /**
  58091. * Gets the left operand input component
  58092. */
  58093. readonly left: NodeMaterialConnectionPoint;
  58094. /**
  58095. * Gets the right operand input component
  58096. */
  58097. readonly right: NodeMaterialConnectionPoint;
  58098. /**
  58099. * Gets the output component
  58100. */
  58101. readonly output: NodeMaterialConnectionPoint;
  58102. protected _buildBlock(state: NodeMaterialBuildState): this;
  58103. }
  58104. }
  58105. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  58106. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58107. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58108. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58109. /**
  58110. * Block used to apply a dot product between 2 vectors
  58111. */
  58112. export class DotBlock extends NodeMaterialBlock {
  58113. /**
  58114. * Creates a new DotBlock
  58115. * @param name defines the block name
  58116. */
  58117. constructor(name: string);
  58118. /**
  58119. * Gets the current class name
  58120. * @returns the class name
  58121. */
  58122. getClassName(): string;
  58123. /**
  58124. * Gets the left operand input component
  58125. */
  58126. readonly left: NodeMaterialConnectionPoint;
  58127. /**
  58128. * Gets the right operand input component
  58129. */
  58130. readonly right: NodeMaterialConnectionPoint;
  58131. /**
  58132. * Gets the output component
  58133. */
  58134. readonly output: NodeMaterialConnectionPoint;
  58135. protected _buildBlock(state: NodeMaterialBuildState): this;
  58136. }
  58137. }
  58138. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  58139. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58140. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58141. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58142. import { Vector2 } from "babylonjs/Maths/math.vector";
  58143. import { Scene } from "babylonjs/scene";
  58144. /**
  58145. * Block used to remap a float from a range to a new one
  58146. */
  58147. export class RemapBlock extends NodeMaterialBlock {
  58148. /**
  58149. * Gets or sets the source range
  58150. */
  58151. sourceRange: Vector2;
  58152. /**
  58153. * Gets or sets the target range
  58154. */
  58155. targetRange: Vector2;
  58156. /**
  58157. * Creates a new RemapBlock
  58158. * @param name defines the block name
  58159. */
  58160. constructor(name: string);
  58161. /**
  58162. * Gets the current class name
  58163. * @returns the class name
  58164. */
  58165. getClassName(): string;
  58166. /**
  58167. * Gets the input component
  58168. */
  58169. readonly input: NodeMaterialConnectionPoint;
  58170. /**
  58171. * Gets the source min input component
  58172. */
  58173. readonly sourceMin: NodeMaterialConnectionPoint;
  58174. /**
  58175. * Gets the source max input component
  58176. */
  58177. readonly sourceMax: NodeMaterialConnectionPoint;
  58178. /**
  58179. * Gets the target min input component
  58180. */
  58181. readonly targetMin: NodeMaterialConnectionPoint;
  58182. /**
  58183. * Gets the target max input component
  58184. */
  58185. readonly targetMax: NodeMaterialConnectionPoint;
  58186. /**
  58187. * Gets the output component
  58188. */
  58189. readonly output: NodeMaterialConnectionPoint;
  58190. protected _buildBlock(state: NodeMaterialBuildState): this;
  58191. protected _dumpPropertiesCode(): string;
  58192. serialize(): any;
  58193. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58194. }
  58195. }
  58196. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  58197. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58198. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58199. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58200. /**
  58201. * Block used to normalize a vector
  58202. */
  58203. export class NormalizeBlock extends NodeMaterialBlock {
  58204. /**
  58205. * Creates a new NormalizeBlock
  58206. * @param name defines the block name
  58207. */
  58208. constructor(name: string);
  58209. /**
  58210. * Gets the current class name
  58211. * @returns the class name
  58212. */
  58213. getClassName(): string;
  58214. /**
  58215. * Gets the input component
  58216. */
  58217. readonly input: NodeMaterialConnectionPoint;
  58218. /**
  58219. * Gets the output component
  58220. */
  58221. readonly output: NodeMaterialConnectionPoint;
  58222. protected _buildBlock(state: NodeMaterialBuildState): this;
  58223. }
  58224. }
  58225. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  58226. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58227. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58228. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58229. import { Scene } from "babylonjs/scene";
  58230. /**
  58231. * Operations supported by the Trigonometry block
  58232. */
  58233. export enum TrigonometryBlockOperations {
  58234. /** Cos */
  58235. Cos = 0,
  58236. /** Sin */
  58237. Sin = 1,
  58238. /** Abs */
  58239. Abs = 2,
  58240. /** Exp */
  58241. Exp = 3,
  58242. /** Exp2 */
  58243. Exp2 = 4,
  58244. /** Round */
  58245. Round = 5,
  58246. /** Floor */
  58247. Floor = 6,
  58248. /** Ceiling */
  58249. Ceiling = 7,
  58250. /** Square root */
  58251. Sqrt = 8,
  58252. /** Log */
  58253. Log = 9,
  58254. /** Tangent */
  58255. Tan = 10,
  58256. /** Arc tangent */
  58257. ArcTan = 11,
  58258. /** Arc cosinus */
  58259. ArcCos = 12,
  58260. /** Arc sinus */
  58261. ArcSin = 13,
  58262. /** Fraction */
  58263. Fract = 14,
  58264. /** Sign */
  58265. Sign = 15,
  58266. /** To radians (from degrees) */
  58267. Radians = 16,
  58268. /** To degrees (from radians) */
  58269. Degrees = 17
  58270. }
  58271. /**
  58272. * Block used to apply trigonometry operation to floats
  58273. */
  58274. export class TrigonometryBlock extends NodeMaterialBlock {
  58275. /**
  58276. * Gets or sets the operation applied by the block
  58277. */
  58278. operation: TrigonometryBlockOperations;
  58279. /**
  58280. * Creates a new TrigonometryBlock
  58281. * @param name defines the block name
  58282. */
  58283. constructor(name: string);
  58284. /**
  58285. * Gets the current class name
  58286. * @returns the class name
  58287. */
  58288. getClassName(): string;
  58289. /**
  58290. * Gets the input component
  58291. */
  58292. readonly input: NodeMaterialConnectionPoint;
  58293. /**
  58294. * Gets the output component
  58295. */
  58296. readonly output: NodeMaterialConnectionPoint;
  58297. protected _buildBlock(state: NodeMaterialBuildState): this;
  58298. serialize(): any;
  58299. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58300. protected _dumpPropertiesCode(): string;
  58301. }
  58302. }
  58303. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  58304. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58305. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58306. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58307. /**
  58308. * Block used to create a Color3/4 out of individual inputs (one for each component)
  58309. */
  58310. export class ColorMergerBlock extends NodeMaterialBlock {
  58311. /**
  58312. * Create a new ColorMergerBlock
  58313. * @param name defines the block name
  58314. */
  58315. constructor(name: string);
  58316. /**
  58317. * Gets the current class name
  58318. * @returns the class name
  58319. */
  58320. getClassName(): string;
  58321. /**
  58322. * Gets the r component (input)
  58323. */
  58324. readonly r: NodeMaterialConnectionPoint;
  58325. /**
  58326. * Gets the g component (input)
  58327. */
  58328. readonly g: NodeMaterialConnectionPoint;
  58329. /**
  58330. * Gets the b component (input)
  58331. */
  58332. readonly b: NodeMaterialConnectionPoint;
  58333. /**
  58334. * Gets the a component (input)
  58335. */
  58336. readonly a: NodeMaterialConnectionPoint;
  58337. /**
  58338. * Gets the rgba component (output)
  58339. */
  58340. readonly rgba: NodeMaterialConnectionPoint;
  58341. /**
  58342. * Gets the rgb component (output)
  58343. */
  58344. readonly rgb: NodeMaterialConnectionPoint;
  58345. protected _buildBlock(state: NodeMaterialBuildState): this;
  58346. }
  58347. }
  58348. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  58349. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58350. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58351. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58352. /**
  58353. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  58354. */
  58355. export class VectorMergerBlock extends NodeMaterialBlock {
  58356. /**
  58357. * Create a new VectorMergerBlock
  58358. * @param name defines the block name
  58359. */
  58360. constructor(name: string);
  58361. /**
  58362. * Gets the current class name
  58363. * @returns the class name
  58364. */
  58365. getClassName(): string;
  58366. /**
  58367. * Gets the x component (input)
  58368. */
  58369. readonly x: NodeMaterialConnectionPoint;
  58370. /**
  58371. * Gets the y component (input)
  58372. */
  58373. readonly y: NodeMaterialConnectionPoint;
  58374. /**
  58375. * Gets the z component (input)
  58376. */
  58377. readonly z: NodeMaterialConnectionPoint;
  58378. /**
  58379. * Gets the w component (input)
  58380. */
  58381. readonly w: NodeMaterialConnectionPoint;
  58382. /**
  58383. * Gets the xyzw component (output)
  58384. */
  58385. readonly xyzw: NodeMaterialConnectionPoint;
  58386. /**
  58387. * Gets the xyz component (output)
  58388. */
  58389. readonly xyz: NodeMaterialConnectionPoint;
  58390. /**
  58391. * Gets the xy component (output)
  58392. */
  58393. readonly xy: NodeMaterialConnectionPoint;
  58394. protected _buildBlock(state: NodeMaterialBuildState): this;
  58395. }
  58396. }
  58397. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  58398. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58399. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58400. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58401. /**
  58402. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  58403. */
  58404. export class ColorSplitterBlock extends NodeMaterialBlock {
  58405. /**
  58406. * Create a new ColorSplitterBlock
  58407. * @param name defines the block name
  58408. */
  58409. constructor(name: string);
  58410. /**
  58411. * Gets the current class name
  58412. * @returns the class name
  58413. */
  58414. getClassName(): string;
  58415. /**
  58416. * Gets the rgba component (input)
  58417. */
  58418. readonly rgba: NodeMaterialConnectionPoint;
  58419. /**
  58420. * Gets the rgb component (input)
  58421. */
  58422. readonly rgbIn: NodeMaterialConnectionPoint;
  58423. /**
  58424. * Gets the rgb component (output)
  58425. */
  58426. readonly rgbOut: NodeMaterialConnectionPoint;
  58427. /**
  58428. * Gets the r component (output)
  58429. */
  58430. readonly r: NodeMaterialConnectionPoint;
  58431. /**
  58432. * Gets the g component (output)
  58433. */
  58434. readonly g: NodeMaterialConnectionPoint;
  58435. /**
  58436. * Gets the b component (output)
  58437. */
  58438. readonly b: NodeMaterialConnectionPoint;
  58439. /**
  58440. * Gets the a component (output)
  58441. */
  58442. readonly a: NodeMaterialConnectionPoint;
  58443. protected _inputRename(name: string): string;
  58444. protected _outputRename(name: string): string;
  58445. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  58446. }
  58447. }
  58448. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  58449. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58450. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58451. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58452. /**
  58453. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  58454. */
  58455. export class VectorSplitterBlock extends NodeMaterialBlock {
  58456. /**
  58457. * Create a new VectorSplitterBlock
  58458. * @param name defines the block name
  58459. */
  58460. constructor(name: string);
  58461. /**
  58462. * Gets the current class name
  58463. * @returns the class name
  58464. */
  58465. getClassName(): string;
  58466. /**
  58467. * Gets the xyzw component (input)
  58468. */
  58469. readonly xyzw: NodeMaterialConnectionPoint;
  58470. /**
  58471. * Gets the xyz component (input)
  58472. */
  58473. readonly xyzIn: NodeMaterialConnectionPoint;
  58474. /**
  58475. * Gets the xy component (input)
  58476. */
  58477. readonly xyIn: NodeMaterialConnectionPoint;
  58478. /**
  58479. * Gets the xyz component (output)
  58480. */
  58481. readonly xyzOut: NodeMaterialConnectionPoint;
  58482. /**
  58483. * Gets the xy component (output)
  58484. */
  58485. readonly xyOut: NodeMaterialConnectionPoint;
  58486. /**
  58487. * Gets the x component (output)
  58488. */
  58489. readonly x: NodeMaterialConnectionPoint;
  58490. /**
  58491. * Gets the y component (output)
  58492. */
  58493. readonly y: NodeMaterialConnectionPoint;
  58494. /**
  58495. * Gets the z component (output)
  58496. */
  58497. readonly z: NodeMaterialConnectionPoint;
  58498. /**
  58499. * Gets the w component (output)
  58500. */
  58501. readonly w: NodeMaterialConnectionPoint;
  58502. protected _inputRename(name: string): string;
  58503. protected _outputRename(name: string): string;
  58504. protected _buildBlock(state: NodeMaterialBuildState): this;
  58505. }
  58506. }
  58507. declare module "babylonjs/Materials/Node/Blocks/lerpBlock" {
  58508. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58509. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58510. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58511. /**
  58512. * Block used to lerp between 2 values
  58513. */
  58514. export class LerpBlock extends NodeMaterialBlock {
  58515. /**
  58516. * Creates a new LerpBlock
  58517. * @param name defines the block name
  58518. */
  58519. constructor(name: string);
  58520. /**
  58521. * Gets the current class name
  58522. * @returns the class name
  58523. */
  58524. getClassName(): string;
  58525. /**
  58526. * Gets the left operand input component
  58527. */
  58528. readonly left: NodeMaterialConnectionPoint;
  58529. /**
  58530. * Gets the right operand input component
  58531. */
  58532. readonly right: NodeMaterialConnectionPoint;
  58533. /**
  58534. * Gets the gradient operand input component
  58535. */
  58536. readonly gradient: NodeMaterialConnectionPoint;
  58537. /**
  58538. * Gets the output component
  58539. */
  58540. readonly output: NodeMaterialConnectionPoint;
  58541. protected _buildBlock(state: NodeMaterialBuildState): this;
  58542. }
  58543. }
  58544. declare module "babylonjs/Materials/Node/Blocks/divideBlock" {
  58545. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58546. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58547. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58548. /**
  58549. * Block used to divide 2 vectors
  58550. */
  58551. export class DivideBlock extends NodeMaterialBlock {
  58552. /**
  58553. * Creates a new DivideBlock
  58554. * @param name defines the block name
  58555. */
  58556. constructor(name: string);
  58557. /**
  58558. * Gets the current class name
  58559. * @returns the class name
  58560. */
  58561. getClassName(): string;
  58562. /**
  58563. * Gets the left operand input component
  58564. */
  58565. readonly left: NodeMaterialConnectionPoint;
  58566. /**
  58567. * Gets the right operand input component
  58568. */
  58569. readonly right: NodeMaterialConnectionPoint;
  58570. /**
  58571. * Gets the output component
  58572. */
  58573. readonly output: NodeMaterialConnectionPoint;
  58574. protected _buildBlock(state: NodeMaterialBuildState): this;
  58575. }
  58576. }
  58577. declare module "babylonjs/Materials/Node/Blocks/subtractBlock" {
  58578. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58579. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58580. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58581. /**
  58582. * Block used to subtract 2 vectors
  58583. */
  58584. export class SubtractBlock extends NodeMaterialBlock {
  58585. /**
  58586. * Creates a new SubtractBlock
  58587. * @param name defines the block name
  58588. */
  58589. constructor(name: string);
  58590. /**
  58591. * Gets the current class name
  58592. * @returns the class name
  58593. */
  58594. getClassName(): string;
  58595. /**
  58596. * Gets the left operand input component
  58597. */
  58598. readonly left: NodeMaterialConnectionPoint;
  58599. /**
  58600. * Gets the right operand input component
  58601. */
  58602. readonly right: NodeMaterialConnectionPoint;
  58603. /**
  58604. * Gets the output component
  58605. */
  58606. readonly output: NodeMaterialConnectionPoint;
  58607. protected _buildBlock(state: NodeMaterialBuildState): this;
  58608. }
  58609. }
  58610. declare module "babylonjs/Materials/Node/Blocks/stepBlock" {
  58611. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58612. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58613. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58614. /**
  58615. * Block used to step a value
  58616. */
  58617. export class StepBlock extends NodeMaterialBlock {
  58618. /**
  58619. * Creates a new StepBlock
  58620. * @param name defines the block name
  58621. */
  58622. constructor(name: string);
  58623. /**
  58624. * Gets the current class name
  58625. * @returns the class name
  58626. */
  58627. getClassName(): string;
  58628. /**
  58629. * Gets the value operand input component
  58630. */
  58631. readonly value: NodeMaterialConnectionPoint;
  58632. /**
  58633. * Gets the edge operand input component
  58634. */
  58635. readonly edge: NodeMaterialConnectionPoint;
  58636. /**
  58637. * Gets the output component
  58638. */
  58639. readonly output: NodeMaterialConnectionPoint;
  58640. protected _buildBlock(state: NodeMaterialBuildState): this;
  58641. }
  58642. }
  58643. declare module "babylonjs/Materials/Node/Blocks/oneMinusBlock" {
  58644. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58645. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58646. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58647. /**
  58648. * Block used to get the opposite (1 - x) of a value
  58649. */
  58650. export class OneMinusBlock extends NodeMaterialBlock {
  58651. /**
  58652. * Creates a new OneMinusBlock
  58653. * @param name defines the block name
  58654. */
  58655. constructor(name: string);
  58656. /**
  58657. * Gets the current class name
  58658. * @returns the class name
  58659. */
  58660. getClassName(): string;
  58661. /**
  58662. * Gets the input component
  58663. */
  58664. readonly input: NodeMaterialConnectionPoint;
  58665. /**
  58666. * Gets the output component
  58667. */
  58668. readonly output: NodeMaterialConnectionPoint;
  58669. protected _buildBlock(state: NodeMaterialBuildState): this;
  58670. }
  58671. }
  58672. declare module "babylonjs/Materials/Node/Blocks/viewDirectionBlock" {
  58673. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58674. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58675. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58676. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58677. /**
  58678. * Block used to get the view direction
  58679. */
  58680. export class ViewDirectionBlock extends NodeMaterialBlock {
  58681. /**
  58682. * Creates a new ViewDirectionBlock
  58683. * @param name defines the block name
  58684. */
  58685. constructor(name: string);
  58686. /**
  58687. * Gets the current class name
  58688. * @returns the class name
  58689. */
  58690. getClassName(): string;
  58691. /**
  58692. * Gets the world position component
  58693. */
  58694. readonly worldPosition: NodeMaterialConnectionPoint;
  58695. /**
  58696. * Gets the camera position component
  58697. */
  58698. readonly cameraPosition: NodeMaterialConnectionPoint;
  58699. /**
  58700. * Gets the output component
  58701. */
  58702. readonly output: NodeMaterialConnectionPoint;
  58703. autoConfigure(material: NodeMaterial): void;
  58704. protected _buildBlock(state: NodeMaterialBuildState): this;
  58705. }
  58706. }
  58707. declare module "babylonjs/Materials/Node/Blocks/fresnelBlock" {
  58708. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58709. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58710. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58711. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58712. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  58713. /**
  58714. * Block used to compute fresnel value
  58715. */
  58716. export class FresnelBlock extends NodeMaterialBlock {
  58717. /**
  58718. * Create a new FresnelBlock
  58719. * @param name defines the block name
  58720. */
  58721. constructor(name: string);
  58722. /**
  58723. * Gets the current class name
  58724. * @returns the class name
  58725. */
  58726. getClassName(): string;
  58727. /**
  58728. * Gets the world normal input component
  58729. */
  58730. readonly worldNormal: NodeMaterialConnectionPoint;
  58731. /**
  58732. * Gets the view direction input component
  58733. */
  58734. readonly viewDirection: NodeMaterialConnectionPoint;
  58735. /**
  58736. * Gets the bias input component
  58737. */
  58738. readonly bias: NodeMaterialConnectionPoint;
  58739. /**
  58740. * Gets the camera (or eye) position component
  58741. */
  58742. readonly power: NodeMaterialConnectionPoint;
  58743. /**
  58744. * Gets the fresnel output component
  58745. */
  58746. readonly fresnel: NodeMaterialConnectionPoint;
  58747. autoConfigure(material: NodeMaterial): void;
  58748. protected _buildBlock(state: NodeMaterialBuildState): this;
  58749. }
  58750. }
  58751. declare module "babylonjs/Materials/Node/Blocks/maxBlock" {
  58752. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58753. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58754. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58755. /**
  58756. * Block used to get the max of 2 values
  58757. */
  58758. export class MaxBlock extends NodeMaterialBlock {
  58759. /**
  58760. * Creates a new MaxBlock
  58761. * @param name defines the block name
  58762. */
  58763. constructor(name: string);
  58764. /**
  58765. * Gets the current class name
  58766. * @returns the class name
  58767. */
  58768. getClassName(): string;
  58769. /**
  58770. * Gets the left operand input component
  58771. */
  58772. readonly left: NodeMaterialConnectionPoint;
  58773. /**
  58774. * Gets the right operand input component
  58775. */
  58776. readonly right: NodeMaterialConnectionPoint;
  58777. /**
  58778. * Gets the output component
  58779. */
  58780. readonly output: NodeMaterialConnectionPoint;
  58781. protected _buildBlock(state: NodeMaterialBuildState): this;
  58782. }
  58783. }
  58784. declare module "babylonjs/Materials/Node/Blocks/minBlock" {
  58785. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58786. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58787. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58788. /**
  58789. * Block used to get the min of 2 values
  58790. */
  58791. export class MinBlock extends NodeMaterialBlock {
  58792. /**
  58793. * Creates a new MinBlock
  58794. * @param name defines the block name
  58795. */
  58796. constructor(name: string);
  58797. /**
  58798. * Gets the current class name
  58799. * @returns the class name
  58800. */
  58801. getClassName(): string;
  58802. /**
  58803. * Gets the left operand input component
  58804. */
  58805. readonly left: NodeMaterialConnectionPoint;
  58806. /**
  58807. * Gets the right operand input component
  58808. */
  58809. readonly right: NodeMaterialConnectionPoint;
  58810. /**
  58811. * Gets the output component
  58812. */
  58813. readonly output: NodeMaterialConnectionPoint;
  58814. protected _buildBlock(state: NodeMaterialBuildState): this;
  58815. }
  58816. }
  58817. declare module "babylonjs/Materials/Node/Blocks/distanceBlock" {
  58818. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58819. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58820. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58821. /**
  58822. * Block used to get the distance between 2 values
  58823. */
  58824. export class DistanceBlock extends NodeMaterialBlock {
  58825. /**
  58826. * Creates a new DistanceBlock
  58827. * @param name defines the block name
  58828. */
  58829. constructor(name: string);
  58830. /**
  58831. * Gets the current class name
  58832. * @returns the class name
  58833. */
  58834. getClassName(): string;
  58835. /**
  58836. * Gets the left operand input component
  58837. */
  58838. readonly left: NodeMaterialConnectionPoint;
  58839. /**
  58840. * Gets the right operand input component
  58841. */
  58842. readonly right: NodeMaterialConnectionPoint;
  58843. /**
  58844. * Gets the output component
  58845. */
  58846. readonly output: NodeMaterialConnectionPoint;
  58847. protected _buildBlock(state: NodeMaterialBuildState): this;
  58848. }
  58849. }
  58850. declare module "babylonjs/Materials/Node/Blocks/lengthBlock" {
  58851. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58852. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58853. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58854. /**
  58855. * Block used to get the length of a vector
  58856. */
  58857. export class LengthBlock extends NodeMaterialBlock {
  58858. /**
  58859. * Creates a new LengthBlock
  58860. * @param name defines the block name
  58861. */
  58862. constructor(name: string);
  58863. /**
  58864. * Gets the current class name
  58865. * @returns the class name
  58866. */
  58867. getClassName(): string;
  58868. /**
  58869. * Gets the value input component
  58870. */
  58871. readonly value: NodeMaterialConnectionPoint;
  58872. /**
  58873. * Gets the output component
  58874. */
  58875. readonly output: NodeMaterialConnectionPoint;
  58876. protected _buildBlock(state: NodeMaterialBuildState): this;
  58877. }
  58878. }
  58879. declare module "babylonjs/Materials/Node/Blocks/negateBlock" {
  58880. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58881. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58882. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58883. /**
  58884. * Block used to get negative version of a value (i.e. x * -1)
  58885. */
  58886. export class NegateBlock extends NodeMaterialBlock {
  58887. /**
  58888. * Creates a new NegateBlock
  58889. * @param name defines the block name
  58890. */
  58891. constructor(name: string);
  58892. /**
  58893. * Gets the current class name
  58894. * @returns the class name
  58895. */
  58896. getClassName(): string;
  58897. /**
  58898. * Gets the value input component
  58899. */
  58900. readonly value: NodeMaterialConnectionPoint;
  58901. /**
  58902. * Gets the output component
  58903. */
  58904. readonly output: NodeMaterialConnectionPoint;
  58905. protected _buildBlock(state: NodeMaterialBuildState): this;
  58906. }
  58907. }
  58908. declare module "babylonjs/Materials/Node/Blocks/powBlock" {
  58909. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58910. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58911. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58912. /**
  58913. * Block used to get the value of the first parameter raised to the power of the second
  58914. */
  58915. export class PowBlock extends NodeMaterialBlock {
  58916. /**
  58917. * Creates a new PowBlock
  58918. * @param name defines the block name
  58919. */
  58920. constructor(name: string);
  58921. /**
  58922. * Gets the current class name
  58923. * @returns the class name
  58924. */
  58925. getClassName(): string;
  58926. /**
  58927. * Gets the value operand input component
  58928. */
  58929. readonly value: NodeMaterialConnectionPoint;
  58930. /**
  58931. * Gets the power operand input component
  58932. */
  58933. readonly power: NodeMaterialConnectionPoint;
  58934. /**
  58935. * Gets the output component
  58936. */
  58937. readonly output: NodeMaterialConnectionPoint;
  58938. protected _buildBlock(state: NodeMaterialBuildState): this;
  58939. }
  58940. }
  58941. declare module "babylonjs/Materials/Node/Blocks/randomNumberBlock" {
  58942. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58943. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58944. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58945. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  58946. /**
  58947. * Block used to get a random number
  58948. */
  58949. export class RandomNumberBlock extends NodeMaterialBlock {
  58950. /**
  58951. * Creates a new RandomNumberBlock
  58952. * @param name defines the block name
  58953. */
  58954. constructor(name: string);
  58955. /**
  58956. * Gets the current class name
  58957. * @returns the class name
  58958. */
  58959. getClassName(): string;
  58960. /**
  58961. * Gets the seed input component
  58962. */
  58963. readonly seed: NodeMaterialConnectionPoint;
  58964. /**
  58965. * Gets the output component
  58966. */
  58967. readonly output: NodeMaterialConnectionPoint;
  58968. protected _buildBlock(state: NodeMaterialBuildState): this;
  58969. }
  58970. }
  58971. declare module "babylonjs/Materials/Node/Blocks/arcTan2Block" {
  58972. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58973. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58974. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58975. /**
  58976. * Block used to compute arc tangent of 2 values
  58977. */
  58978. export class ArcTan2Block extends NodeMaterialBlock {
  58979. /**
  58980. * Creates a new ArcTan2Block
  58981. * @param name defines the block name
  58982. */
  58983. constructor(name: string);
  58984. /**
  58985. * Gets the current class name
  58986. * @returns the class name
  58987. */
  58988. getClassName(): string;
  58989. /**
  58990. * Gets the x operand input component
  58991. */
  58992. readonly x: NodeMaterialConnectionPoint;
  58993. /**
  58994. * Gets the y operand input component
  58995. */
  58996. readonly y: NodeMaterialConnectionPoint;
  58997. /**
  58998. * Gets the output component
  58999. */
  59000. readonly output: NodeMaterialConnectionPoint;
  59001. protected _buildBlock(state: NodeMaterialBuildState): this;
  59002. }
  59003. }
  59004. declare module "babylonjs/Materials/Node/Blocks/smoothStepBlock" {
  59005. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59006. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59007. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59008. /**
  59009. * Block used to smooth step a value
  59010. */
  59011. export class SmoothStepBlock extends NodeMaterialBlock {
  59012. /**
  59013. * Creates a new SmoothStepBlock
  59014. * @param name defines the block name
  59015. */
  59016. constructor(name: string);
  59017. /**
  59018. * Gets the current class name
  59019. * @returns the class name
  59020. */
  59021. getClassName(): string;
  59022. /**
  59023. * Gets the value operand input component
  59024. */
  59025. readonly value: NodeMaterialConnectionPoint;
  59026. /**
  59027. * Gets the first edge operand input component
  59028. */
  59029. readonly edge0: NodeMaterialConnectionPoint;
  59030. /**
  59031. * Gets the second edge operand input component
  59032. */
  59033. readonly edge1: NodeMaterialConnectionPoint;
  59034. /**
  59035. * Gets the output component
  59036. */
  59037. readonly output: NodeMaterialConnectionPoint;
  59038. protected _buildBlock(state: NodeMaterialBuildState): this;
  59039. }
  59040. }
  59041. declare module "babylonjs/Materials/Node/Blocks/reciprocalBlock" {
  59042. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59043. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59044. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59045. /**
  59046. * Block used to get the reciprocal (1 / x) of a value
  59047. */
  59048. export class ReciprocalBlock extends NodeMaterialBlock {
  59049. /**
  59050. * Creates a new ReciprocalBlock
  59051. * @param name defines the block name
  59052. */
  59053. constructor(name: string);
  59054. /**
  59055. * Gets the current class name
  59056. * @returns the class name
  59057. */
  59058. getClassName(): string;
  59059. /**
  59060. * Gets the input component
  59061. */
  59062. readonly input: NodeMaterialConnectionPoint;
  59063. /**
  59064. * Gets the output component
  59065. */
  59066. readonly output: NodeMaterialConnectionPoint;
  59067. protected _buildBlock(state: NodeMaterialBuildState): this;
  59068. }
  59069. }
  59070. declare module "babylonjs/Materials/Node/Blocks/replaceColorBlock" {
  59071. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59072. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59073. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59074. /**
  59075. * Block used to replace a color by another one
  59076. */
  59077. export class ReplaceColorBlock extends NodeMaterialBlock {
  59078. /**
  59079. * Creates a new ReplaceColorBlock
  59080. * @param name defines the block name
  59081. */
  59082. constructor(name: string);
  59083. /**
  59084. * Gets the current class name
  59085. * @returns the class name
  59086. */
  59087. getClassName(): string;
  59088. /**
  59089. * Gets the value input component
  59090. */
  59091. readonly value: NodeMaterialConnectionPoint;
  59092. /**
  59093. * Gets the reference input component
  59094. */
  59095. readonly reference: NodeMaterialConnectionPoint;
  59096. /**
  59097. * Gets the distance input component
  59098. */
  59099. readonly distance: NodeMaterialConnectionPoint;
  59100. /**
  59101. * Gets the replacement input component
  59102. */
  59103. readonly replacement: NodeMaterialConnectionPoint;
  59104. /**
  59105. * Gets the output component
  59106. */
  59107. readonly output: NodeMaterialConnectionPoint;
  59108. protected _buildBlock(state: NodeMaterialBuildState): this;
  59109. }
  59110. }
  59111. declare module "babylonjs/Materials/Node/Blocks/posterizeBlock" {
  59112. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59113. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59114. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59115. /**
  59116. * Block used to posterize a value
  59117. * @see https://en.wikipedia.org/wiki/Posterization
  59118. */
  59119. export class PosterizeBlock extends NodeMaterialBlock {
  59120. /**
  59121. * Creates a new PosterizeBlock
  59122. * @param name defines the block name
  59123. */
  59124. constructor(name: string);
  59125. /**
  59126. * Gets the current class name
  59127. * @returns the class name
  59128. */
  59129. getClassName(): string;
  59130. /**
  59131. * Gets the value input component
  59132. */
  59133. readonly value: NodeMaterialConnectionPoint;
  59134. /**
  59135. * Gets the steps input component
  59136. */
  59137. readonly steps: NodeMaterialConnectionPoint;
  59138. /**
  59139. * Gets the output component
  59140. */
  59141. readonly output: NodeMaterialConnectionPoint;
  59142. protected _buildBlock(state: NodeMaterialBuildState): this;
  59143. }
  59144. }
  59145. declare module "babylonjs/Materials/Node/Blocks/waveBlock" {
  59146. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59147. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59148. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59149. import { Scene } from "babylonjs/scene";
  59150. /**
  59151. * Operations supported by the Wave block
  59152. */
  59153. export enum WaveBlockKind {
  59154. /** SawTooth */
  59155. SawTooth = 0,
  59156. /** Square */
  59157. Square = 1,
  59158. /** Triangle */
  59159. Triangle = 2
  59160. }
  59161. /**
  59162. * Block used to apply wave operation to floats
  59163. */
  59164. export class WaveBlock extends NodeMaterialBlock {
  59165. /**
  59166. * Gets or sets the kibnd of wave to be applied by the block
  59167. */
  59168. kind: WaveBlockKind;
  59169. /**
  59170. * Creates a new WaveBlock
  59171. * @param name defines the block name
  59172. */
  59173. constructor(name: string);
  59174. /**
  59175. * Gets the current class name
  59176. * @returns the class name
  59177. */
  59178. getClassName(): string;
  59179. /**
  59180. * Gets the input component
  59181. */
  59182. readonly input: NodeMaterialConnectionPoint;
  59183. /**
  59184. * Gets the output component
  59185. */
  59186. readonly output: NodeMaterialConnectionPoint;
  59187. protected _buildBlock(state: NodeMaterialBuildState): this;
  59188. serialize(): any;
  59189. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  59190. }
  59191. }
  59192. declare module "babylonjs/Materials/Node/Blocks/gradientBlock" {
  59193. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59194. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59195. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59196. import { Color3 } from "babylonjs/Maths/math.color";
  59197. import { Scene } from "babylonjs/scene";
  59198. /**
  59199. * Class used to store a color step for the GradientBlock
  59200. */
  59201. export class GradientBlockColorStep {
  59202. /**
  59203. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  59204. */
  59205. step: number;
  59206. /**
  59207. * Gets or sets the color associated with this step
  59208. */
  59209. color: Color3;
  59210. /**
  59211. * Creates a new GradientBlockColorStep
  59212. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  59213. * @param color defines the color associated with this step
  59214. */
  59215. constructor(
  59216. /**
  59217. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  59218. */
  59219. step: number,
  59220. /**
  59221. * Gets or sets the color associated with this step
  59222. */
  59223. color: Color3);
  59224. }
  59225. /**
  59226. * Block used to return a color from a gradient based on an input value between 0 and 1
  59227. */
  59228. export class GradientBlock extends NodeMaterialBlock {
  59229. /**
  59230. * Gets or sets the list of color steps
  59231. */
  59232. colorSteps: GradientBlockColorStep[];
  59233. /**
  59234. * Creates a new GradientBlock
  59235. * @param name defines the block name
  59236. */
  59237. constructor(name: string);
  59238. /**
  59239. * Gets the current class name
  59240. * @returns the class name
  59241. */
  59242. getClassName(): string;
  59243. /**
  59244. * Gets the gradient input component
  59245. */
  59246. readonly gradient: NodeMaterialConnectionPoint;
  59247. /**
  59248. * Gets the output component
  59249. */
  59250. readonly output: NodeMaterialConnectionPoint;
  59251. private _writeColorConstant;
  59252. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  59253. serialize(): any;
  59254. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  59255. protected _dumpPropertiesCode(): string;
  59256. }
  59257. }
  59258. declare module "babylonjs/Materials/Node/Blocks/nLerpBlock" {
  59259. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59260. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59261. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59262. /**
  59263. * Block used to normalize lerp between 2 values
  59264. */
  59265. export class NLerpBlock extends NodeMaterialBlock {
  59266. /**
  59267. * Creates a new NLerpBlock
  59268. * @param name defines the block name
  59269. */
  59270. constructor(name: string);
  59271. /**
  59272. * Gets the current class name
  59273. * @returns the class name
  59274. */
  59275. getClassName(): string;
  59276. /**
  59277. * Gets the left operand input component
  59278. */
  59279. readonly left: NodeMaterialConnectionPoint;
  59280. /**
  59281. * Gets the right operand input component
  59282. */
  59283. readonly right: NodeMaterialConnectionPoint;
  59284. /**
  59285. * Gets the gradient operand input component
  59286. */
  59287. readonly gradient: NodeMaterialConnectionPoint;
  59288. /**
  59289. * Gets the output component
  59290. */
  59291. readonly output: NodeMaterialConnectionPoint;
  59292. protected _buildBlock(state: NodeMaterialBuildState): this;
  59293. }
  59294. }
  59295. declare module "babylonjs/Materials/Node/Blocks/worleyNoise3DBlock" {
  59296. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59297. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59298. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59299. import { Scene } from "babylonjs/scene";
  59300. /**
  59301. * block used to Generate a Worley Noise 3D Noise Pattern
  59302. */
  59303. export class WorleyNoise3DBlock extends NodeMaterialBlock {
  59304. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  59305. manhattanDistance: boolean;
  59306. /**
  59307. * Creates a new WorleyNoise3DBlock
  59308. * @param name defines the block name
  59309. */
  59310. constructor(name: string);
  59311. /**
  59312. * Gets the current class name
  59313. * @returns the class name
  59314. */
  59315. getClassName(): string;
  59316. /**
  59317. * Gets the seed input component
  59318. */
  59319. readonly seed: NodeMaterialConnectionPoint;
  59320. /**
  59321. * Gets the jitter input component
  59322. */
  59323. readonly jitter: NodeMaterialConnectionPoint;
  59324. /**
  59325. * Gets the output component
  59326. */
  59327. readonly output: NodeMaterialConnectionPoint;
  59328. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  59329. /**
  59330. * Exposes the properties to the UI?
  59331. */
  59332. protected _dumpPropertiesCode(): string;
  59333. /**
  59334. * Exposes the properties to the Seralize?
  59335. */
  59336. serialize(): any;
  59337. /**
  59338. * Exposes the properties to the deseralize?
  59339. */
  59340. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  59341. }
  59342. }
  59343. declare module "babylonjs/Materials/Node/Blocks/simplexPerlin3DBlock" {
  59344. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59345. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59346. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59347. /**
  59348. * block used to Generate a Simplex Perlin 3d Noise Pattern
  59349. */
  59350. export class SimplexPerlin3DBlock extends NodeMaterialBlock {
  59351. /**
  59352. * Creates a new SimplexPerlin3DBlock
  59353. * @param name defines the block name
  59354. */
  59355. constructor(name: string);
  59356. /**
  59357. * Gets the current class name
  59358. * @returns the class name
  59359. */
  59360. getClassName(): string;
  59361. /**
  59362. * Gets the seed operand input component
  59363. */
  59364. readonly seed: NodeMaterialConnectionPoint;
  59365. /**
  59366. * Gets the output component
  59367. */
  59368. readonly output: NodeMaterialConnectionPoint;
  59369. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  59370. }
  59371. }
  59372. declare module "babylonjs/Materials/Node/Blocks/normalBlendBlock" {
  59373. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59374. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59375. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59376. /**
  59377. * Block used to blend normals
  59378. */
  59379. export class NormalBlendBlock extends NodeMaterialBlock {
  59380. /**
  59381. * Creates a new NormalBlendBlock
  59382. * @param name defines the block name
  59383. */
  59384. constructor(name: string);
  59385. /**
  59386. * Gets the current class name
  59387. * @returns the class name
  59388. */
  59389. getClassName(): string;
  59390. /**
  59391. * Gets the first input component
  59392. */
  59393. readonly input0: NodeMaterialConnectionPoint;
  59394. /**
  59395. * Gets the second input component
  59396. */
  59397. readonly input1: NodeMaterialConnectionPoint;
  59398. /**
  59399. * Gets the output component
  59400. */
  59401. readonly output: NodeMaterialConnectionPoint;
  59402. protected _buildBlock(state: NodeMaterialBuildState): this;
  59403. }
  59404. }
  59405. declare module "babylonjs/Materials/Node/Blocks/rotate2dBlock" {
  59406. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59407. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59408. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59409. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  59410. /**
  59411. * Block used to rotate a 2d vector by a given angle
  59412. */
  59413. export class Rotate2dBlock extends NodeMaterialBlock {
  59414. /**
  59415. * Creates a new Rotate2dBlock
  59416. * @param name defines the block name
  59417. */
  59418. constructor(name: string);
  59419. /**
  59420. * Gets the current class name
  59421. * @returns the class name
  59422. */
  59423. getClassName(): string;
  59424. /**
  59425. * Gets the input vector
  59426. */
  59427. readonly input: NodeMaterialConnectionPoint;
  59428. /**
  59429. * Gets the input angle
  59430. */
  59431. readonly angle: NodeMaterialConnectionPoint;
  59432. /**
  59433. * Gets the output component
  59434. */
  59435. readonly output: NodeMaterialConnectionPoint;
  59436. autoConfigure(material: NodeMaterial): void;
  59437. protected _buildBlock(state: NodeMaterialBuildState): this;
  59438. }
  59439. }
  59440. declare module "babylonjs/Materials/Node/Blocks/index" {
  59441. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  59442. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  59443. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  59444. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  59445. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  59446. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  59447. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  59448. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  59449. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  59450. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  59451. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  59452. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  59453. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  59454. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  59455. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  59456. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  59457. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  59458. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  59459. export * from "babylonjs/Materials/Node/Blocks/lerpBlock";
  59460. export * from "babylonjs/Materials/Node/Blocks/divideBlock";
  59461. export * from "babylonjs/Materials/Node/Blocks/subtractBlock";
  59462. export * from "babylonjs/Materials/Node/Blocks/stepBlock";
  59463. export * from "babylonjs/Materials/Node/Blocks/oneMinusBlock";
  59464. export * from "babylonjs/Materials/Node/Blocks/viewDirectionBlock";
  59465. export * from "babylonjs/Materials/Node/Blocks/fresnelBlock";
  59466. export * from "babylonjs/Materials/Node/Blocks/maxBlock";
  59467. export * from "babylonjs/Materials/Node/Blocks/minBlock";
  59468. export * from "babylonjs/Materials/Node/Blocks/distanceBlock";
  59469. export * from "babylonjs/Materials/Node/Blocks/lengthBlock";
  59470. export * from "babylonjs/Materials/Node/Blocks/negateBlock";
  59471. export * from "babylonjs/Materials/Node/Blocks/powBlock";
  59472. export * from "babylonjs/Materials/Node/Blocks/randomNumberBlock";
  59473. export * from "babylonjs/Materials/Node/Blocks/arcTan2Block";
  59474. export * from "babylonjs/Materials/Node/Blocks/smoothStepBlock";
  59475. export * from "babylonjs/Materials/Node/Blocks/reciprocalBlock";
  59476. export * from "babylonjs/Materials/Node/Blocks/replaceColorBlock";
  59477. export * from "babylonjs/Materials/Node/Blocks/posterizeBlock";
  59478. export * from "babylonjs/Materials/Node/Blocks/waveBlock";
  59479. export * from "babylonjs/Materials/Node/Blocks/gradientBlock";
  59480. export * from "babylonjs/Materials/Node/Blocks/nLerpBlock";
  59481. export * from "babylonjs/Materials/Node/Blocks/worleyNoise3DBlock";
  59482. export * from "babylonjs/Materials/Node/Blocks/simplexPerlin3DBlock";
  59483. export * from "babylonjs/Materials/Node/Blocks/normalBlendBlock";
  59484. export * from "babylonjs/Materials/Node/Blocks/rotate2dBlock";
  59485. }
  59486. declare module "babylonjs/Materials/Node/Optimizers/index" {
  59487. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  59488. }
  59489. declare module "babylonjs/Materials/Node/index" {
  59490. export * from "babylonjs/Materials/Node/Enums/index";
  59491. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59492. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  59493. export * from "babylonjs/Materials/Node/nodeMaterial";
  59494. export * from "babylonjs/Materials/Node/Blocks/index";
  59495. export * from "babylonjs/Materials/Node/Optimizers/index";
  59496. }
  59497. declare module "babylonjs/Materials/effectRenderer" {
  59498. import { Nullable } from "babylonjs/types";
  59499. import { Texture } from "babylonjs/Materials/Textures/texture";
  59500. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  59501. import { Viewport } from "babylonjs/Maths/math.viewport";
  59502. import { Observable } from "babylonjs/Misc/observable";
  59503. import { Effect } from "babylonjs/Materials/effect";
  59504. import "babylonjs/Engines/Extensions/engine.renderTarget";
  59505. import "babylonjs/Shaders/postprocess.vertex";
  59506. /**
  59507. * Effect Render Options
  59508. */
  59509. export interface IEffectRendererOptions {
  59510. /**
  59511. * Defines the vertices positions.
  59512. */
  59513. positions?: number[];
  59514. /**
  59515. * Defines the indices.
  59516. */
  59517. indices?: number[];
  59518. }
  59519. /**
  59520. * Helper class to render one or more effects
  59521. */
  59522. export class EffectRenderer {
  59523. private engine;
  59524. private static _DefaultOptions;
  59525. private _vertexBuffers;
  59526. private _indexBuffer;
  59527. private _ringBufferIndex;
  59528. private _ringScreenBuffer;
  59529. private _fullscreenViewport;
  59530. private _getNextFrameBuffer;
  59531. /**
  59532. * Creates an effect renderer
  59533. * @param engine the engine to use for rendering
  59534. * @param options defines the options of the effect renderer
  59535. */
  59536. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  59537. /**
  59538. * Sets the current viewport in normalized coordinates 0-1
  59539. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  59540. */
  59541. setViewport(viewport?: Viewport): void;
  59542. /**
  59543. * Binds the embedded attributes buffer to the effect.
  59544. * @param effect Defines the effect to bind the attributes for
  59545. */
  59546. bindBuffers(effect: Effect): void;
  59547. /**
  59548. * Sets the current effect wrapper to use during draw.
  59549. * The effect needs to be ready before calling this api.
  59550. * This also sets the default full screen position attribute.
  59551. * @param effectWrapper Defines the effect to draw with
  59552. */
  59553. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  59554. /**
  59555. * Draws a full screen quad.
  59556. */
  59557. draw(): void;
  59558. /**
  59559. * renders one or more effects to a specified texture
  59560. * @param effectWrappers list of effects to renderer
  59561. * @param outputTexture texture to draw to, if null it will render to the screen
  59562. */
  59563. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  59564. /**
  59565. * Disposes of the effect renderer
  59566. */
  59567. dispose(): void;
  59568. }
  59569. /**
  59570. * Options to create an EffectWrapper
  59571. */
  59572. interface EffectWrapperCreationOptions {
  59573. /**
  59574. * Engine to use to create the effect
  59575. */
  59576. engine: ThinEngine;
  59577. /**
  59578. * Fragment shader for the effect
  59579. */
  59580. fragmentShader: string;
  59581. /**
  59582. * Vertex shader for the effect
  59583. */
  59584. vertexShader?: string;
  59585. /**
  59586. * Attributes to use in the shader
  59587. */
  59588. attributeNames?: Array<string>;
  59589. /**
  59590. * Uniforms to use in the shader
  59591. */
  59592. uniformNames?: Array<string>;
  59593. /**
  59594. * Texture sampler names to use in the shader
  59595. */
  59596. samplerNames?: Array<string>;
  59597. /**
  59598. * The friendly name of the effect displayed in Spector.
  59599. */
  59600. name?: string;
  59601. }
  59602. /**
  59603. * Wraps an effect to be used for rendering
  59604. */
  59605. export class EffectWrapper {
  59606. /**
  59607. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  59608. */
  59609. onApplyObservable: Observable<{}>;
  59610. /**
  59611. * The underlying effect
  59612. */
  59613. effect: Effect;
  59614. /**
  59615. * Creates an effect to be renderer
  59616. * @param creationOptions options to create the effect
  59617. */
  59618. constructor(creationOptions: EffectWrapperCreationOptions);
  59619. /**
  59620. * Disposes of the effect wrapper
  59621. */
  59622. dispose(): void;
  59623. }
  59624. }
  59625. declare module "babylonjs/Materials/index" {
  59626. export * from "babylonjs/Materials/Background/index";
  59627. export * from "babylonjs/Materials/colorCurves";
  59628. export * from "babylonjs/Materials/iEffectFallbacks";
  59629. export * from "babylonjs/Materials/effectFallbacks";
  59630. export * from "babylonjs/Materials/effect";
  59631. export * from "babylonjs/Materials/fresnelParameters";
  59632. export * from "babylonjs/Materials/imageProcessingConfiguration";
  59633. export * from "babylonjs/Materials/material";
  59634. export * from "babylonjs/Materials/materialDefines";
  59635. export * from "babylonjs/Materials/materialHelper";
  59636. export * from "babylonjs/Materials/multiMaterial";
  59637. export * from "babylonjs/Materials/PBR/index";
  59638. export * from "babylonjs/Materials/pushMaterial";
  59639. export * from "babylonjs/Materials/shaderMaterial";
  59640. export * from "babylonjs/Materials/standardMaterial";
  59641. export * from "babylonjs/Materials/Textures/index";
  59642. export * from "babylonjs/Materials/uniformBuffer";
  59643. export * from "babylonjs/Materials/materialFlags";
  59644. export * from "babylonjs/Materials/Node/index";
  59645. export * from "babylonjs/Materials/effectRenderer";
  59646. }
  59647. declare module "babylonjs/Maths/index" {
  59648. export * from "babylonjs/Maths/math.scalar";
  59649. export * from "babylonjs/Maths/math";
  59650. export * from "babylonjs/Maths/sphericalPolynomial";
  59651. }
  59652. declare module "babylonjs/Misc/workerPool" {
  59653. import { IDisposable } from "babylonjs/scene";
  59654. /**
  59655. * Helper class to push actions to a pool of workers.
  59656. */
  59657. export class WorkerPool implements IDisposable {
  59658. private _workerInfos;
  59659. private _pendingActions;
  59660. /**
  59661. * Constructor
  59662. * @param workers Array of workers to use for actions
  59663. */
  59664. constructor(workers: Array<Worker>);
  59665. /**
  59666. * Terminates all workers and clears any pending actions.
  59667. */
  59668. dispose(): void;
  59669. /**
  59670. * Pushes an action to the worker pool. If all the workers are active, the action will be
  59671. * pended until a worker has completed its action.
  59672. * @param action The action to perform. Call onComplete when the action is complete.
  59673. */
  59674. push(action: (worker: Worker, onComplete: () => void) => void): void;
  59675. private _execute;
  59676. }
  59677. }
  59678. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  59679. import { IDisposable } from "babylonjs/scene";
  59680. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  59681. /**
  59682. * Configuration for Draco compression
  59683. */
  59684. export interface IDracoCompressionConfiguration {
  59685. /**
  59686. * Configuration for the decoder.
  59687. */
  59688. decoder: {
  59689. /**
  59690. * The url to the WebAssembly module.
  59691. */
  59692. wasmUrl?: string;
  59693. /**
  59694. * The url to the WebAssembly binary.
  59695. */
  59696. wasmBinaryUrl?: string;
  59697. /**
  59698. * The url to the fallback JavaScript module.
  59699. */
  59700. fallbackUrl?: string;
  59701. };
  59702. }
  59703. /**
  59704. * Draco compression (https://google.github.io/draco/)
  59705. *
  59706. * This class wraps the Draco module.
  59707. *
  59708. * **Encoder**
  59709. *
  59710. * The encoder is not currently implemented.
  59711. *
  59712. * **Decoder**
  59713. *
  59714. * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.
  59715. *
  59716. * To update the configuration, use the following code:
  59717. * ```javascript
  59718. * DracoCompression.Configuration = {
  59719. * decoder: {
  59720. * wasmUrl: "<url to the WebAssembly library>",
  59721. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  59722. * fallbackUrl: "<url to the fallback JavaScript library>",
  59723. * }
  59724. * };
  59725. * ```
  59726. *
  59727. * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support Webssembly or only support the JavaScript version.
  59728. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  59729. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  59730. *
  59731. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  59732. * ```javascript
  59733. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  59734. * ```
  59735. *
  59736. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  59737. */
  59738. export class DracoCompression implements IDisposable {
  59739. private _workerPoolPromise?;
  59740. private _decoderModulePromise?;
  59741. /**
  59742. * The configuration. Defaults to the following urls:
  59743. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  59744. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  59745. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  59746. */
  59747. static Configuration: IDracoCompressionConfiguration;
  59748. /**
  59749. * Returns true if the decoder configuration is available.
  59750. */
  59751. static readonly DecoderAvailable: boolean;
  59752. /**
  59753. * Default number of workers to create when creating the draco compression object.
  59754. */
  59755. static DefaultNumWorkers: number;
  59756. private static GetDefaultNumWorkers;
  59757. private static _Default;
  59758. /**
  59759. * Default instance for the draco compression object.
  59760. */
  59761. static readonly Default: DracoCompression;
  59762. /**
  59763. * Constructor
  59764. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  59765. */
  59766. constructor(numWorkers?: number);
  59767. /**
  59768. * Stop all async operations and release resources.
  59769. */
  59770. dispose(): void;
  59771. /**
  59772. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  59773. * @returns a promise that resolves when ready
  59774. */
  59775. whenReadyAsync(): Promise<void>;
  59776. /**
  59777. * Decode Draco compressed mesh data to vertex data.
  59778. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  59779. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  59780. * @returns A promise that resolves with the decoded vertex data
  59781. */
  59782. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  59783. [kind: string]: number;
  59784. }): Promise<VertexData>;
  59785. }
  59786. }
  59787. declare module "babylonjs/Meshes/Compression/index" {
  59788. export * from "babylonjs/Meshes/Compression/dracoCompression";
  59789. }
  59790. declare module "babylonjs/Meshes/csg" {
  59791. import { Nullable } from "babylonjs/types";
  59792. import { Scene } from "babylonjs/scene";
  59793. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  59794. import { Mesh } from "babylonjs/Meshes/mesh";
  59795. import { Material } from "babylonjs/Materials/material";
  59796. /**
  59797. * Class for building Constructive Solid Geometry
  59798. */
  59799. export class CSG {
  59800. private polygons;
  59801. /**
  59802. * The world matrix
  59803. */
  59804. matrix: Matrix;
  59805. /**
  59806. * Stores the position
  59807. */
  59808. position: Vector3;
  59809. /**
  59810. * Stores the rotation
  59811. */
  59812. rotation: Vector3;
  59813. /**
  59814. * Stores the rotation quaternion
  59815. */
  59816. rotationQuaternion: Nullable<Quaternion>;
  59817. /**
  59818. * Stores the scaling vector
  59819. */
  59820. scaling: Vector3;
  59821. /**
  59822. * Convert the Mesh to CSG
  59823. * @param mesh The Mesh to convert to CSG
  59824. * @returns A new CSG from the Mesh
  59825. */
  59826. static FromMesh(mesh: Mesh): CSG;
  59827. /**
  59828. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  59829. * @param polygons Polygons used to construct a CSG solid
  59830. */
  59831. private static FromPolygons;
  59832. /**
  59833. * Clones, or makes a deep copy, of the CSG
  59834. * @returns A new CSG
  59835. */
  59836. clone(): CSG;
  59837. /**
  59838. * Unions this CSG with another CSG
  59839. * @param csg The CSG to union against this CSG
  59840. * @returns The unioned CSG
  59841. */
  59842. union(csg: CSG): CSG;
  59843. /**
  59844. * Unions this CSG with another CSG in place
  59845. * @param csg The CSG to union against this CSG
  59846. */
  59847. unionInPlace(csg: CSG): void;
  59848. /**
  59849. * Subtracts this CSG with another CSG
  59850. * @param csg The CSG to subtract against this CSG
  59851. * @returns A new CSG
  59852. */
  59853. subtract(csg: CSG): CSG;
  59854. /**
  59855. * Subtracts this CSG with another CSG in place
  59856. * @param csg The CSG to subtact against this CSG
  59857. */
  59858. subtractInPlace(csg: CSG): void;
  59859. /**
  59860. * Intersect this CSG with another CSG
  59861. * @param csg The CSG to intersect against this CSG
  59862. * @returns A new CSG
  59863. */
  59864. intersect(csg: CSG): CSG;
  59865. /**
  59866. * Intersects this CSG with another CSG in place
  59867. * @param csg The CSG to intersect against this CSG
  59868. */
  59869. intersectInPlace(csg: CSG): void;
  59870. /**
  59871. * Return a new CSG solid with solid and empty space switched. This solid is
  59872. * not modified.
  59873. * @returns A new CSG solid with solid and empty space switched
  59874. */
  59875. inverse(): CSG;
  59876. /**
  59877. * Inverses the CSG in place
  59878. */
  59879. inverseInPlace(): void;
  59880. /**
  59881. * This is used to keep meshes transformations so they can be restored
  59882. * when we build back a Babylon Mesh
  59883. * NB : All CSG operations are performed in world coordinates
  59884. * @param csg The CSG to copy the transform attributes from
  59885. * @returns This CSG
  59886. */
  59887. copyTransformAttributes(csg: CSG): CSG;
  59888. /**
  59889. * Build Raw mesh from CSG
  59890. * Coordinates here are in world space
  59891. * @param name The name of the mesh geometry
  59892. * @param scene The Scene
  59893. * @param keepSubMeshes Specifies if the submeshes should be kept
  59894. * @returns A new Mesh
  59895. */
  59896. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  59897. /**
  59898. * Build Mesh from CSG taking material and transforms into account
  59899. * @param name The name of the Mesh
  59900. * @param material The material of the Mesh
  59901. * @param scene The Scene
  59902. * @param keepSubMeshes Specifies if submeshes should be kept
  59903. * @returns The new Mesh
  59904. */
  59905. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  59906. }
  59907. }
  59908. declare module "babylonjs/Meshes/trailMesh" {
  59909. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59910. import { Mesh } from "babylonjs/Meshes/mesh";
  59911. import { Scene } from "babylonjs/scene";
  59912. /**
  59913. * Class used to create a trail following a mesh
  59914. */
  59915. export class TrailMesh extends Mesh {
  59916. private _generator;
  59917. private _autoStart;
  59918. private _running;
  59919. private _diameter;
  59920. private _length;
  59921. private _sectionPolygonPointsCount;
  59922. private _sectionVectors;
  59923. private _sectionNormalVectors;
  59924. private _beforeRenderObserver;
  59925. /**
  59926. * @constructor
  59927. * @param name The value used by scene.getMeshByName() to do a lookup.
  59928. * @param generator The mesh to generate a trail.
  59929. * @param scene The scene to add this mesh to.
  59930. * @param diameter Diameter of trailing mesh. Default is 1.
  59931. * @param length Length of trailing mesh. Default is 60.
  59932. * @param autoStart Automatically start trailing mesh. Default true.
  59933. */
  59934. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  59935. /**
  59936. * "TrailMesh"
  59937. * @returns "TrailMesh"
  59938. */
  59939. getClassName(): string;
  59940. private _createMesh;
  59941. /**
  59942. * Start trailing mesh.
  59943. */
  59944. start(): void;
  59945. /**
  59946. * Stop trailing mesh.
  59947. */
  59948. stop(): void;
  59949. /**
  59950. * Update trailing mesh geometry.
  59951. */
  59952. update(): void;
  59953. /**
  59954. * Returns a new TrailMesh object.
  59955. * @param name is a string, the name given to the new mesh
  59956. * @param newGenerator use new generator object for cloned trail mesh
  59957. * @returns a new mesh
  59958. */
  59959. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  59960. /**
  59961. * Serializes this trail mesh
  59962. * @param serializationObject object to write serialization to
  59963. */
  59964. serialize(serializationObject: any): void;
  59965. /**
  59966. * Parses a serialized trail mesh
  59967. * @param parsedMesh the serialized mesh
  59968. * @param scene the scene to create the trail mesh in
  59969. * @returns the created trail mesh
  59970. */
  59971. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  59972. }
  59973. }
  59974. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  59975. import { Nullable } from "babylonjs/types";
  59976. import { Scene } from "babylonjs/scene";
  59977. import { Vector4 } from "babylonjs/Maths/math.vector";
  59978. import { Color4 } from "babylonjs/Maths/math.color";
  59979. import { Mesh } from "babylonjs/Meshes/mesh";
  59980. /**
  59981. * Class containing static functions to help procedurally build meshes
  59982. */
  59983. export class TiledBoxBuilder {
  59984. /**
  59985. * Creates a box mesh
  59986. * faceTiles sets the pattern, tile size and number of tiles for a face * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  59987. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  59988. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59989. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  59990. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59991. * @param name defines the name of the mesh
  59992. * @param options defines the options used to create the mesh
  59993. * @param scene defines the hosting scene
  59994. * @returns the box mesh
  59995. */
  59996. static CreateTiledBox(name: string, options: {
  59997. pattern?: number;
  59998. width?: number;
  59999. height?: number;
  60000. depth?: number;
  60001. tileSize?: number;
  60002. tileWidth?: number;
  60003. tileHeight?: number;
  60004. alignHorizontal?: number;
  60005. alignVertical?: number;
  60006. faceUV?: Vector4[];
  60007. faceColors?: Color4[];
  60008. sideOrientation?: number;
  60009. updatable?: boolean;
  60010. }, scene?: Nullable<Scene>): Mesh;
  60011. }
  60012. }
  60013. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  60014. import { Vector4 } from "babylonjs/Maths/math.vector";
  60015. import { Mesh } from "babylonjs/Meshes/mesh";
  60016. /**
  60017. * Class containing static functions to help procedurally build meshes
  60018. */
  60019. export class TorusKnotBuilder {
  60020. /**
  60021. * Creates a torus knot mesh
  60022. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  60023. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  60024. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  60025. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  60026. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60027. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60028. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60029. * @param name defines the name of the mesh
  60030. * @param options defines the options used to create the mesh
  60031. * @param scene defines the hosting scene
  60032. * @returns the torus knot mesh
  60033. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  60034. */
  60035. static CreateTorusKnot(name: string, options: {
  60036. radius?: number;
  60037. tube?: number;
  60038. radialSegments?: number;
  60039. tubularSegments?: number;
  60040. p?: number;
  60041. q?: number;
  60042. updatable?: boolean;
  60043. sideOrientation?: number;
  60044. frontUVs?: Vector4;
  60045. backUVs?: Vector4;
  60046. }, scene: any): Mesh;
  60047. }
  60048. }
  60049. declare module "babylonjs/Meshes/polygonMesh" {
  60050. import { Scene } from "babylonjs/scene";
  60051. import { Vector2 } from "babylonjs/Maths/math.vector";
  60052. import { Mesh } from "babylonjs/Meshes/mesh";
  60053. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  60054. import { Path2 } from "babylonjs/Maths/math.path";
  60055. /**
  60056. * Polygon
  60057. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  60058. */
  60059. export class Polygon {
  60060. /**
  60061. * Creates a rectangle
  60062. * @param xmin bottom X coord
  60063. * @param ymin bottom Y coord
  60064. * @param xmax top X coord
  60065. * @param ymax top Y coord
  60066. * @returns points that make the resulting rectation
  60067. */
  60068. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  60069. /**
  60070. * Creates a circle
  60071. * @param radius radius of circle
  60072. * @param cx scale in x
  60073. * @param cy scale in y
  60074. * @param numberOfSides number of sides that make up the circle
  60075. * @returns points that make the resulting circle
  60076. */
  60077. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  60078. /**
  60079. * Creates a polygon from input string
  60080. * @param input Input polygon data
  60081. * @returns the parsed points
  60082. */
  60083. static Parse(input: string): Vector2[];
  60084. /**
  60085. * Starts building a polygon from x and y coordinates
  60086. * @param x x coordinate
  60087. * @param y y coordinate
  60088. * @returns the started path2
  60089. */
  60090. static StartingAt(x: number, y: number): Path2;
  60091. }
  60092. /**
  60093. * Builds a polygon
  60094. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  60095. */
  60096. export class PolygonMeshBuilder {
  60097. private _points;
  60098. private _outlinepoints;
  60099. private _holes;
  60100. private _name;
  60101. private _scene;
  60102. private _epoints;
  60103. private _eholes;
  60104. private _addToepoint;
  60105. /**
  60106. * Babylon reference to the earcut plugin.
  60107. */
  60108. bjsEarcut: any;
  60109. /**
  60110. * Creates a PolygonMeshBuilder
  60111. * @param name name of the builder
  60112. * @param contours Path of the polygon
  60113. * @param scene scene to add to when creating the mesh
  60114. * @param earcutInjection can be used to inject your own earcut reference
  60115. */
  60116. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  60117. /**
  60118. * Adds a whole within the polygon
  60119. * @param hole Array of points defining the hole
  60120. * @returns this
  60121. */
  60122. addHole(hole: Vector2[]): PolygonMeshBuilder;
  60123. /**
  60124. * Creates the polygon
  60125. * @param updatable If the mesh should be updatable
  60126. * @param depth The depth of the mesh created
  60127. * @returns the created mesh
  60128. */
  60129. build(updatable?: boolean, depth?: number): Mesh;
  60130. /**
  60131. * Creates the polygon
  60132. * @param depth The depth of the mesh created
  60133. * @returns the created VertexData
  60134. */
  60135. buildVertexData(depth?: number): VertexData;
  60136. /**
  60137. * Adds a side to the polygon
  60138. * @param positions points that make the polygon
  60139. * @param normals normals of the polygon
  60140. * @param uvs uvs of the polygon
  60141. * @param indices indices of the polygon
  60142. * @param bounds bounds of the polygon
  60143. * @param points points of the polygon
  60144. * @param depth depth of the polygon
  60145. * @param flip flip of the polygon
  60146. */
  60147. private addSide;
  60148. }
  60149. }
  60150. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  60151. import { Scene } from "babylonjs/scene";
  60152. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  60153. import { Color4 } from "babylonjs/Maths/math.color";
  60154. import { Mesh } from "babylonjs/Meshes/mesh";
  60155. import { Nullable } from "babylonjs/types";
  60156. /**
  60157. * Class containing static functions to help procedurally build meshes
  60158. */
  60159. export class PolygonBuilder {
  60160. /**
  60161. * Creates a polygon mesh
  60162. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  60163. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  60164. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  60165. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60166. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  60167. * * Remember you can only change the shape positions, not their number when updating a polygon
  60168. * @param name defines the name of the mesh
  60169. * @param options defines the options used to create the mesh
  60170. * @param scene defines the hosting scene
  60171. * @param earcutInjection can be used to inject your own earcut reference
  60172. * @returns the polygon mesh
  60173. */
  60174. static CreatePolygon(name: string, options: {
  60175. shape: Vector3[];
  60176. holes?: Vector3[][];
  60177. depth?: number;
  60178. faceUV?: Vector4[];
  60179. faceColors?: Color4[];
  60180. updatable?: boolean;
  60181. sideOrientation?: number;
  60182. frontUVs?: Vector4;
  60183. backUVs?: Vector4;
  60184. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60185. /**
  60186. * Creates an extruded polygon mesh, with depth in the Y direction.
  60187. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  60188. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60189. * @param name defines the name of the mesh
  60190. * @param options defines the options used to create the mesh
  60191. * @param scene defines the hosting scene
  60192. * @param earcutInjection can be used to inject your own earcut reference
  60193. * @returns the polygon mesh
  60194. */
  60195. static ExtrudePolygon(name: string, options: {
  60196. shape: Vector3[];
  60197. holes?: Vector3[][];
  60198. depth?: number;
  60199. faceUV?: Vector4[];
  60200. faceColors?: Color4[];
  60201. updatable?: boolean;
  60202. sideOrientation?: number;
  60203. frontUVs?: Vector4;
  60204. backUVs?: Vector4;
  60205. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60206. }
  60207. }
  60208. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  60209. import { Scene } from "babylonjs/scene";
  60210. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  60211. import { Mesh } from "babylonjs/Meshes/mesh";
  60212. import { Nullable } from "babylonjs/types";
  60213. /**
  60214. * Class containing static functions to help procedurally build meshes
  60215. */
  60216. export class LatheBuilder {
  60217. /**
  60218. * Creates lathe mesh.
  60219. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  60220. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  60221. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  60222. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  60223. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  60224. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  60225. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  60226. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  60227. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60228. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60229. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60230. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60231. * @param name defines the name of the mesh
  60232. * @param options defines the options used to create the mesh
  60233. * @param scene defines the hosting scene
  60234. * @returns the lathe mesh
  60235. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  60236. */
  60237. static CreateLathe(name: string, options: {
  60238. shape: Vector3[];
  60239. radius?: number;
  60240. tessellation?: number;
  60241. clip?: number;
  60242. arc?: number;
  60243. closed?: boolean;
  60244. updatable?: boolean;
  60245. sideOrientation?: number;
  60246. frontUVs?: Vector4;
  60247. backUVs?: Vector4;
  60248. cap?: number;
  60249. invertUV?: boolean;
  60250. }, scene?: Nullable<Scene>): Mesh;
  60251. }
  60252. }
  60253. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  60254. import { Nullable } from "babylonjs/types";
  60255. import { Scene } from "babylonjs/scene";
  60256. import { Vector4 } from "babylonjs/Maths/math.vector";
  60257. import { Mesh } from "babylonjs/Meshes/mesh";
  60258. /**
  60259. * Class containing static functions to help procedurally build meshes
  60260. */
  60261. export class TiledPlaneBuilder {
  60262. /**
  60263. * Creates a tiled plane mesh
  60264. * * The parameter `pattern` will, depending on value, do nothing or
  60265. * * * flip (reflect about central vertical) alternate tiles across and up
  60266. * * * flip every tile on alternate rows
  60267. * * * rotate (180 degs) alternate tiles across and up
  60268. * * * rotate every tile on alternate rows
  60269. * * * flip and rotate alternate tiles across and up
  60270. * * * flip and rotate every tile on alternate rows
  60271. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  60272. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  60273. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60274. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  60275. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  60276. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  60277. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  60278. * @param name defines the name of the mesh
  60279. * @param options defines the options used to create the mesh
  60280. * @param scene defines the hosting scene
  60281. * @returns the box mesh
  60282. */
  60283. static CreateTiledPlane(name: string, options: {
  60284. pattern?: number;
  60285. tileSize?: number;
  60286. tileWidth?: number;
  60287. tileHeight?: number;
  60288. size?: number;
  60289. width?: number;
  60290. height?: number;
  60291. alignHorizontal?: number;
  60292. alignVertical?: number;
  60293. sideOrientation?: number;
  60294. frontUVs?: Vector4;
  60295. backUVs?: Vector4;
  60296. updatable?: boolean;
  60297. }, scene?: Nullable<Scene>): Mesh;
  60298. }
  60299. }
  60300. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  60301. import { Nullable } from "babylonjs/types";
  60302. import { Scene } from "babylonjs/scene";
  60303. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  60304. import { Mesh } from "babylonjs/Meshes/mesh";
  60305. /**
  60306. * Class containing static functions to help procedurally build meshes
  60307. */
  60308. export class TubeBuilder {
  60309. /**
  60310. * Creates a tube mesh.
  60311. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  60312. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  60313. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  60314. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  60315. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  60316. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  60317. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  60318. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  60319. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  60320. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60321. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60322. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60323. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60324. * @param name defines the name of the mesh
  60325. * @param options defines the options used to create the mesh
  60326. * @param scene defines the hosting scene
  60327. * @returns the tube mesh
  60328. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60329. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  60330. */
  60331. static CreateTube(name: string, options: {
  60332. path: Vector3[];
  60333. radius?: number;
  60334. tessellation?: number;
  60335. radiusFunction?: {
  60336. (i: number, distance: number): number;
  60337. };
  60338. cap?: number;
  60339. arc?: number;
  60340. updatable?: boolean;
  60341. sideOrientation?: number;
  60342. frontUVs?: Vector4;
  60343. backUVs?: Vector4;
  60344. instance?: Mesh;
  60345. invertUV?: boolean;
  60346. }, scene?: Nullable<Scene>): Mesh;
  60347. }
  60348. }
  60349. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  60350. import { Scene } from "babylonjs/scene";
  60351. import { Vector4 } from "babylonjs/Maths/math.vector";
  60352. import { Mesh } from "babylonjs/Meshes/mesh";
  60353. import { Nullable } from "babylonjs/types";
  60354. /**
  60355. * Class containing static functions to help procedurally build meshes
  60356. */
  60357. export class IcoSphereBuilder {
  60358. /**
  60359. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  60360. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  60361. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  60362. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  60363. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  60364. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60365. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60366. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60367. * @param name defines the name of the mesh
  60368. * @param options defines the options used to create the mesh
  60369. * @param scene defines the hosting scene
  60370. * @returns the icosahedron mesh
  60371. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  60372. */
  60373. static CreateIcoSphere(name: string, options: {
  60374. radius?: number;
  60375. radiusX?: number;
  60376. radiusY?: number;
  60377. radiusZ?: number;
  60378. flat?: boolean;
  60379. subdivisions?: number;
  60380. sideOrientation?: number;
  60381. frontUVs?: Vector4;
  60382. backUVs?: Vector4;
  60383. updatable?: boolean;
  60384. }, scene?: Nullable<Scene>): Mesh;
  60385. }
  60386. }
  60387. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  60388. import { Vector3 } from "babylonjs/Maths/math.vector";
  60389. import { Mesh } from "babylonjs/Meshes/mesh";
  60390. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60391. /**
  60392. * Class containing static functions to help procedurally build meshes
  60393. */
  60394. export class DecalBuilder {
  60395. /**
  60396. * Creates a decal mesh.
  60397. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  60398. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  60399. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  60400. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  60401. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  60402. * @param name defines the name of the mesh
  60403. * @param sourceMesh defines the mesh where the decal must be applied
  60404. * @param options defines the options used to create the mesh
  60405. * @param scene defines the hosting scene
  60406. * @returns the decal mesh
  60407. * @see https://doc.babylonjs.com/how_to/decals
  60408. */
  60409. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  60410. position?: Vector3;
  60411. normal?: Vector3;
  60412. size?: Vector3;
  60413. angle?: number;
  60414. }): Mesh;
  60415. }
  60416. }
  60417. declare module "babylonjs/Meshes/meshBuilder" {
  60418. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  60419. import { Nullable } from "babylonjs/types";
  60420. import { Scene } from "babylonjs/scene";
  60421. import { Mesh } from "babylonjs/Meshes/mesh";
  60422. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  60423. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  60424. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60425. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  60426. import { Plane } from "babylonjs/Maths/math.plane";
  60427. /**
  60428. * Class containing static functions to help procedurally build meshes
  60429. */
  60430. export class MeshBuilder {
  60431. /**
  60432. * Creates a box mesh
  60433. * * The parameter `size` sets the size (float) of each box side (default 1)
  60434. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  60435. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  60436. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60437. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60438. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60439. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60440. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  60441. * @param name defines the name of the mesh
  60442. * @param options defines the options used to create the mesh
  60443. * @param scene defines the hosting scene
  60444. * @returns the box mesh
  60445. */
  60446. static CreateBox(name: string, options: {
  60447. size?: number;
  60448. width?: number;
  60449. height?: number;
  60450. depth?: number;
  60451. faceUV?: Vector4[];
  60452. faceColors?: Color4[];
  60453. sideOrientation?: number;
  60454. frontUVs?: Vector4;
  60455. backUVs?: Vector4;
  60456. updatable?: boolean;
  60457. }, scene?: Nullable<Scene>): Mesh;
  60458. /**
  60459. * Creates a tiled box mesh
  60460. * * faceTiles sets the pattern, tile size and number of tiles for a face
  60461. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60462. * @param name defines the name of the mesh
  60463. * @param options defines the options used to create the mesh
  60464. * @param scene defines the hosting scene
  60465. * @returns the tiled box mesh
  60466. */
  60467. static CreateTiledBox(name: string, options: {
  60468. pattern?: number;
  60469. size?: number;
  60470. width?: number;
  60471. height?: number;
  60472. depth: number;
  60473. tileSize?: number;
  60474. tileWidth?: number;
  60475. tileHeight?: number;
  60476. faceUV?: Vector4[];
  60477. faceColors?: Color4[];
  60478. alignHorizontal?: number;
  60479. alignVertical?: number;
  60480. sideOrientation?: number;
  60481. updatable?: boolean;
  60482. }, scene?: Nullable<Scene>): Mesh;
  60483. /**
  60484. * Creates a sphere mesh
  60485. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  60486. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  60487. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  60488. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  60489. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  60490. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60491. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60492. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60493. * @param name defines the name of the mesh
  60494. * @param options defines the options used to create the mesh
  60495. * @param scene defines the hosting scene
  60496. * @returns the sphere mesh
  60497. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  60498. */
  60499. static CreateSphere(name: string, options: {
  60500. segments?: number;
  60501. diameter?: number;
  60502. diameterX?: number;
  60503. diameterY?: number;
  60504. diameterZ?: number;
  60505. arc?: number;
  60506. slice?: number;
  60507. sideOrientation?: number;
  60508. frontUVs?: Vector4;
  60509. backUVs?: Vector4;
  60510. updatable?: boolean;
  60511. }, scene?: Nullable<Scene>): Mesh;
  60512. /**
  60513. * Creates a plane polygonal mesh. By default, this is a disc
  60514. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  60515. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  60516. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  60517. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60518. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60519. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60520. * @param name defines the name of the mesh
  60521. * @param options defines the options used to create the mesh
  60522. * @param scene defines the hosting scene
  60523. * @returns the plane polygonal mesh
  60524. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  60525. */
  60526. static CreateDisc(name: string, options: {
  60527. radius?: number;
  60528. tessellation?: number;
  60529. arc?: number;
  60530. updatable?: boolean;
  60531. sideOrientation?: number;
  60532. frontUVs?: Vector4;
  60533. backUVs?: Vector4;
  60534. }, scene?: Nullable<Scene>): Mesh;
  60535. /**
  60536. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  60537. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  60538. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  60539. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  60540. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  60541. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60542. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60543. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60544. * @param name defines the name of the mesh
  60545. * @param options defines the options used to create the mesh
  60546. * @param scene defines the hosting scene
  60547. * @returns the icosahedron mesh
  60548. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  60549. */
  60550. static CreateIcoSphere(name: string, options: {
  60551. radius?: number;
  60552. radiusX?: number;
  60553. radiusY?: number;
  60554. radiusZ?: number;
  60555. flat?: boolean;
  60556. subdivisions?: number;
  60557. sideOrientation?: number;
  60558. frontUVs?: Vector4;
  60559. backUVs?: Vector4;
  60560. updatable?: boolean;
  60561. }, scene?: Nullable<Scene>): Mesh;
  60562. /**
  60563. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  60564. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  60565. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  60566. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  60567. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  60568. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  60569. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  60570. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60571. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60572. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60573. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  60574. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  60575. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  60576. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  60577. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60578. * @param name defines the name of the mesh
  60579. * @param options defines the options used to create the mesh
  60580. * @param scene defines the hosting scene
  60581. * @returns the ribbon mesh
  60582. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  60583. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60584. */
  60585. static CreateRibbon(name: string, options: {
  60586. pathArray: Vector3[][];
  60587. closeArray?: boolean;
  60588. closePath?: boolean;
  60589. offset?: number;
  60590. updatable?: boolean;
  60591. sideOrientation?: number;
  60592. frontUVs?: Vector4;
  60593. backUVs?: Vector4;
  60594. instance?: Mesh;
  60595. invertUV?: boolean;
  60596. uvs?: Vector2[];
  60597. colors?: Color4[];
  60598. }, scene?: Nullable<Scene>): Mesh;
  60599. /**
  60600. * Creates a cylinder or a cone mesh
  60601. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  60602. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  60603. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  60604. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  60605. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  60606. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  60607. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  60608. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  60609. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  60610. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  60611. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  60612. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  60613. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  60614. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  60615. * * If `enclose` is false, a ring surface is one element.
  60616. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  60617. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  60618. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60619. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60620. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60621. * @param name defines the name of the mesh
  60622. * @param options defines the options used to create the mesh
  60623. * @param scene defines the hosting scene
  60624. * @returns the cylinder mesh
  60625. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  60626. */
  60627. static CreateCylinder(name: string, options: {
  60628. height?: number;
  60629. diameterTop?: number;
  60630. diameterBottom?: number;
  60631. diameter?: number;
  60632. tessellation?: number;
  60633. subdivisions?: number;
  60634. arc?: number;
  60635. faceColors?: Color4[];
  60636. faceUV?: Vector4[];
  60637. updatable?: boolean;
  60638. hasRings?: boolean;
  60639. enclose?: boolean;
  60640. cap?: number;
  60641. sideOrientation?: number;
  60642. frontUVs?: Vector4;
  60643. backUVs?: Vector4;
  60644. }, scene?: Nullable<Scene>): Mesh;
  60645. /**
  60646. * Creates a torus mesh
  60647. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  60648. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  60649. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  60650. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60651. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60652. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60653. * @param name defines the name of the mesh
  60654. * @param options defines the options used to create the mesh
  60655. * @param scene defines the hosting scene
  60656. * @returns the torus mesh
  60657. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  60658. */
  60659. static CreateTorus(name: string, options: {
  60660. diameter?: number;
  60661. thickness?: number;
  60662. tessellation?: number;
  60663. updatable?: boolean;
  60664. sideOrientation?: number;
  60665. frontUVs?: Vector4;
  60666. backUVs?: Vector4;
  60667. }, scene?: Nullable<Scene>): Mesh;
  60668. /**
  60669. * Creates a torus knot mesh
  60670. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  60671. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  60672. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  60673. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  60674. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60675. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60676. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60677. * @param name defines the name of the mesh
  60678. * @param options defines the options used to create the mesh
  60679. * @param scene defines the hosting scene
  60680. * @returns the torus knot mesh
  60681. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  60682. */
  60683. static CreateTorusKnot(name: string, options: {
  60684. radius?: number;
  60685. tube?: number;
  60686. radialSegments?: number;
  60687. tubularSegments?: number;
  60688. p?: number;
  60689. q?: number;
  60690. updatable?: boolean;
  60691. sideOrientation?: number;
  60692. frontUVs?: Vector4;
  60693. backUVs?: Vector4;
  60694. }, scene?: Nullable<Scene>): Mesh;
  60695. /**
  60696. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  60697. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  60698. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  60699. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  60700. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  60701. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  60702. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  60703. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  60704. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  60705. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60706. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  60707. * @param name defines the name of the new line system
  60708. * @param options defines the options used to create the line system
  60709. * @param scene defines the hosting scene
  60710. * @returns a new line system mesh
  60711. */
  60712. static CreateLineSystem(name: string, options: {
  60713. lines: Vector3[][];
  60714. updatable?: boolean;
  60715. instance?: Nullable<LinesMesh>;
  60716. colors?: Nullable<Color4[][]>;
  60717. useVertexAlpha?: boolean;
  60718. }, scene: Nullable<Scene>): LinesMesh;
  60719. /**
  60720. * Creates a line mesh
  60721. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  60722. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  60723. * * The parameter `points` is an array successive Vector3
  60724. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  60725. * * The optional parameter `colors` is an array of successive Color4, one per line point
  60726. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  60727. * * When updating an instance, remember that only point positions can change, not the number of points
  60728. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60729. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  60730. * @param name defines the name of the new line system
  60731. * @param options defines the options used to create the line system
  60732. * @param scene defines the hosting scene
  60733. * @returns a new line mesh
  60734. */
  60735. static CreateLines(name: string, options: {
  60736. points: Vector3[];
  60737. updatable?: boolean;
  60738. instance?: Nullable<LinesMesh>;
  60739. colors?: Color4[];
  60740. useVertexAlpha?: boolean;
  60741. }, scene?: Nullable<Scene>): LinesMesh;
  60742. /**
  60743. * Creates a dashed line mesh
  60744. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  60745. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  60746. * * The parameter `points` is an array successive Vector3
  60747. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  60748. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  60749. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  60750. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  60751. * * When updating an instance, remember that only point positions can change, not the number of points
  60752. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60753. * @param name defines the name of the mesh
  60754. * @param options defines the options used to create the mesh
  60755. * @param scene defines the hosting scene
  60756. * @returns the dashed line mesh
  60757. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  60758. */
  60759. static CreateDashedLines(name: string, options: {
  60760. points: Vector3[];
  60761. dashSize?: number;
  60762. gapSize?: number;
  60763. dashNb?: number;
  60764. updatable?: boolean;
  60765. instance?: LinesMesh;
  60766. }, scene?: Nullable<Scene>): LinesMesh;
  60767. /**
  60768. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  60769. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  60770. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  60771. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  60772. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  60773. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  60774. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  60775. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  60776. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60777. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60778. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  60779. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60780. * @param name defines the name of the mesh
  60781. * @param options defines the options used to create the mesh
  60782. * @param scene defines the hosting scene
  60783. * @returns the extruded shape mesh
  60784. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60785. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  60786. */
  60787. static ExtrudeShape(name: string, options: {
  60788. shape: Vector3[];
  60789. path: Vector3[];
  60790. scale?: number;
  60791. rotation?: number;
  60792. cap?: number;
  60793. updatable?: boolean;
  60794. sideOrientation?: number;
  60795. frontUVs?: Vector4;
  60796. backUVs?: Vector4;
  60797. instance?: Mesh;
  60798. invertUV?: boolean;
  60799. }, scene?: Nullable<Scene>): Mesh;
  60800. /**
  60801. * Creates an custom extruded shape mesh.
  60802. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  60803. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  60804. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  60805. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  60806. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  60807. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  60808. * * It must returns a float value that will be the scale value applied to the shape on each path point
  60809. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  60810. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  60811. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  60812. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  60813. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  60814. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60815. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60816. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60817. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60818. * @param name defines the name of the mesh
  60819. * @param options defines the options used to create the mesh
  60820. * @param scene defines the hosting scene
  60821. * @returns the custom extruded shape mesh
  60822. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  60823. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60824. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  60825. */
  60826. static ExtrudeShapeCustom(name: string, options: {
  60827. shape: Vector3[];
  60828. path: Vector3[];
  60829. scaleFunction?: any;
  60830. rotationFunction?: any;
  60831. ribbonCloseArray?: boolean;
  60832. ribbonClosePath?: boolean;
  60833. cap?: number;
  60834. updatable?: boolean;
  60835. sideOrientation?: number;
  60836. frontUVs?: Vector4;
  60837. backUVs?: Vector4;
  60838. instance?: Mesh;
  60839. invertUV?: boolean;
  60840. }, scene?: Nullable<Scene>): Mesh;
  60841. /**
  60842. * Creates lathe mesh.
  60843. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  60844. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  60845. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  60846. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  60847. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  60848. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  60849. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  60850. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  60851. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60852. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60853. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60854. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60855. * @param name defines the name of the mesh
  60856. * @param options defines the options used to create the mesh
  60857. * @param scene defines the hosting scene
  60858. * @returns the lathe mesh
  60859. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  60860. */
  60861. static CreateLathe(name: string, options: {
  60862. shape: Vector3[];
  60863. radius?: number;
  60864. tessellation?: number;
  60865. clip?: number;
  60866. arc?: number;
  60867. closed?: boolean;
  60868. updatable?: boolean;
  60869. sideOrientation?: number;
  60870. frontUVs?: Vector4;
  60871. backUVs?: Vector4;
  60872. cap?: number;
  60873. invertUV?: boolean;
  60874. }, scene?: Nullable<Scene>): Mesh;
  60875. /**
  60876. * Creates a tiled plane mesh
  60877. * * You can set a limited pattern arrangement with the tiles
  60878. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60879. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60880. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60881. * @param name defines the name of the mesh
  60882. * @param options defines the options used to create the mesh
  60883. * @param scene defines the hosting scene
  60884. * @returns the plane mesh
  60885. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  60886. */
  60887. static CreateTiledPlane(name: string, options: {
  60888. pattern?: number;
  60889. tileSize?: number;
  60890. tileWidth?: number;
  60891. tileHeight?: number;
  60892. size?: number;
  60893. width?: number;
  60894. height?: number;
  60895. alignHorizontal?: number;
  60896. alignVertical?: number;
  60897. sideOrientation?: number;
  60898. frontUVs?: Vector4;
  60899. backUVs?: Vector4;
  60900. updatable?: boolean;
  60901. }, scene?: Nullable<Scene>): Mesh;
  60902. /**
  60903. * Creates a plane mesh
  60904. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  60905. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  60906. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  60907. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60908. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  60909. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60910. * @param name defines the name of the mesh
  60911. * @param options defines the options used to create the mesh
  60912. * @param scene defines the hosting scene
  60913. * @returns the plane mesh
  60914. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  60915. */
  60916. static CreatePlane(name: string, options: {
  60917. size?: number;
  60918. width?: number;
  60919. height?: number;
  60920. sideOrientation?: number;
  60921. frontUVs?: Vector4;
  60922. backUVs?: Vector4;
  60923. updatable?: boolean;
  60924. sourcePlane?: Plane;
  60925. }, scene?: Nullable<Scene>): Mesh;
  60926. /**
  60927. * Creates a ground mesh
  60928. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  60929. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  60930. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60931. * @param name defines the name of the mesh
  60932. * @param options defines the options used to create the mesh
  60933. * @param scene defines the hosting scene
  60934. * @returns the ground mesh
  60935. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  60936. */
  60937. static CreateGround(name: string, options: {
  60938. width?: number;
  60939. height?: number;
  60940. subdivisions?: number;
  60941. subdivisionsX?: number;
  60942. subdivisionsY?: number;
  60943. updatable?: boolean;
  60944. }, scene?: Nullable<Scene>): Mesh;
  60945. /**
  60946. * Creates a tiled ground mesh
  60947. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  60948. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  60949. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  60950. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  60951. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60952. * @param name defines the name of the mesh
  60953. * @param options defines the options used to create the mesh
  60954. * @param scene defines the hosting scene
  60955. * @returns the tiled ground mesh
  60956. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  60957. */
  60958. static CreateTiledGround(name: string, options: {
  60959. xmin: number;
  60960. zmin: number;
  60961. xmax: number;
  60962. zmax: number;
  60963. subdivisions?: {
  60964. w: number;
  60965. h: number;
  60966. };
  60967. precision?: {
  60968. w: number;
  60969. h: number;
  60970. };
  60971. updatable?: boolean;
  60972. }, scene?: Nullable<Scene>): Mesh;
  60973. /**
  60974. * Creates a ground mesh from a height map
  60975. * * The parameter `url` sets the URL of the height map image resource.
  60976. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  60977. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  60978. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  60979. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  60980. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  60981. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  60982. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  60983. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60984. * @param name defines the name of the mesh
  60985. * @param url defines the url to the height map
  60986. * @param options defines the options used to create the mesh
  60987. * @param scene defines the hosting scene
  60988. * @returns the ground mesh
  60989. * @see https://doc.babylonjs.com/babylon101/height_map
  60990. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  60991. */
  60992. static CreateGroundFromHeightMap(name: string, url: string, options: {
  60993. width?: number;
  60994. height?: number;
  60995. subdivisions?: number;
  60996. minHeight?: number;
  60997. maxHeight?: number;
  60998. colorFilter?: Color3;
  60999. alphaFilter?: number;
  61000. updatable?: boolean;
  61001. onReady?: (mesh: GroundMesh) => void;
  61002. }, scene?: Nullable<Scene>): GroundMesh;
  61003. /**
  61004. * Creates a polygon mesh
  61005. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  61006. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  61007. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  61008. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  61009. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  61010. * * Remember you can only change the shape positions, not their number when updating a polygon
  61011. * @param name defines the name of the mesh
  61012. * @param options defines the options used to create the mesh
  61013. * @param scene defines the hosting scene
  61014. * @param earcutInjection can be used to inject your own earcut reference
  61015. * @returns the polygon mesh
  61016. */
  61017. static CreatePolygon(name: string, options: {
  61018. shape: Vector3[];
  61019. holes?: Vector3[][];
  61020. depth?: number;
  61021. faceUV?: Vector4[];
  61022. faceColors?: Color4[];
  61023. updatable?: boolean;
  61024. sideOrientation?: number;
  61025. frontUVs?: Vector4;
  61026. backUVs?: Vector4;
  61027. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  61028. /**
  61029. * Creates an extruded polygon mesh, with depth in the Y direction.
  61030. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  61031. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  61032. * @param name defines the name of the mesh
  61033. * @param options defines the options used to create the mesh
  61034. * @param scene defines the hosting scene
  61035. * @param earcutInjection can be used to inject your own earcut reference
  61036. * @returns the polygon mesh
  61037. */
  61038. static ExtrudePolygon(name: string, options: {
  61039. shape: Vector3[];
  61040. holes?: Vector3[][];
  61041. depth?: number;
  61042. faceUV?: Vector4[];
  61043. faceColors?: Color4[];
  61044. updatable?: boolean;
  61045. sideOrientation?: number;
  61046. frontUVs?: Vector4;
  61047. backUVs?: Vector4;
  61048. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  61049. /**
  61050. * Creates a tube mesh.
  61051. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  61052. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  61053. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  61054. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  61055. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  61056. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  61057. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  61058. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  61059. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  61060. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  61061. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  61062. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  61063. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  61064. * @param name defines the name of the mesh
  61065. * @param options defines the options used to create the mesh
  61066. * @param scene defines the hosting scene
  61067. * @returns the tube mesh
  61068. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  61069. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  61070. */
  61071. static CreateTube(name: string, options: {
  61072. path: Vector3[];
  61073. radius?: number;
  61074. tessellation?: number;
  61075. radiusFunction?: {
  61076. (i: number, distance: number): number;
  61077. };
  61078. cap?: number;
  61079. arc?: number;
  61080. updatable?: boolean;
  61081. sideOrientation?: number;
  61082. frontUVs?: Vector4;
  61083. backUVs?: Vector4;
  61084. instance?: Mesh;
  61085. invertUV?: boolean;
  61086. }, scene?: Nullable<Scene>): Mesh;
  61087. /**
  61088. * Creates a polyhedron mesh
  61089. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  61090. * * The parameter `size` (positive float, default 1) sets the polygon size
  61091. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  61092. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  61093. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  61094. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  61095. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  61096. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  61097. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  61098. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  61099. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  61100. * @param name defines the name of the mesh
  61101. * @param options defines the options used to create the mesh
  61102. * @param scene defines the hosting scene
  61103. * @returns the polyhedron mesh
  61104. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  61105. */
  61106. static CreatePolyhedron(name: string, options: {
  61107. type?: number;
  61108. size?: number;
  61109. sizeX?: number;
  61110. sizeY?: number;
  61111. sizeZ?: number;
  61112. custom?: any;
  61113. faceUV?: Vector4[];
  61114. faceColors?: Color4[];
  61115. flat?: boolean;
  61116. updatable?: boolean;
  61117. sideOrientation?: number;
  61118. frontUVs?: Vector4;
  61119. backUVs?: Vector4;
  61120. }, scene?: Nullable<Scene>): Mesh;
  61121. /**
  61122. * Creates a decal mesh.
  61123. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  61124. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  61125. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  61126. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  61127. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  61128. * @param name defines the name of the mesh
  61129. * @param sourceMesh defines the mesh where the decal must be applied
  61130. * @param options defines the options used to create the mesh
  61131. * @param scene defines the hosting scene
  61132. * @returns the decal mesh
  61133. * @see https://doc.babylonjs.com/how_to/decals
  61134. */
  61135. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  61136. position?: Vector3;
  61137. normal?: Vector3;
  61138. size?: Vector3;
  61139. angle?: number;
  61140. }): Mesh;
  61141. }
  61142. }
  61143. declare module "babylonjs/Meshes/meshSimplification" {
  61144. import { Mesh } from "babylonjs/Meshes/mesh";
  61145. /**
  61146. * A simplifier interface for future simplification implementations
  61147. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61148. */
  61149. export interface ISimplifier {
  61150. /**
  61151. * Simplification of a given mesh according to the given settings.
  61152. * Since this requires computation, it is assumed that the function runs async.
  61153. * @param settings The settings of the simplification, including quality and distance
  61154. * @param successCallback A callback that will be called after the mesh was simplified.
  61155. * @param errorCallback in case of an error, this callback will be called. optional.
  61156. */
  61157. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  61158. }
  61159. /**
  61160. * Expected simplification settings.
  61161. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  61162. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61163. */
  61164. export interface ISimplificationSettings {
  61165. /**
  61166. * Gets or sets the expected quality
  61167. */
  61168. quality: number;
  61169. /**
  61170. * Gets or sets the distance when this optimized version should be used
  61171. */
  61172. distance: number;
  61173. /**
  61174. * Gets an already optimized mesh
  61175. */
  61176. optimizeMesh?: boolean;
  61177. }
  61178. /**
  61179. * Class used to specify simplification options
  61180. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61181. */
  61182. export class SimplificationSettings implements ISimplificationSettings {
  61183. /** expected quality */
  61184. quality: number;
  61185. /** distance when this optimized version should be used */
  61186. distance: number;
  61187. /** already optimized mesh */
  61188. optimizeMesh?: boolean | undefined;
  61189. /**
  61190. * Creates a SimplificationSettings
  61191. * @param quality expected quality
  61192. * @param distance distance when this optimized version should be used
  61193. * @param optimizeMesh already optimized mesh
  61194. */
  61195. constructor(
  61196. /** expected quality */
  61197. quality: number,
  61198. /** distance when this optimized version should be used */
  61199. distance: number,
  61200. /** already optimized mesh */
  61201. optimizeMesh?: boolean | undefined);
  61202. }
  61203. /**
  61204. * Interface used to define a simplification task
  61205. */
  61206. export interface ISimplificationTask {
  61207. /**
  61208. * Array of settings
  61209. */
  61210. settings: Array<ISimplificationSettings>;
  61211. /**
  61212. * Simplification type
  61213. */
  61214. simplificationType: SimplificationType;
  61215. /**
  61216. * Mesh to simplify
  61217. */
  61218. mesh: Mesh;
  61219. /**
  61220. * Callback called on success
  61221. */
  61222. successCallback?: () => void;
  61223. /**
  61224. * Defines if parallel processing can be used
  61225. */
  61226. parallelProcessing: boolean;
  61227. }
  61228. /**
  61229. * Queue used to order the simplification tasks
  61230. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61231. */
  61232. export class SimplificationQueue {
  61233. private _simplificationArray;
  61234. /**
  61235. * Gets a boolean indicating that the process is still running
  61236. */
  61237. running: boolean;
  61238. /**
  61239. * Creates a new queue
  61240. */
  61241. constructor();
  61242. /**
  61243. * Adds a new simplification task
  61244. * @param task defines a task to add
  61245. */
  61246. addTask(task: ISimplificationTask): void;
  61247. /**
  61248. * Execute next task
  61249. */
  61250. executeNext(): void;
  61251. /**
  61252. * Execute a simplification task
  61253. * @param task defines the task to run
  61254. */
  61255. runSimplification(task: ISimplificationTask): void;
  61256. private getSimplifier;
  61257. }
  61258. /**
  61259. * The implemented types of simplification
  61260. * At the moment only Quadratic Error Decimation is implemented
  61261. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61262. */
  61263. export enum SimplificationType {
  61264. /** Quadratic error decimation */
  61265. QUADRATIC = 0
  61266. }
  61267. }
  61268. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  61269. import { Scene } from "babylonjs/scene";
  61270. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  61271. import { ISceneComponent } from "babylonjs/sceneComponent";
  61272. module "babylonjs/scene" {
  61273. interface Scene {
  61274. /** @hidden (Backing field) */
  61275. _simplificationQueue: SimplificationQueue;
  61276. /**
  61277. * Gets or sets the simplification queue attached to the scene
  61278. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61279. */
  61280. simplificationQueue: SimplificationQueue;
  61281. }
  61282. }
  61283. module "babylonjs/Meshes/mesh" {
  61284. interface Mesh {
  61285. /**
  61286. * Simplify the mesh according to the given array of settings.
  61287. * Function will return immediately and will simplify async
  61288. * @param settings a collection of simplification settings
  61289. * @param parallelProcessing should all levels calculate parallel or one after the other
  61290. * @param simplificationType the type of simplification to run
  61291. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  61292. * @returns the current mesh
  61293. */
  61294. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  61295. }
  61296. }
  61297. /**
  61298. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  61299. * created in a scene
  61300. */
  61301. export class SimplicationQueueSceneComponent implements ISceneComponent {
  61302. /**
  61303. * The component name helpfull to identify the component in the list of scene components.
  61304. */
  61305. readonly name: string;
  61306. /**
  61307. * The scene the component belongs to.
  61308. */
  61309. scene: Scene;
  61310. /**
  61311. * Creates a new instance of the component for the given scene
  61312. * @param scene Defines the scene to register the component in
  61313. */
  61314. constructor(scene: Scene);
  61315. /**
  61316. * Registers the component in a given scene
  61317. */
  61318. register(): void;
  61319. /**
  61320. * Rebuilds the elements related to this component in case of
  61321. * context lost for instance.
  61322. */
  61323. rebuild(): void;
  61324. /**
  61325. * Disposes the component and the associated ressources
  61326. */
  61327. dispose(): void;
  61328. private _beforeCameraUpdate;
  61329. }
  61330. }
  61331. declare module "babylonjs/Meshes/Builders/index" {
  61332. export * from "babylonjs/Meshes/Builders/boxBuilder";
  61333. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  61334. export * from "babylonjs/Meshes/Builders/discBuilder";
  61335. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  61336. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  61337. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  61338. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  61339. export * from "babylonjs/Meshes/Builders/torusBuilder";
  61340. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  61341. export * from "babylonjs/Meshes/Builders/linesBuilder";
  61342. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  61343. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  61344. export * from "babylonjs/Meshes/Builders/latheBuilder";
  61345. export * from "babylonjs/Meshes/Builders/planeBuilder";
  61346. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  61347. export * from "babylonjs/Meshes/Builders/groundBuilder";
  61348. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  61349. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  61350. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  61351. export * from "babylonjs/Meshes/Builders/decalBuilder";
  61352. }
  61353. declare module "babylonjs/Meshes/index" {
  61354. export * from "babylonjs/Meshes/abstractMesh";
  61355. export * from "babylonjs/Meshes/buffer";
  61356. export * from "babylonjs/Meshes/Compression/index";
  61357. export * from "babylonjs/Meshes/csg";
  61358. export * from "babylonjs/Meshes/geometry";
  61359. export * from "babylonjs/Meshes/groundMesh";
  61360. export * from "babylonjs/Meshes/trailMesh";
  61361. export * from "babylonjs/Meshes/instancedMesh";
  61362. export * from "babylonjs/Meshes/linesMesh";
  61363. export * from "babylonjs/Meshes/mesh";
  61364. export * from "babylonjs/Meshes/mesh.vertexData";
  61365. export * from "babylonjs/Meshes/meshBuilder";
  61366. export * from "babylonjs/Meshes/meshSimplification";
  61367. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  61368. export * from "babylonjs/Meshes/polygonMesh";
  61369. export * from "babylonjs/Meshes/subMesh";
  61370. export * from "babylonjs/Meshes/meshLODLevel";
  61371. export * from "babylonjs/Meshes/transformNode";
  61372. export * from "babylonjs/Meshes/Builders/index";
  61373. export * from "babylonjs/Meshes/dataBuffer";
  61374. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  61375. }
  61376. declare module "babylonjs/Morph/index" {
  61377. export * from "babylonjs/Morph/morphTarget";
  61378. export * from "babylonjs/Morph/morphTargetManager";
  61379. }
  61380. declare module "babylonjs/Navigation/INavigationEngine" {
  61381. import { TransformNode } from "babylonjs/Meshes/transformNode";
  61382. import { Vector3 } from "babylonjs/Maths/math";
  61383. import { Mesh } from "babylonjs/Meshes/mesh";
  61384. import { Scene } from "babylonjs/scene";
  61385. /**
  61386. * Navigation plugin interface to add navigation constrained by a navigation mesh
  61387. */
  61388. export interface INavigationEnginePlugin {
  61389. /**
  61390. * plugin name
  61391. */
  61392. name: string;
  61393. /**
  61394. * Creates a navigation mesh
  61395. * @param meshes array of all the geometry used to compute the navigatio mesh
  61396. * @param parameters bunch of parameters used to filter geometry
  61397. */
  61398. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  61399. /**
  61400. * Create a navigation mesh debug mesh
  61401. * @param scene is where the mesh will be added
  61402. * @returns debug display mesh
  61403. */
  61404. createDebugNavMesh(scene: Scene): Mesh;
  61405. /**
  61406. * Get a navigation mesh constrained position, closest to the parameter position
  61407. * @param position world position
  61408. * @returns the closest point to position constrained by the navigation mesh
  61409. */
  61410. getClosestPoint(position: Vector3): Vector3;
  61411. /**
  61412. * Get a navigation mesh constrained position, within a particular radius
  61413. * @param position world position
  61414. * @param maxRadius the maximum distance to the constrained world position
  61415. * @returns the closest point to position constrained by the navigation mesh
  61416. */
  61417. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  61418. /**
  61419. * Compute the final position from a segment made of destination-position
  61420. * @param position world position
  61421. * @param destination world position
  61422. * @returns the resulting point along the navmesh
  61423. */
  61424. moveAlong(position: Vector3, destination: Vector3): Vector3;
  61425. /**
  61426. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  61427. * @param start world position
  61428. * @param end world position
  61429. * @returns array containing world position composing the path
  61430. */
  61431. computePath(start: Vector3, end: Vector3): Vector3[];
  61432. /**
  61433. * If this plugin is supported
  61434. * @returns true if plugin is supported
  61435. */
  61436. isSupported(): boolean;
  61437. /**
  61438. * Create a new Crowd so you can add agents
  61439. * @param maxAgents the maximum agent count in the crowd
  61440. * @param maxAgentRadius the maximum radius an agent can have
  61441. * @param scene to attach the crowd to
  61442. * @returns the crowd you can add agents to
  61443. */
  61444. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  61445. /**
  61446. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61447. * The queries will try to find a solution within those bounds
  61448. * default is (1,1,1)
  61449. * @param extent x,y,z value that define the extent around the queries point of reference
  61450. */
  61451. setDefaultQueryExtent(extent: Vector3): void;
  61452. /**
  61453. * Get the Bounding box extent specified by setDefaultQueryExtent
  61454. * @returns the box extent values
  61455. */
  61456. getDefaultQueryExtent(): Vector3;
  61457. /**
  61458. * Release all resources
  61459. */
  61460. dispose(): void;
  61461. }
  61462. /**
  61463. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  61464. */
  61465. export interface ICrowd {
  61466. /**
  61467. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  61468. * You can attach anything to that node. The node position is updated in the scene update tick.
  61469. * @param pos world position that will be constrained by the navigation mesh
  61470. * @param parameters agent parameters
  61471. * @param transform hooked to the agent that will be update by the scene
  61472. * @returns agent index
  61473. */
  61474. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  61475. /**
  61476. * Returns the agent position in world space
  61477. * @param index agent index returned by addAgent
  61478. * @returns world space position
  61479. */
  61480. getAgentPosition(index: number): Vector3;
  61481. /**
  61482. * Gets the agent velocity in world space
  61483. * @param index agent index returned by addAgent
  61484. * @returns world space velocity
  61485. */
  61486. getAgentVelocity(index: number): Vector3;
  61487. /**
  61488. * remove a particular agent previously created
  61489. * @param index agent index returned by addAgent
  61490. */
  61491. removeAgent(index: number): void;
  61492. /**
  61493. * get the list of all agents attached to this crowd
  61494. * @returns list of agent indices
  61495. */
  61496. getAgents(): number[];
  61497. /**
  61498. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  61499. * @param deltaTime in seconds
  61500. */
  61501. update(deltaTime: number): void;
  61502. /**
  61503. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  61504. * @param index agent index returned by addAgent
  61505. * @param destination targeted world position
  61506. */
  61507. agentGoto(index: number, destination: Vector3): void;
  61508. /**
  61509. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61510. * The queries will try to find a solution within those bounds
  61511. * default is (1,1,1)
  61512. * @param extent x,y,z value that define the extent around the queries point of reference
  61513. */
  61514. setDefaultQueryExtent(extent: Vector3): void;
  61515. /**
  61516. * Get the Bounding box extent specified by setDefaultQueryExtent
  61517. * @returns the box extent values
  61518. */
  61519. getDefaultQueryExtent(): Vector3;
  61520. /**
  61521. * Release all resources
  61522. */
  61523. dispose(): void;
  61524. }
  61525. /**
  61526. * Configures an agent
  61527. */
  61528. export interface IAgentParameters {
  61529. /**
  61530. * Agent radius. [Limit: >= 0]
  61531. */
  61532. radius: number;
  61533. /**
  61534. * Agent height. [Limit: > 0]
  61535. */
  61536. height: number;
  61537. /**
  61538. * Maximum allowed acceleration. [Limit: >= 0]
  61539. */
  61540. maxAcceleration: number;
  61541. /**
  61542. * Maximum allowed speed. [Limit: >= 0]
  61543. */
  61544. maxSpeed: number;
  61545. /**
  61546. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  61547. */
  61548. collisionQueryRange: number;
  61549. /**
  61550. * The path visibility optimization range. [Limit: > 0]
  61551. */
  61552. pathOptimizationRange: number;
  61553. /**
  61554. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  61555. */
  61556. separationWeight: number;
  61557. }
  61558. /**
  61559. * Configures the navigation mesh creation
  61560. */
  61561. export interface INavMeshParameters {
  61562. /**
  61563. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  61564. */
  61565. cs: number;
  61566. /**
  61567. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  61568. */
  61569. ch: number;
  61570. /**
  61571. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  61572. */
  61573. walkableSlopeAngle: number;
  61574. /**
  61575. * Minimum floor to 'ceiling' height that will still allow the floor area to
  61576. * be considered walkable. [Limit: >= 3] [Units: vx]
  61577. */
  61578. walkableHeight: number;
  61579. /**
  61580. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  61581. */
  61582. walkableClimb: number;
  61583. /**
  61584. * The distance to erode/shrink the walkable area of the heightfield away from
  61585. * obstructions. [Limit: >=0] [Units: vx]
  61586. */
  61587. walkableRadius: number;
  61588. /**
  61589. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  61590. */
  61591. maxEdgeLen: number;
  61592. /**
  61593. * The maximum distance a simplfied contour's border edges should deviate
  61594. * the original raw contour. [Limit: >=0] [Units: vx]
  61595. */
  61596. maxSimplificationError: number;
  61597. /**
  61598. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  61599. */
  61600. minRegionArea: number;
  61601. /**
  61602. * Any regions with a span count smaller than this value will, if possible,
  61603. * be merged with larger regions. [Limit: >=0] [Units: vx]
  61604. */
  61605. mergeRegionArea: number;
  61606. /**
  61607. * The maximum number of vertices allowed for polygons generated during the
  61608. * contour to polygon conversion process. [Limit: >= 3]
  61609. */
  61610. maxVertsPerPoly: number;
  61611. /**
  61612. * Sets the sampling distance to use when generating the detail mesh.
  61613. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  61614. */
  61615. detailSampleDist: number;
  61616. /**
  61617. * The maximum distance the detail mesh surface should deviate from heightfield
  61618. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  61619. */
  61620. detailSampleMaxError: number;
  61621. }
  61622. }
  61623. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  61624. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  61625. import { Mesh } from "babylonjs/Meshes/mesh";
  61626. import { Scene } from "babylonjs/scene";
  61627. import { Vector3 } from "babylonjs/Maths/math";
  61628. import { TransformNode } from "babylonjs/Meshes/transformNode";
  61629. /**
  61630. * RecastJS navigation plugin
  61631. */
  61632. export class RecastJSPlugin implements INavigationEnginePlugin {
  61633. /**
  61634. * Reference to the Recast library
  61635. */
  61636. bjsRECAST: any;
  61637. /**
  61638. * plugin name
  61639. */
  61640. name: string;
  61641. /**
  61642. * the first navmesh created. We might extend this to support multiple navmeshes
  61643. */
  61644. navMesh: any;
  61645. /**
  61646. * Initializes the recastJS plugin
  61647. * @param recastInjection can be used to inject your own recast reference
  61648. */
  61649. constructor(recastInjection?: any);
  61650. /**
  61651. * Creates a navigation mesh
  61652. * @param meshes array of all the geometry used to compute the navigatio mesh
  61653. * @param parameters bunch of parameters used to filter geometry
  61654. */
  61655. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  61656. /**
  61657. * Create a navigation mesh debug mesh
  61658. * @param scene is where the mesh will be added
  61659. * @returns debug display mesh
  61660. */
  61661. createDebugNavMesh(scene: Scene): Mesh;
  61662. /**
  61663. * Get a navigation mesh constrained position, closest to the parameter position
  61664. * @param position world position
  61665. * @returns the closest point to position constrained by the navigation mesh
  61666. */
  61667. getClosestPoint(position: Vector3): Vector3;
  61668. /**
  61669. * Get a navigation mesh constrained position, within a particular radius
  61670. * @param position world position
  61671. * @param maxRadius the maximum distance to the constrained world position
  61672. * @returns the closest point to position constrained by the navigation mesh
  61673. */
  61674. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  61675. /**
  61676. * Compute the final position from a segment made of destination-position
  61677. * @param position world position
  61678. * @param destination world position
  61679. * @returns the resulting point along the navmesh
  61680. */
  61681. moveAlong(position: Vector3, destination: Vector3): Vector3;
  61682. /**
  61683. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  61684. * @param start world position
  61685. * @param end world position
  61686. * @returns array containing world position composing the path
  61687. */
  61688. computePath(start: Vector3, end: Vector3): Vector3[];
  61689. /**
  61690. * Create a new Crowd so you can add agents
  61691. * @param maxAgents the maximum agent count in the crowd
  61692. * @param maxAgentRadius the maximum radius an agent can have
  61693. * @param scene to attach the crowd to
  61694. * @returns the crowd you can add agents to
  61695. */
  61696. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  61697. /**
  61698. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61699. * The queries will try to find a solution within those bounds
  61700. * default is (1,1,1)
  61701. * @param extent x,y,z value that define the extent around the queries point of reference
  61702. */
  61703. setDefaultQueryExtent(extent: Vector3): void;
  61704. /**
  61705. * Get the Bounding box extent specified by setDefaultQueryExtent
  61706. * @returns the box extent values
  61707. */
  61708. getDefaultQueryExtent(): Vector3;
  61709. /**
  61710. * Disposes
  61711. */
  61712. dispose(): void;
  61713. /**
  61714. * If this plugin is supported
  61715. * @returns true if plugin is supported
  61716. */
  61717. isSupported(): boolean;
  61718. }
  61719. /**
  61720. * Recast detour crowd implementation
  61721. */
  61722. export class RecastJSCrowd implements ICrowd {
  61723. /**
  61724. * Recast/detour plugin
  61725. */
  61726. bjsRECASTPlugin: RecastJSPlugin;
  61727. /**
  61728. * Link to the detour crowd
  61729. */
  61730. recastCrowd: any;
  61731. /**
  61732. * One transform per agent
  61733. */
  61734. transforms: TransformNode[];
  61735. /**
  61736. * All agents created
  61737. */
  61738. agents: number[];
  61739. /**
  61740. * Link to the scene is kept to unregister the crowd from the scene
  61741. */
  61742. private _scene;
  61743. /**
  61744. * Observer for crowd updates
  61745. */
  61746. private _onBeforeAnimationsObserver;
  61747. /**
  61748. * Constructor
  61749. * @param plugin recastJS plugin
  61750. * @param maxAgents the maximum agent count in the crowd
  61751. * @param maxAgentRadius the maximum radius an agent can have
  61752. * @param scene to attach the crowd to
  61753. * @returns the crowd you can add agents to
  61754. */
  61755. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  61756. /**
  61757. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  61758. * You can attach anything to that node. The node position is updated in the scene update tick.
  61759. * @param pos world position that will be constrained by the navigation mesh
  61760. * @param parameters agent parameters
  61761. * @param transform hooked to the agent that will be update by the scene
  61762. * @returns agent index
  61763. */
  61764. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  61765. /**
  61766. * Returns the agent position in world space
  61767. * @param index agent index returned by addAgent
  61768. * @returns world space position
  61769. */
  61770. getAgentPosition(index: number): Vector3;
  61771. /**
  61772. * Returns the agent velocity in world space
  61773. * @param index agent index returned by addAgent
  61774. * @returns world space velocity
  61775. */
  61776. getAgentVelocity(index: number): Vector3;
  61777. /**
  61778. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  61779. * @param index agent index returned by addAgent
  61780. * @param destination targeted world position
  61781. */
  61782. agentGoto(index: number, destination: Vector3): void;
  61783. /**
  61784. * remove a particular agent previously created
  61785. * @param index agent index returned by addAgent
  61786. */
  61787. removeAgent(index: number): void;
  61788. /**
  61789. * get the list of all agents attached to this crowd
  61790. * @returns list of agent indices
  61791. */
  61792. getAgents(): number[];
  61793. /**
  61794. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  61795. * @param deltaTime in seconds
  61796. */
  61797. update(deltaTime: number): void;
  61798. /**
  61799. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61800. * The queries will try to find a solution within those bounds
  61801. * default is (1,1,1)
  61802. * @param extent x,y,z value that define the extent around the queries point of reference
  61803. */
  61804. setDefaultQueryExtent(extent: Vector3): void;
  61805. /**
  61806. * Get the Bounding box extent specified by setDefaultQueryExtent
  61807. * @returns the box extent values
  61808. */
  61809. getDefaultQueryExtent(): Vector3;
  61810. /**
  61811. * Release all resources
  61812. */
  61813. dispose(): void;
  61814. }
  61815. }
  61816. declare module "babylonjs/Navigation/Plugins/index" {
  61817. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  61818. }
  61819. declare module "babylonjs/Navigation/index" {
  61820. export * from "babylonjs/Navigation/INavigationEngine";
  61821. export * from "babylonjs/Navigation/Plugins/index";
  61822. }
  61823. declare module "babylonjs/Offline/database" {
  61824. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  61825. /**
  61826. * Class used to enable access to IndexedDB
  61827. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  61828. */
  61829. export class Database implements IOfflineProvider {
  61830. private _callbackManifestChecked;
  61831. private _currentSceneUrl;
  61832. private _db;
  61833. private _enableSceneOffline;
  61834. private _enableTexturesOffline;
  61835. private _manifestVersionFound;
  61836. private _mustUpdateRessources;
  61837. private _hasReachedQuota;
  61838. private _isSupported;
  61839. private _idbFactory;
  61840. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  61841. private static IsUASupportingBlobStorage;
  61842. /**
  61843. * Gets a boolean indicating if Database storate is enabled (off by default)
  61844. */
  61845. static IDBStorageEnabled: boolean;
  61846. /**
  61847. * Gets a boolean indicating if scene must be saved in the database
  61848. */
  61849. readonly enableSceneOffline: boolean;
  61850. /**
  61851. * Gets a boolean indicating if textures must be saved in the database
  61852. */
  61853. readonly enableTexturesOffline: boolean;
  61854. /**
  61855. * Creates a new Database
  61856. * @param urlToScene defines the url to load the scene
  61857. * @param callbackManifestChecked defines the callback to use when manifest is checked
  61858. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  61859. */
  61860. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  61861. private static _ParseURL;
  61862. private static _ReturnFullUrlLocation;
  61863. private _checkManifestFile;
  61864. /**
  61865. * Open the database and make it available
  61866. * @param successCallback defines the callback to call on success
  61867. * @param errorCallback defines the callback to call on error
  61868. */
  61869. open(successCallback: () => void, errorCallback: () => void): void;
  61870. /**
  61871. * Loads an image from the database
  61872. * @param url defines the url to load from
  61873. * @param image defines the target DOM image
  61874. */
  61875. loadImage(url: string, image: HTMLImageElement): void;
  61876. private _loadImageFromDBAsync;
  61877. private _saveImageIntoDBAsync;
  61878. private _checkVersionFromDB;
  61879. private _loadVersionFromDBAsync;
  61880. private _saveVersionIntoDBAsync;
  61881. /**
  61882. * Loads a file from database
  61883. * @param url defines the URL to load from
  61884. * @param sceneLoaded defines a callback to call on success
  61885. * @param progressCallBack defines a callback to call when progress changed
  61886. * @param errorCallback defines a callback to call on error
  61887. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  61888. */
  61889. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  61890. private _loadFileAsync;
  61891. private _saveFileAsync;
  61892. /**
  61893. * Validates if xhr data is correct
  61894. * @param xhr defines the request to validate
  61895. * @param dataType defines the expected data type
  61896. * @returns true if data is correct
  61897. */
  61898. private static _ValidateXHRData;
  61899. }
  61900. }
  61901. declare module "babylonjs/Offline/index" {
  61902. export * from "babylonjs/Offline/database";
  61903. export * from "babylonjs/Offline/IOfflineProvider";
  61904. }
  61905. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  61906. /** @hidden */
  61907. export var gpuUpdateParticlesPixelShader: {
  61908. name: string;
  61909. shader: string;
  61910. };
  61911. }
  61912. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  61913. /** @hidden */
  61914. export var gpuUpdateParticlesVertexShader: {
  61915. name: string;
  61916. shader: string;
  61917. };
  61918. }
  61919. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  61920. /** @hidden */
  61921. export var clipPlaneFragmentDeclaration2: {
  61922. name: string;
  61923. shader: string;
  61924. };
  61925. }
  61926. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  61927. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  61928. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  61929. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  61930. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  61931. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  61932. /** @hidden */
  61933. export var gpuRenderParticlesPixelShader: {
  61934. name: string;
  61935. shader: string;
  61936. };
  61937. }
  61938. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  61939. /** @hidden */
  61940. export var clipPlaneVertexDeclaration2: {
  61941. name: string;
  61942. shader: string;
  61943. };
  61944. }
  61945. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  61946. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  61947. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  61948. /** @hidden */
  61949. export var gpuRenderParticlesVertexShader: {
  61950. name: string;
  61951. shader: string;
  61952. };
  61953. }
  61954. declare module "babylonjs/Particles/gpuParticleSystem" {
  61955. import { Nullable } from "babylonjs/types";
  61956. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  61957. import { Observable } from "babylonjs/Misc/observable";
  61958. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  61959. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61960. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  61961. import { Scene, IDisposable } from "babylonjs/scene";
  61962. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  61963. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61964. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  61965. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  61966. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  61967. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  61968. /**
  61969. * This represents a GPU particle system in Babylon
  61970. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  61971. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  61972. */
  61973. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  61974. /**
  61975. * The layer mask we are rendering the particles through.
  61976. */
  61977. layerMask: number;
  61978. private _capacity;
  61979. private _activeCount;
  61980. private _currentActiveCount;
  61981. private _accumulatedCount;
  61982. private _renderEffect;
  61983. private _updateEffect;
  61984. private _buffer0;
  61985. private _buffer1;
  61986. private _spriteBuffer;
  61987. private _updateVAO;
  61988. private _renderVAO;
  61989. private _targetIndex;
  61990. private _sourceBuffer;
  61991. private _targetBuffer;
  61992. private _engine;
  61993. private _currentRenderId;
  61994. private _started;
  61995. private _stopped;
  61996. private _timeDelta;
  61997. private _randomTexture;
  61998. private _randomTexture2;
  61999. private _attributesStrideSize;
  62000. private _updateEffectOptions;
  62001. private _randomTextureSize;
  62002. private _actualFrame;
  62003. private readonly _rawTextureWidth;
  62004. /**
  62005. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  62006. */
  62007. static readonly IsSupported: boolean;
  62008. /**
  62009. * An event triggered when the system is disposed.
  62010. */
  62011. onDisposeObservable: Observable<GPUParticleSystem>;
  62012. /**
  62013. * Gets the maximum number of particles active at the same time.
  62014. * @returns The max number of active particles.
  62015. */
  62016. getCapacity(): number;
  62017. /**
  62018. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  62019. * to override the particles.
  62020. */
  62021. forceDepthWrite: boolean;
  62022. /**
  62023. * Gets or set the number of active particles
  62024. */
  62025. activeParticleCount: number;
  62026. private _preWarmDone;
  62027. /**
  62028. * Is this system ready to be used/rendered
  62029. * @return true if the system is ready
  62030. */
  62031. isReady(): boolean;
  62032. /**
  62033. * Gets if the system has been started. (Note: this will still be true after stop is called)
  62034. * @returns True if it has been started, otherwise false.
  62035. */
  62036. isStarted(): boolean;
  62037. /**
  62038. * Starts the particle system and begins to emit
  62039. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  62040. */
  62041. start(delay?: number): void;
  62042. /**
  62043. * Stops the particle system.
  62044. */
  62045. stop(): void;
  62046. /**
  62047. * Remove all active particles
  62048. */
  62049. reset(): void;
  62050. /**
  62051. * Returns the string "GPUParticleSystem"
  62052. * @returns a string containing the class name
  62053. */
  62054. getClassName(): string;
  62055. private _colorGradientsTexture;
  62056. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  62057. /**
  62058. * Adds a new color gradient
  62059. * @param gradient defines the gradient to use (between 0 and 1)
  62060. * @param color1 defines the color to affect to the specified gradient
  62061. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  62062. * @returns the current particle system
  62063. */
  62064. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  62065. /**
  62066. * Remove a specific color gradient
  62067. * @param gradient defines the gradient to remove
  62068. * @returns the current particle system
  62069. */
  62070. removeColorGradient(gradient: number): GPUParticleSystem;
  62071. private _angularSpeedGradientsTexture;
  62072. private _sizeGradientsTexture;
  62073. private _velocityGradientsTexture;
  62074. private _limitVelocityGradientsTexture;
  62075. private _dragGradientsTexture;
  62076. private _addFactorGradient;
  62077. /**
  62078. * Adds a new size gradient
  62079. * @param gradient defines the gradient to use (between 0 and 1)
  62080. * @param factor defines the size factor to affect to the specified gradient
  62081. * @returns the current particle system
  62082. */
  62083. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  62084. /**
  62085. * Remove a specific size gradient
  62086. * @param gradient defines the gradient to remove
  62087. * @returns the current particle system
  62088. */
  62089. removeSizeGradient(gradient: number): GPUParticleSystem;
  62090. /**
  62091. * Adds a new angular speed gradient
  62092. * @param gradient defines the gradient to use (between 0 and 1)
  62093. * @param factor defines the angular speed to affect to the specified gradient
  62094. * @returns the current particle system
  62095. */
  62096. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  62097. /**
  62098. * Remove a specific angular speed gradient
  62099. * @param gradient defines the gradient to remove
  62100. * @returns the current particle system
  62101. */
  62102. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  62103. /**
  62104. * Adds a new velocity gradient
  62105. * @param gradient defines the gradient to use (between 0 and 1)
  62106. * @param factor defines the velocity to affect to the specified gradient
  62107. * @returns the current particle system
  62108. */
  62109. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  62110. /**
  62111. * Remove a specific velocity gradient
  62112. * @param gradient defines the gradient to remove
  62113. * @returns the current particle system
  62114. */
  62115. removeVelocityGradient(gradient: number): GPUParticleSystem;
  62116. /**
  62117. * Adds a new limit velocity gradient
  62118. * @param gradient defines the gradient to use (between 0 and 1)
  62119. * @param factor defines the limit velocity value to affect to the specified gradient
  62120. * @returns the current particle system
  62121. */
  62122. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  62123. /**
  62124. * Remove a specific limit velocity gradient
  62125. * @param gradient defines the gradient to remove
  62126. * @returns the current particle system
  62127. */
  62128. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  62129. /**
  62130. * Adds a new drag gradient
  62131. * @param gradient defines the gradient to use (between 0 and 1)
  62132. * @param factor defines the drag value to affect to the specified gradient
  62133. * @returns the current particle system
  62134. */
  62135. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  62136. /**
  62137. * Remove a specific drag gradient
  62138. * @param gradient defines the gradient to remove
  62139. * @returns the current particle system
  62140. */
  62141. removeDragGradient(gradient: number): GPUParticleSystem;
  62142. /**
  62143. * Not supported by GPUParticleSystem
  62144. * @param gradient defines the gradient to use (between 0 and 1)
  62145. * @param factor defines the emit rate value to affect to the specified gradient
  62146. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  62147. * @returns the current particle system
  62148. */
  62149. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  62150. /**
  62151. * Not supported by GPUParticleSystem
  62152. * @param gradient defines the gradient to remove
  62153. * @returns the current particle system
  62154. */
  62155. removeEmitRateGradient(gradient: number): IParticleSystem;
  62156. /**
  62157. * Not supported by GPUParticleSystem
  62158. * @param gradient defines the gradient to use (between 0 and 1)
  62159. * @param factor defines the start size value to affect to the specified gradient
  62160. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  62161. * @returns the current particle system
  62162. */
  62163. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  62164. /**
  62165. * Not supported by GPUParticleSystem
  62166. * @param gradient defines the gradient to remove
  62167. * @returns the current particle system
  62168. */
  62169. removeStartSizeGradient(gradient: number): IParticleSystem;
  62170. /**
  62171. * Not supported by GPUParticleSystem
  62172. * @param gradient defines the gradient to use (between 0 and 1)
  62173. * @param min defines the color remap minimal range
  62174. * @param max defines the color remap maximal range
  62175. * @returns the current particle system
  62176. */
  62177. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  62178. /**
  62179. * Not supported by GPUParticleSystem
  62180. * @param gradient defines the gradient to remove
  62181. * @returns the current particle system
  62182. */
  62183. removeColorRemapGradient(): IParticleSystem;
  62184. /**
  62185. * Not supported by GPUParticleSystem
  62186. * @param gradient defines the gradient to use (between 0 and 1)
  62187. * @param min defines the alpha remap minimal range
  62188. * @param max defines the alpha remap maximal range
  62189. * @returns the current particle system
  62190. */
  62191. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  62192. /**
  62193. * Not supported by GPUParticleSystem
  62194. * @param gradient defines the gradient to remove
  62195. * @returns the current particle system
  62196. */
  62197. removeAlphaRemapGradient(): IParticleSystem;
  62198. /**
  62199. * Not supported by GPUParticleSystem
  62200. * @param gradient defines the gradient to use (between 0 and 1)
  62201. * @param color defines the color to affect to the specified gradient
  62202. * @returns the current particle system
  62203. */
  62204. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  62205. /**
  62206. * Not supported by GPUParticleSystem
  62207. * @param gradient defines the gradient to remove
  62208. * @returns the current particle system
  62209. */
  62210. removeRampGradient(): IParticleSystem;
  62211. /**
  62212. * Not supported by GPUParticleSystem
  62213. * @returns the list of ramp gradients
  62214. */
  62215. getRampGradients(): Nullable<Array<Color3Gradient>>;
  62216. /**
  62217. * Not supported by GPUParticleSystem
  62218. * Gets or sets a boolean indicating that ramp gradients must be used
  62219. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  62220. */
  62221. useRampGradients: boolean;
  62222. /**
  62223. * Not supported by GPUParticleSystem
  62224. * @param gradient defines the gradient to use (between 0 and 1)
  62225. * @param factor defines the life time factor to affect to the specified gradient
  62226. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  62227. * @returns the current particle system
  62228. */
  62229. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  62230. /**
  62231. * Not supported by GPUParticleSystem
  62232. * @param gradient defines the gradient to remove
  62233. * @returns the current particle system
  62234. */
  62235. removeLifeTimeGradient(gradient: number): IParticleSystem;
  62236. /**
  62237. * Instantiates a GPU particle system.
  62238. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  62239. * @param name The name of the particle system
  62240. * @param options The options used to create the system
  62241. * @param scene The scene the particle system belongs to
  62242. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  62243. */
  62244. constructor(name: string, options: Partial<{
  62245. capacity: number;
  62246. randomTextureSize: number;
  62247. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  62248. protected _reset(): void;
  62249. private _createUpdateVAO;
  62250. private _createRenderVAO;
  62251. private _initialize;
  62252. /** @hidden */
  62253. _recreateUpdateEffect(): void;
  62254. /** @hidden */
  62255. _recreateRenderEffect(): void;
  62256. /**
  62257. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  62258. * @param preWarm defines if we are in the pre-warmimg phase
  62259. */
  62260. animate(preWarm?: boolean): void;
  62261. private _createFactorGradientTexture;
  62262. private _createSizeGradientTexture;
  62263. private _createAngularSpeedGradientTexture;
  62264. private _createVelocityGradientTexture;
  62265. private _createLimitVelocityGradientTexture;
  62266. private _createDragGradientTexture;
  62267. private _createColorGradientTexture;
  62268. /**
  62269. * Renders the particle system in its current state
  62270. * @param preWarm defines if the system should only update the particles but not render them
  62271. * @returns the current number of particles
  62272. */
  62273. render(preWarm?: boolean): number;
  62274. /**
  62275. * Rebuilds the particle system
  62276. */
  62277. rebuild(): void;
  62278. private _releaseBuffers;
  62279. private _releaseVAOs;
  62280. /**
  62281. * Disposes the particle system and free the associated resources
  62282. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  62283. */
  62284. dispose(disposeTexture?: boolean): void;
  62285. /**
  62286. * Clones the particle system.
  62287. * @param name The name of the cloned object
  62288. * @param newEmitter The new emitter to use
  62289. * @returns the cloned particle system
  62290. */
  62291. clone(name: string, newEmitter: any): GPUParticleSystem;
  62292. /**
  62293. * Serializes the particle system to a JSON object.
  62294. * @returns the JSON object
  62295. */
  62296. serialize(): any;
  62297. /**
  62298. * Parses a JSON object to create a GPU particle system.
  62299. * @param parsedParticleSystem The JSON object to parse
  62300. * @param scene The scene to create the particle system in
  62301. * @param rootUrl The root url to use to load external dependencies like texture
  62302. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  62303. * @returns the parsed GPU particle system
  62304. */
  62305. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  62306. }
  62307. }
  62308. declare module "babylonjs/Particles/particleSystemSet" {
  62309. import { Nullable } from "babylonjs/types";
  62310. import { Color3 } from "babylonjs/Maths/math.color";
  62311. import { TransformNode } from "babylonjs/Meshes/transformNode";
  62312. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62313. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62314. import { Scene, IDisposable } from "babylonjs/scene";
  62315. /**
  62316. * Represents a set of particle systems working together to create a specific effect
  62317. */
  62318. export class ParticleSystemSet implements IDisposable {
  62319. /**
  62320. * Gets or sets base Assets URL
  62321. */
  62322. static BaseAssetsUrl: string;
  62323. private _emitterCreationOptions;
  62324. private _emitterNode;
  62325. /**
  62326. * Gets the particle system list
  62327. */
  62328. systems: IParticleSystem[];
  62329. /**
  62330. * Gets the emitter node used with this set
  62331. */
  62332. readonly emitterNode: Nullable<TransformNode>;
  62333. /**
  62334. * Creates a new emitter mesh as a sphere
  62335. * @param options defines the options used to create the sphere
  62336. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  62337. * @param scene defines the hosting scene
  62338. */
  62339. setEmitterAsSphere(options: {
  62340. diameter: number;
  62341. segments: number;
  62342. color: Color3;
  62343. }, renderingGroupId: number, scene: Scene): void;
  62344. /**
  62345. * Starts all particle systems of the set
  62346. * @param emitter defines an optional mesh to use as emitter for the particle systems
  62347. */
  62348. start(emitter?: AbstractMesh): void;
  62349. /**
  62350. * Release all associated resources
  62351. */
  62352. dispose(): void;
  62353. /**
  62354. * Serialize the set into a JSON compatible object
  62355. * @returns a JSON compatible representation of the set
  62356. */
  62357. serialize(): any;
  62358. /**
  62359. * Parse a new ParticleSystemSet from a serialized source
  62360. * @param data defines a JSON compatible representation of the set
  62361. * @param scene defines the hosting scene
  62362. * @param gpu defines if we want GPU particles or CPU particles
  62363. * @returns a new ParticleSystemSet
  62364. */
  62365. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  62366. }
  62367. }
  62368. declare module "babylonjs/Particles/particleHelper" {
  62369. import { Nullable } from "babylonjs/types";
  62370. import { Scene } from "babylonjs/scene";
  62371. import { Vector3 } from "babylonjs/Maths/math.vector";
  62372. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62373. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62374. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  62375. /**
  62376. * This class is made for on one-liner static method to help creating particle system set.
  62377. */
  62378. export class ParticleHelper {
  62379. /**
  62380. * Gets or sets base Assets URL
  62381. */
  62382. static BaseAssetsUrl: string;
  62383. /**
  62384. * Create a default particle system that you can tweak
  62385. * @param emitter defines the emitter to use
  62386. * @param capacity defines the system capacity (default is 500 particles)
  62387. * @param scene defines the hosting scene
  62388. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  62389. * @returns the new Particle system
  62390. */
  62391. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  62392. /**
  62393. * This is the main static method (one-liner) of this helper to create different particle systems
  62394. * @param type This string represents the type to the particle system to create
  62395. * @param scene The scene where the particle system should live
  62396. * @param gpu If the system will use gpu
  62397. * @returns the ParticleSystemSet created
  62398. */
  62399. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  62400. /**
  62401. * Static function used to export a particle system to a ParticleSystemSet variable.
  62402. * Please note that the emitter shape is not exported
  62403. * @param systems defines the particle systems to export
  62404. * @returns the created particle system set
  62405. */
  62406. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  62407. }
  62408. }
  62409. declare module "babylonjs/Particles/particleSystemComponent" {
  62410. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62411. import { Effect } from "babylonjs/Materials/effect";
  62412. import "babylonjs/Shaders/particles.vertex";
  62413. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  62414. module "babylonjs/Engines/engine" {
  62415. interface Engine {
  62416. /**
  62417. * Create an effect to use with particle systems.
  62418. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  62419. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  62420. * @param uniformsNames defines a list of attribute names
  62421. * @param samplers defines an array of string used to represent textures
  62422. * @param defines defines the string containing the defines to use to compile the shaders
  62423. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  62424. * @param onCompiled defines a function to call when the effect creation is successful
  62425. * @param onError defines a function to call when the effect creation has failed
  62426. * @returns the new Effect
  62427. */
  62428. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  62429. }
  62430. }
  62431. module "babylonjs/Meshes/mesh" {
  62432. interface Mesh {
  62433. /**
  62434. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  62435. * @returns an array of IParticleSystem
  62436. */
  62437. getEmittedParticleSystems(): IParticleSystem[];
  62438. /**
  62439. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  62440. * @returns an array of IParticleSystem
  62441. */
  62442. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  62443. }
  62444. }
  62445. /**
  62446. * @hidden
  62447. */
  62448. export var _IDoNeedToBeInTheBuild: number;
  62449. }
  62450. declare module "babylonjs/Particles/pointsCloudSystem" {
  62451. import { Color4 } from "babylonjs/Maths/math";
  62452. import { Mesh } from "babylonjs/Meshes/mesh";
  62453. import { Scene, IDisposable } from "babylonjs/scene";
  62454. import { CloudPoint } from "babylonjs/Particles/cloudPoint";
  62455. /** Defines the 4 color options */
  62456. export enum PointColor {
  62457. /** color value */
  62458. Color = 2,
  62459. /** uv value */
  62460. UV = 1,
  62461. /** random value */
  62462. Random = 0,
  62463. /** stated value */
  62464. Stated = 3
  62465. }
  62466. /**
  62467. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  62468. * As it is just a mesh, the PointCloudSystem has all the same properties as any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  62469. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  62470. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  62471. *
  62472. * Full documentation here : TO BE ENTERED
  62473. */
  62474. export class PointsCloudSystem implements IDisposable {
  62475. /**
  62476. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  62477. * Example : var p = SPS.particles[i];
  62478. */
  62479. particles: CloudPoint[];
  62480. /**
  62481. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  62482. */
  62483. nbParticles: number;
  62484. /**
  62485. * This a counter for your own usage. It's not set by any SPS functions.
  62486. */
  62487. counter: number;
  62488. /**
  62489. * The PCS name. This name is also given to the underlying mesh.
  62490. */
  62491. name: string;
  62492. /**
  62493. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  62494. */
  62495. mesh: Mesh;
  62496. /**
  62497. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  62498. * Please read :
  62499. */
  62500. vars: any;
  62501. /**
  62502. * @hidden
  62503. */
  62504. _size: number;
  62505. private _scene;
  62506. private _promises;
  62507. private _positions;
  62508. private _indices;
  62509. private _normals;
  62510. private _colors;
  62511. private _uvs;
  62512. private _indices32;
  62513. private _positions32;
  62514. private _colors32;
  62515. private _uvs32;
  62516. private _updatable;
  62517. private _isVisibilityBoxLocked;
  62518. private _alwaysVisible;
  62519. private _groups;
  62520. private _groupCounter;
  62521. private _computeParticleColor;
  62522. private _computeParticleTexture;
  62523. private _computeParticleRotation;
  62524. private _computeBoundingBox;
  62525. private _isReady;
  62526. /**
  62527. * Creates a PCS (Points Cloud System) object
  62528. * @param name (String) is the PCS name, this will be the underlying mesh name
  62529. * @param pointSize (number) is the size for each point
  62530. * @param scene (Scene) is the scene in which the PCS is added
  62531. * @param options defines the options of the PCS e.g.
  62532. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  62533. */
  62534. constructor(name: string, pointSize: number, scene: Scene, options?: {
  62535. updatable?: boolean;
  62536. });
  62537. /**
  62538. * Builds the PCS underlying mesh. Returns a standard Mesh.
  62539. * If no points were added to the PCS, the returned mesh is just a single point.
  62540. * @returns a promise for the created mesh
  62541. */
  62542. buildMeshAsync(): Promise<Mesh>;
  62543. /**
  62544. * @hidden
  62545. */
  62546. private _buildMesh;
  62547. private _addParticle;
  62548. private _randomUnitVector;
  62549. private _getColorIndicesForCoord;
  62550. private _setPointsColorOrUV;
  62551. private _colorFromTexture;
  62552. private _calculateDensity;
  62553. /**
  62554. * Adds points to the PCS in random positions within a unit sphere
  62555. * @param nb (positive integer) the number of particles to be created from this model
  62556. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  62557. * @returns the number of groups in the system
  62558. */
  62559. addPoints(nb: number, pointFunction?: any): number;
  62560. /**
  62561. * Adds points to the PCS from the surface of the model shape
  62562. * @param mesh is any Mesh object that will be used as a surface model for the points
  62563. * @param nb (positive integer) the number of particles to be created from this model
  62564. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  62565. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  62566. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  62567. * @returns the number of groups in the system
  62568. */
  62569. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  62570. /**
  62571. * Adds points to the PCS inside the model shape
  62572. * @param mesh is any Mesh object that will be used as a surface model for the points
  62573. * @param nb (positive integer) the number of particles to be created from this model
  62574. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  62575. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  62576. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  62577. * @returns the number of groups in the system
  62578. */
  62579. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  62580. /**
  62581. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  62582. * This method calls `updateParticle()` for each particle of the SPS.
  62583. * For an animated SPS, it is usually called within the render loop.
  62584. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  62585. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  62586. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  62587. * @returns the PCS.
  62588. */
  62589. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  62590. /**
  62591. * Disposes the PCS.
  62592. */
  62593. dispose(): void;
  62594. /**
  62595. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  62596. * doc :
  62597. * @returns the PCS.
  62598. */
  62599. refreshVisibleSize(): PointsCloudSystem;
  62600. /**
  62601. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  62602. * @param size the size (float) of the visibility box
  62603. * note : this doesn't lock the PCS mesh bounding box.
  62604. * doc :
  62605. */
  62606. setVisibilityBox(size: number): void;
  62607. /**
  62608. * Gets whether the PCS is always visible or not
  62609. * doc :
  62610. */
  62611. /**
  62612. * Sets the PCS as always visible or not
  62613. * doc :
  62614. */
  62615. isAlwaysVisible: boolean;
  62616. /**
  62617. * Tells to `setParticles()` to compute the particle rotations or not
  62618. * Default value : false. The PCS is faster when it's set to false
  62619. * Note : particle rotations are only applied to parent particles
  62620. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  62621. */
  62622. computeParticleRotation: boolean;
  62623. /**
  62624. * Tells to `setParticles()` to compute the particle colors or not.
  62625. * Default value : true. The PCS is faster when it's set to false.
  62626. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  62627. */
  62628. /**
  62629. * Gets if `setParticles()` computes the particle colors or not.
  62630. * Default value : false. The PCS is faster when it's set to false.
  62631. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  62632. */
  62633. computeParticleColor: boolean;
  62634. /**
  62635. * Gets if `setParticles()` computes the particle textures or not.
  62636. * Default value : false. The PCS is faster when it's set to false.
  62637. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  62638. */
  62639. computeParticleTexture: boolean;
  62640. /**
  62641. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  62642. */
  62643. /**
  62644. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  62645. */
  62646. computeBoundingBox: boolean;
  62647. /**
  62648. * This function does nothing. It may be overwritten to set all the particle first values.
  62649. * The PCS doesn't call this function, you may have to call it by your own.
  62650. * doc :
  62651. */
  62652. initParticles(): void;
  62653. /**
  62654. * This function does nothing. It may be overwritten to recycle a particle
  62655. * The PCS doesn't call this function, you can to call it
  62656. * doc :
  62657. * @param particle The particle to recycle
  62658. * @returns the recycled particle
  62659. */
  62660. recycleParticle(particle: CloudPoint): CloudPoint;
  62661. /**
  62662. * Updates a particle : this function should be overwritten by the user.
  62663. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  62664. * doc :
  62665. * @example : just set a particle position or velocity and recycle conditions
  62666. * @param particle The particle to update
  62667. * @returns the updated particle
  62668. */
  62669. updateParticle(particle: CloudPoint): CloudPoint;
  62670. /**
  62671. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  62672. * This does nothing and may be overwritten by the user.
  62673. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  62674. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  62675. * @param update the boolean update value actually passed to setParticles()
  62676. */
  62677. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  62678. /**
  62679. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  62680. * This will be passed three parameters.
  62681. * This does nothing and may be overwritten by the user.
  62682. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  62683. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  62684. * @param update the boolean update value actually passed to setParticles()
  62685. */
  62686. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  62687. }
  62688. }
  62689. declare module "babylonjs/Particles/cloudPoint" {
  62690. import { Nullable } from "babylonjs/types";
  62691. import { Color4, Vector2, Vector3, Matrix, Quaternion } from "babylonjs/Maths/math";
  62692. import { Mesh } from "babylonjs/Meshes/mesh";
  62693. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  62694. import { PointsCloudSystem } from "babylonjs/Particles/pointsCloudSystem";
  62695. /**
  62696. * Represents one particle of a points cloud system.
  62697. */
  62698. export class CloudPoint {
  62699. /**
  62700. * particle global index
  62701. */
  62702. idx: number;
  62703. /**
  62704. * The color of the particle
  62705. */
  62706. color: Nullable<Color4>;
  62707. /**
  62708. * The world space position of the particle.
  62709. */
  62710. position: Vector3;
  62711. /**
  62712. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  62713. */
  62714. rotation: Vector3;
  62715. /**
  62716. * The world space rotation quaternion of the particle.
  62717. */
  62718. rotationQuaternion: Nullable<Quaternion>;
  62719. /**
  62720. * The uv of the particle.
  62721. */
  62722. uv: Nullable<Vector2>;
  62723. /**
  62724. * The current speed of the particle.
  62725. */
  62726. velocity: Vector3;
  62727. /**
  62728. * The pivot point in the particle local space.
  62729. */
  62730. pivot: Vector3;
  62731. /**
  62732. * Must the particle be translated from its pivot point in its local space ?
  62733. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  62734. * Default : false
  62735. */
  62736. translateFromPivot: boolean;
  62737. /**
  62738. * Index of this particle in the global "positions" array (Internal use)
  62739. * @hidden
  62740. */
  62741. _pos: number;
  62742. /**
  62743. * @hidden Index of this particle in the global "indices" array (Internal use)
  62744. */
  62745. _ind: number;
  62746. /**
  62747. * Group this particle belongs to
  62748. */
  62749. _group: PointsGroup;
  62750. /**
  62751. * Group id of this particle
  62752. */
  62753. groupId: number;
  62754. /**
  62755. * Index of the particle in its group id (Internal use)
  62756. */
  62757. idxInGroup: number;
  62758. /**
  62759. * @hidden Particle BoundingInfo object (Internal use)
  62760. */
  62761. _boundingInfo: BoundingInfo;
  62762. /**
  62763. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  62764. */
  62765. _pcs: PointsCloudSystem;
  62766. /**
  62767. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  62768. */
  62769. _stillInvisible: boolean;
  62770. /**
  62771. * @hidden Last computed particle rotation matrix
  62772. */
  62773. _rotationMatrix: number[];
  62774. /**
  62775. * Parent particle Id, if any.
  62776. * Default null.
  62777. */
  62778. parentId: Nullable<number>;
  62779. /**
  62780. * @hidden Internal global position in the PCS.
  62781. */
  62782. _globalPosition: Vector3;
  62783. /**
  62784. * Creates a Point Cloud object.
  62785. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  62786. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  62787. * @param group (PointsGroup) is the group the particle belongs to
  62788. * @param groupId (integer) is the group identifier in the PCS.
  62789. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  62790. * @param pcs defines the PCS it is associated to
  62791. */
  62792. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  62793. /**
  62794. * get point size
  62795. */
  62796. /**
  62797. * Set point size
  62798. */
  62799. size: Vector3;
  62800. /**
  62801. * Legacy support, changed quaternion to rotationQuaternion
  62802. */
  62803. /**
  62804. * Legacy support, changed quaternion to rotationQuaternion
  62805. */
  62806. quaternion: Nullable<Quaternion>;
  62807. /**
  62808. * Returns a boolean. True if the particle intersects a mesh, else false
  62809. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  62810. * @param target is the object (point or mesh) what the intersection is computed against
  62811. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  62812. * @returns true if it intersects
  62813. */
  62814. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  62815. /**
  62816. * get the rotation matrix of the particle
  62817. * @hidden
  62818. */
  62819. getRotationMatrix(m: Matrix): void;
  62820. }
  62821. /**
  62822. * Represents a group of points in a points cloud system
  62823. * * PCS internal tool, don't use it manually.
  62824. */
  62825. export class PointsGroup {
  62826. /**
  62827. * The group id
  62828. * @hidden
  62829. */
  62830. groupID: number;
  62831. /**
  62832. * image data for group (internal use)
  62833. * @hidden
  62834. */
  62835. _groupImageData: Nullable<ArrayBufferView>;
  62836. /**
  62837. * Image Width (internal use)
  62838. * @hidden
  62839. */
  62840. _groupImgWidth: number;
  62841. /**
  62842. * Image Height (internal use)
  62843. * @hidden
  62844. */
  62845. _groupImgHeight: number;
  62846. /**
  62847. * Custom position function (internal use)
  62848. * @hidden
  62849. */
  62850. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  62851. /**
  62852. * density per facet for surface points
  62853. * @hidden
  62854. */
  62855. _groupDensity: number[];
  62856. /**
  62857. * Only when points are colored by texture carries pointer to texture list array
  62858. * @hidden
  62859. */
  62860. _textureNb: number;
  62861. /**
  62862. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  62863. * PCS internal tool, don't use it manually.
  62864. * @hidden
  62865. */
  62866. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  62867. }
  62868. }
  62869. declare module "babylonjs/Particles/index" {
  62870. export * from "babylonjs/Particles/baseParticleSystem";
  62871. export * from "babylonjs/Particles/EmitterTypes/index";
  62872. export * from "babylonjs/Particles/gpuParticleSystem";
  62873. export * from "babylonjs/Particles/IParticleSystem";
  62874. export * from "babylonjs/Particles/particle";
  62875. export * from "babylonjs/Particles/particleHelper";
  62876. export * from "babylonjs/Particles/particleSystem";
  62877. export * from "babylonjs/Particles/particleSystemComponent";
  62878. export * from "babylonjs/Particles/particleSystemSet";
  62879. export * from "babylonjs/Particles/solidParticle";
  62880. export * from "babylonjs/Particles/solidParticleSystem";
  62881. export * from "babylonjs/Particles/cloudPoint";
  62882. export * from "babylonjs/Particles/pointsCloudSystem";
  62883. export * from "babylonjs/Particles/subEmitter";
  62884. }
  62885. declare module "babylonjs/Physics/physicsEngineComponent" {
  62886. import { Nullable } from "babylonjs/types";
  62887. import { Observable, Observer } from "babylonjs/Misc/observable";
  62888. import { Vector3 } from "babylonjs/Maths/math.vector";
  62889. import { Mesh } from "babylonjs/Meshes/mesh";
  62890. import { ISceneComponent } from "babylonjs/sceneComponent";
  62891. import { Scene } from "babylonjs/scene";
  62892. import { Node } from "babylonjs/node";
  62893. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  62894. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  62895. module "babylonjs/scene" {
  62896. interface Scene {
  62897. /** @hidden (Backing field) */
  62898. _physicsEngine: Nullable<IPhysicsEngine>;
  62899. /**
  62900. * Gets the current physics engine
  62901. * @returns a IPhysicsEngine or null if none attached
  62902. */
  62903. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  62904. /**
  62905. * Enables physics to the current scene
  62906. * @param gravity defines the scene's gravity for the physics engine
  62907. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  62908. * @return a boolean indicating if the physics engine was initialized
  62909. */
  62910. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  62911. /**
  62912. * Disables and disposes the physics engine associated with the scene
  62913. */
  62914. disablePhysicsEngine(): void;
  62915. /**
  62916. * Gets a boolean indicating if there is an active physics engine
  62917. * @returns a boolean indicating if there is an active physics engine
  62918. */
  62919. isPhysicsEnabled(): boolean;
  62920. /**
  62921. * Deletes a physics compound impostor
  62922. * @param compound defines the compound to delete
  62923. */
  62924. deleteCompoundImpostor(compound: any): void;
  62925. /**
  62926. * An event triggered when physic simulation is about to be run
  62927. */
  62928. onBeforePhysicsObservable: Observable<Scene>;
  62929. /**
  62930. * An event triggered when physic simulation has been done
  62931. */
  62932. onAfterPhysicsObservable: Observable<Scene>;
  62933. }
  62934. }
  62935. module "babylonjs/Meshes/abstractMesh" {
  62936. interface AbstractMesh {
  62937. /** @hidden */
  62938. _physicsImpostor: Nullable<PhysicsImpostor>;
  62939. /**
  62940. * Gets or sets impostor used for physic simulation
  62941. * @see http://doc.babylonjs.com/features/physics_engine
  62942. */
  62943. physicsImpostor: Nullable<PhysicsImpostor>;
  62944. /**
  62945. * Gets the current physics impostor
  62946. * @see http://doc.babylonjs.com/features/physics_engine
  62947. * @returns a physics impostor or null
  62948. */
  62949. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  62950. /** Apply a physic impulse to the mesh
  62951. * @param force defines the force to apply
  62952. * @param contactPoint defines where to apply the force
  62953. * @returns the current mesh
  62954. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  62955. */
  62956. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  62957. /**
  62958. * Creates a physic joint between two meshes
  62959. * @param otherMesh defines the other mesh to use
  62960. * @param pivot1 defines the pivot to use on this mesh
  62961. * @param pivot2 defines the pivot to use on the other mesh
  62962. * @param options defines additional options (can be plugin dependent)
  62963. * @returns the current mesh
  62964. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  62965. */
  62966. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  62967. /** @hidden */
  62968. _disposePhysicsObserver: Nullable<Observer<Node>>;
  62969. }
  62970. }
  62971. /**
  62972. * Defines the physics engine scene component responsible to manage a physics engine
  62973. */
  62974. export class PhysicsEngineSceneComponent implements ISceneComponent {
  62975. /**
  62976. * The component name helpful to identify the component in the list of scene components.
  62977. */
  62978. readonly name: string;
  62979. /**
  62980. * The scene the component belongs to.
  62981. */
  62982. scene: Scene;
  62983. /**
  62984. * Creates a new instance of the component for the given scene
  62985. * @param scene Defines the scene to register the component in
  62986. */
  62987. constructor(scene: Scene);
  62988. /**
  62989. * Registers the component in a given scene
  62990. */
  62991. register(): void;
  62992. /**
  62993. * Rebuilds the elements related to this component in case of
  62994. * context lost for instance.
  62995. */
  62996. rebuild(): void;
  62997. /**
  62998. * Disposes the component and the associated ressources
  62999. */
  63000. dispose(): void;
  63001. }
  63002. }
  63003. declare module "babylonjs/Physics/physicsHelper" {
  63004. import { Nullable } from "babylonjs/types";
  63005. import { Vector3 } from "babylonjs/Maths/math.vector";
  63006. import { Mesh } from "babylonjs/Meshes/mesh";
  63007. import { Scene } from "babylonjs/scene";
  63008. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  63009. /**
  63010. * A helper for physics simulations
  63011. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63012. */
  63013. export class PhysicsHelper {
  63014. private _scene;
  63015. private _physicsEngine;
  63016. /**
  63017. * Initializes the Physics helper
  63018. * @param scene Babylon.js scene
  63019. */
  63020. constructor(scene: Scene);
  63021. /**
  63022. * Applies a radial explosion impulse
  63023. * @param origin the origin of the explosion
  63024. * @param radiusOrEventOptions the radius or the options of radial explosion
  63025. * @param strength the explosion strength
  63026. * @param falloff possible options: Constant & Linear. Defaults to Constant
  63027. * @returns A physics radial explosion event, or null
  63028. */
  63029. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  63030. /**
  63031. * Applies a radial explosion force
  63032. * @param origin the origin of the explosion
  63033. * @param radiusOrEventOptions the radius or the options of radial explosion
  63034. * @param strength the explosion strength
  63035. * @param falloff possible options: Constant & Linear. Defaults to Constant
  63036. * @returns A physics radial explosion event, or null
  63037. */
  63038. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  63039. /**
  63040. * Creates a gravitational field
  63041. * @param origin the origin of the explosion
  63042. * @param radiusOrEventOptions the radius or the options of radial explosion
  63043. * @param strength the explosion strength
  63044. * @param falloff possible options: Constant & Linear. Defaults to Constant
  63045. * @returns A physics gravitational field event, or null
  63046. */
  63047. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  63048. /**
  63049. * Creates a physics updraft event
  63050. * @param origin the origin of the updraft
  63051. * @param radiusOrEventOptions the radius or the options of the updraft
  63052. * @param strength the strength of the updraft
  63053. * @param height the height of the updraft
  63054. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  63055. * @returns A physics updraft event, or null
  63056. */
  63057. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  63058. /**
  63059. * Creates a physics vortex event
  63060. * @param origin the of the vortex
  63061. * @param radiusOrEventOptions the radius or the options of the vortex
  63062. * @param strength the strength of the vortex
  63063. * @param height the height of the vortex
  63064. * @returns a Physics vortex event, or null
  63065. * A physics vortex event or null
  63066. */
  63067. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  63068. }
  63069. /**
  63070. * Represents a physics radial explosion event
  63071. */
  63072. class PhysicsRadialExplosionEvent {
  63073. private _scene;
  63074. private _options;
  63075. private _sphere;
  63076. private _dataFetched;
  63077. /**
  63078. * Initializes a radial explosioin event
  63079. * @param _scene BabylonJS scene
  63080. * @param _options The options for the vortex event
  63081. */
  63082. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  63083. /**
  63084. * Returns the data related to the radial explosion event (sphere).
  63085. * @returns The radial explosion event data
  63086. */
  63087. getData(): PhysicsRadialExplosionEventData;
  63088. /**
  63089. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  63090. * @param impostor A physics imposter
  63091. * @param origin the origin of the explosion
  63092. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  63093. */
  63094. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  63095. /**
  63096. * Triggers affecterd impostors callbacks
  63097. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  63098. */
  63099. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  63100. /**
  63101. * Disposes the sphere.
  63102. * @param force Specifies if the sphere should be disposed by force
  63103. */
  63104. dispose(force?: boolean): void;
  63105. /*** Helpers ***/
  63106. private _prepareSphere;
  63107. private _intersectsWithSphere;
  63108. }
  63109. /**
  63110. * Represents a gravitational field event
  63111. */
  63112. class PhysicsGravitationalFieldEvent {
  63113. private _physicsHelper;
  63114. private _scene;
  63115. private _origin;
  63116. private _options;
  63117. private _tickCallback;
  63118. private _sphere;
  63119. private _dataFetched;
  63120. /**
  63121. * Initializes the physics gravitational field event
  63122. * @param _physicsHelper A physics helper
  63123. * @param _scene BabylonJS scene
  63124. * @param _origin The origin position of the gravitational field event
  63125. * @param _options The options for the vortex event
  63126. */
  63127. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  63128. /**
  63129. * Returns the data related to the gravitational field event (sphere).
  63130. * @returns A gravitational field event
  63131. */
  63132. getData(): PhysicsGravitationalFieldEventData;
  63133. /**
  63134. * Enables the gravitational field.
  63135. */
  63136. enable(): void;
  63137. /**
  63138. * Disables the gravitational field.
  63139. */
  63140. disable(): void;
  63141. /**
  63142. * Disposes the sphere.
  63143. * @param force The force to dispose from the gravitational field event
  63144. */
  63145. dispose(force?: boolean): void;
  63146. private _tick;
  63147. }
  63148. /**
  63149. * Represents a physics updraft event
  63150. */
  63151. class PhysicsUpdraftEvent {
  63152. private _scene;
  63153. private _origin;
  63154. private _options;
  63155. private _physicsEngine;
  63156. private _originTop;
  63157. private _originDirection;
  63158. private _tickCallback;
  63159. private _cylinder;
  63160. private _cylinderPosition;
  63161. private _dataFetched;
  63162. /**
  63163. * Initializes the physics updraft event
  63164. * @param _scene BabylonJS scene
  63165. * @param _origin The origin position of the updraft
  63166. * @param _options The options for the updraft event
  63167. */
  63168. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  63169. /**
  63170. * Returns the data related to the updraft event (cylinder).
  63171. * @returns A physics updraft event
  63172. */
  63173. getData(): PhysicsUpdraftEventData;
  63174. /**
  63175. * Enables the updraft.
  63176. */
  63177. enable(): void;
  63178. /**
  63179. * Disables the updraft.
  63180. */
  63181. disable(): void;
  63182. /**
  63183. * Disposes the cylinder.
  63184. * @param force Specifies if the updraft should be disposed by force
  63185. */
  63186. dispose(force?: boolean): void;
  63187. private getImpostorHitData;
  63188. private _tick;
  63189. /*** Helpers ***/
  63190. private _prepareCylinder;
  63191. private _intersectsWithCylinder;
  63192. }
  63193. /**
  63194. * Represents a physics vortex event
  63195. */
  63196. class PhysicsVortexEvent {
  63197. private _scene;
  63198. private _origin;
  63199. private _options;
  63200. private _physicsEngine;
  63201. private _originTop;
  63202. private _tickCallback;
  63203. private _cylinder;
  63204. private _cylinderPosition;
  63205. private _dataFetched;
  63206. /**
  63207. * Initializes the physics vortex event
  63208. * @param _scene The BabylonJS scene
  63209. * @param _origin The origin position of the vortex
  63210. * @param _options The options for the vortex event
  63211. */
  63212. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  63213. /**
  63214. * Returns the data related to the vortex event (cylinder).
  63215. * @returns The physics vortex event data
  63216. */
  63217. getData(): PhysicsVortexEventData;
  63218. /**
  63219. * Enables the vortex.
  63220. */
  63221. enable(): void;
  63222. /**
  63223. * Disables the cortex.
  63224. */
  63225. disable(): void;
  63226. /**
  63227. * Disposes the sphere.
  63228. * @param force
  63229. */
  63230. dispose(force?: boolean): void;
  63231. private getImpostorHitData;
  63232. private _tick;
  63233. /*** Helpers ***/
  63234. private _prepareCylinder;
  63235. private _intersectsWithCylinder;
  63236. }
  63237. /**
  63238. * Options fot the radial explosion event
  63239. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63240. */
  63241. export class PhysicsRadialExplosionEventOptions {
  63242. /**
  63243. * The radius of the sphere for the radial explosion.
  63244. */
  63245. radius: number;
  63246. /**
  63247. * The strenth of the explosion.
  63248. */
  63249. strength: number;
  63250. /**
  63251. * The strenght of the force in correspondence to the distance of the affected object
  63252. */
  63253. falloff: PhysicsRadialImpulseFalloff;
  63254. /**
  63255. * Sphere options for the radial explosion.
  63256. */
  63257. sphere: {
  63258. segments: number;
  63259. diameter: number;
  63260. };
  63261. /**
  63262. * Sphere options for the radial explosion.
  63263. */
  63264. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  63265. }
  63266. /**
  63267. * Options fot the updraft event
  63268. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63269. */
  63270. export class PhysicsUpdraftEventOptions {
  63271. /**
  63272. * The radius of the cylinder for the vortex
  63273. */
  63274. radius: number;
  63275. /**
  63276. * The strenth of the updraft.
  63277. */
  63278. strength: number;
  63279. /**
  63280. * The height of the cylinder for the updraft.
  63281. */
  63282. height: number;
  63283. /**
  63284. * The mode for the the updraft.
  63285. */
  63286. updraftMode: PhysicsUpdraftMode;
  63287. }
  63288. /**
  63289. * Options fot the vortex event
  63290. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63291. */
  63292. export class PhysicsVortexEventOptions {
  63293. /**
  63294. * The radius of the cylinder for the vortex
  63295. */
  63296. radius: number;
  63297. /**
  63298. * The strenth of the vortex.
  63299. */
  63300. strength: number;
  63301. /**
  63302. * The height of the cylinder for the vortex.
  63303. */
  63304. height: number;
  63305. /**
  63306. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  63307. */
  63308. centripetalForceThreshold: number;
  63309. /**
  63310. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  63311. */
  63312. centripetalForceMultiplier: number;
  63313. /**
  63314. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  63315. */
  63316. centrifugalForceMultiplier: number;
  63317. /**
  63318. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  63319. */
  63320. updraftForceMultiplier: number;
  63321. }
  63322. /**
  63323. * The strenght of the force in correspondence to the distance of the affected object
  63324. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63325. */
  63326. export enum PhysicsRadialImpulseFalloff {
  63327. /** Defines that impulse is constant in strength across it's whole radius */
  63328. Constant = 0,
  63329. /** Defines that impulse gets weaker if it's further from the origin */
  63330. Linear = 1
  63331. }
  63332. /**
  63333. * The strength of the force in correspondence to the distance of the affected object
  63334. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63335. */
  63336. export enum PhysicsUpdraftMode {
  63337. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  63338. Center = 0,
  63339. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  63340. Perpendicular = 1
  63341. }
  63342. /**
  63343. * Interface for a physics hit data
  63344. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63345. */
  63346. export interface PhysicsHitData {
  63347. /**
  63348. * The force applied at the contact point
  63349. */
  63350. force: Vector3;
  63351. /**
  63352. * The contact point
  63353. */
  63354. contactPoint: Vector3;
  63355. /**
  63356. * The distance from the origin to the contact point
  63357. */
  63358. distanceFromOrigin: number;
  63359. }
  63360. /**
  63361. * Interface for radial explosion event data
  63362. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63363. */
  63364. export interface PhysicsRadialExplosionEventData {
  63365. /**
  63366. * A sphere used for the radial explosion event
  63367. */
  63368. sphere: Mesh;
  63369. }
  63370. /**
  63371. * Interface for gravitational field event data
  63372. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63373. */
  63374. export interface PhysicsGravitationalFieldEventData {
  63375. /**
  63376. * A sphere mesh used for the gravitational field event
  63377. */
  63378. sphere: Mesh;
  63379. }
  63380. /**
  63381. * Interface for updraft event data
  63382. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63383. */
  63384. export interface PhysicsUpdraftEventData {
  63385. /**
  63386. * A cylinder used for the updraft event
  63387. */
  63388. cylinder: Mesh;
  63389. }
  63390. /**
  63391. * Interface for vortex event data
  63392. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63393. */
  63394. export interface PhysicsVortexEventData {
  63395. /**
  63396. * A cylinder used for the vortex event
  63397. */
  63398. cylinder: Mesh;
  63399. }
  63400. /**
  63401. * Interface for an affected physics impostor
  63402. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63403. */
  63404. export interface PhysicsAffectedImpostorWithData {
  63405. /**
  63406. * The impostor affected by the effect
  63407. */
  63408. impostor: PhysicsImpostor;
  63409. /**
  63410. * The data about the hit/horce from the explosion
  63411. */
  63412. hitData: PhysicsHitData;
  63413. }
  63414. }
  63415. declare module "babylonjs/Physics/Plugins/index" {
  63416. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  63417. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  63418. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  63419. }
  63420. declare module "babylonjs/Physics/index" {
  63421. export * from "babylonjs/Physics/IPhysicsEngine";
  63422. export * from "babylonjs/Physics/physicsEngine";
  63423. export * from "babylonjs/Physics/physicsEngineComponent";
  63424. export * from "babylonjs/Physics/physicsHelper";
  63425. export * from "babylonjs/Physics/physicsImpostor";
  63426. export * from "babylonjs/Physics/physicsJoint";
  63427. export * from "babylonjs/Physics/Plugins/index";
  63428. }
  63429. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  63430. /** @hidden */
  63431. export var blackAndWhitePixelShader: {
  63432. name: string;
  63433. shader: string;
  63434. };
  63435. }
  63436. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  63437. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63438. import { Camera } from "babylonjs/Cameras/camera";
  63439. import { Engine } from "babylonjs/Engines/engine";
  63440. import "babylonjs/Shaders/blackAndWhite.fragment";
  63441. /**
  63442. * Post process used to render in black and white
  63443. */
  63444. export class BlackAndWhitePostProcess extends PostProcess {
  63445. /**
  63446. * Linear about to convert he result to black and white (default: 1)
  63447. */
  63448. degree: number;
  63449. /**
  63450. * Creates a black and white post process
  63451. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  63452. * @param name The name of the effect.
  63453. * @param options The required width/height ratio to downsize to before computing the render pass.
  63454. * @param camera The camera to apply the render pass to.
  63455. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63456. * @param engine The engine which the post process will be applied. (default: current engine)
  63457. * @param reusable If the post process can be reused on the same frame. (default: false)
  63458. */
  63459. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63460. }
  63461. }
  63462. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  63463. import { Nullable } from "babylonjs/types";
  63464. import { Camera } from "babylonjs/Cameras/camera";
  63465. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63466. import { Engine } from "babylonjs/Engines/engine";
  63467. /**
  63468. * This represents a set of one or more post processes in Babylon.
  63469. * A post process can be used to apply a shader to a texture after it is rendered.
  63470. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  63471. */
  63472. export class PostProcessRenderEffect {
  63473. private _postProcesses;
  63474. private _getPostProcesses;
  63475. private _singleInstance;
  63476. private _cameras;
  63477. private _indicesForCamera;
  63478. /**
  63479. * Name of the effect
  63480. * @hidden
  63481. */
  63482. _name: string;
  63483. /**
  63484. * Instantiates a post process render effect.
  63485. * A post process can be used to apply a shader to a texture after it is rendered.
  63486. * @param engine The engine the effect is tied to
  63487. * @param name The name of the effect
  63488. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  63489. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  63490. */
  63491. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  63492. /**
  63493. * Checks if all the post processes in the effect are supported.
  63494. */
  63495. readonly isSupported: boolean;
  63496. /**
  63497. * Updates the current state of the effect
  63498. * @hidden
  63499. */
  63500. _update(): void;
  63501. /**
  63502. * Attaches the effect on cameras
  63503. * @param cameras The camera to attach to.
  63504. * @hidden
  63505. */
  63506. _attachCameras(cameras: Camera): void;
  63507. /**
  63508. * Attaches the effect on cameras
  63509. * @param cameras The camera to attach to.
  63510. * @hidden
  63511. */
  63512. _attachCameras(cameras: Camera[]): void;
  63513. /**
  63514. * Detaches the effect on cameras
  63515. * @param cameras The camera to detatch from.
  63516. * @hidden
  63517. */
  63518. _detachCameras(cameras: Camera): void;
  63519. /**
  63520. * Detatches the effect on cameras
  63521. * @param cameras The camera to detatch from.
  63522. * @hidden
  63523. */
  63524. _detachCameras(cameras: Camera[]): void;
  63525. /**
  63526. * Enables the effect on given cameras
  63527. * @param cameras The camera to enable.
  63528. * @hidden
  63529. */
  63530. _enable(cameras: Camera): void;
  63531. /**
  63532. * Enables the effect on given cameras
  63533. * @param cameras The camera to enable.
  63534. * @hidden
  63535. */
  63536. _enable(cameras: Nullable<Camera[]>): void;
  63537. /**
  63538. * Disables the effect on the given cameras
  63539. * @param cameras The camera to disable.
  63540. * @hidden
  63541. */
  63542. _disable(cameras: Camera): void;
  63543. /**
  63544. * Disables the effect on the given cameras
  63545. * @param cameras The camera to disable.
  63546. * @hidden
  63547. */
  63548. _disable(cameras: Nullable<Camera[]>): void;
  63549. /**
  63550. * Gets a list of the post processes contained in the effect.
  63551. * @param camera The camera to get the post processes on.
  63552. * @returns The list of the post processes in the effect.
  63553. */
  63554. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  63555. }
  63556. }
  63557. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  63558. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  63559. /** @hidden */
  63560. export var extractHighlightsPixelShader: {
  63561. name: string;
  63562. shader: string;
  63563. };
  63564. }
  63565. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  63566. import { Nullable } from "babylonjs/types";
  63567. import { Camera } from "babylonjs/Cameras/camera";
  63568. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63569. import { Engine } from "babylonjs/Engines/engine";
  63570. import "babylonjs/Shaders/extractHighlights.fragment";
  63571. /**
  63572. * The extract highlights post process sets all pixels to black except pixels above the specified luminance threshold. Used as the first step for a bloom effect.
  63573. */
  63574. export class ExtractHighlightsPostProcess extends PostProcess {
  63575. /**
  63576. * The luminance threshold, pixels below this value will be set to black.
  63577. */
  63578. threshold: number;
  63579. /** @hidden */
  63580. _exposure: number;
  63581. /**
  63582. * Post process which has the input texture to be used when performing highlight extraction
  63583. * @hidden
  63584. */
  63585. _inputPostProcess: Nullable<PostProcess>;
  63586. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63587. }
  63588. }
  63589. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  63590. /** @hidden */
  63591. export var bloomMergePixelShader: {
  63592. name: string;
  63593. shader: string;
  63594. };
  63595. }
  63596. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  63597. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63598. import { Nullable } from "babylonjs/types";
  63599. import { Engine } from "babylonjs/Engines/engine";
  63600. import { Camera } from "babylonjs/Cameras/camera";
  63601. import "babylonjs/Shaders/bloomMerge.fragment";
  63602. /**
  63603. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  63604. */
  63605. export class BloomMergePostProcess extends PostProcess {
  63606. /** Weight of the bloom to be added to the original input. */
  63607. weight: number;
  63608. /**
  63609. * Creates a new instance of @see BloomMergePostProcess
  63610. * @param name The name of the effect.
  63611. * @param originalFromInput Post process which's input will be used for the merge.
  63612. * @param blurred Blurred highlights post process which's output will be used.
  63613. * @param weight Weight of the bloom to be added to the original input.
  63614. * @param options The required width/height ratio to downsize to before computing the render pass.
  63615. * @param camera The camera to apply the render pass to.
  63616. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63617. * @param engine The engine which the post process will be applied. (default: current engine)
  63618. * @param reusable If the post process can be reused on the same frame. (default: false)
  63619. * @param textureType Type of textures used when performing the post process. (default: 0)
  63620. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  63621. */
  63622. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  63623. /** Weight of the bloom to be added to the original input. */
  63624. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63625. }
  63626. }
  63627. declare module "babylonjs/PostProcesses/bloomEffect" {
  63628. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63629. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63630. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  63631. import { Camera } from "babylonjs/Cameras/camera";
  63632. import { Scene } from "babylonjs/scene";
  63633. /**
  63634. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  63635. */
  63636. export class BloomEffect extends PostProcessRenderEffect {
  63637. private bloomScale;
  63638. /**
  63639. * @hidden Internal
  63640. */
  63641. _effects: Array<PostProcess>;
  63642. /**
  63643. * @hidden Internal
  63644. */
  63645. _downscale: ExtractHighlightsPostProcess;
  63646. private _blurX;
  63647. private _blurY;
  63648. private _merge;
  63649. /**
  63650. * The luminance threshold to find bright areas of the image to bloom.
  63651. */
  63652. threshold: number;
  63653. /**
  63654. * The strength of the bloom.
  63655. */
  63656. weight: number;
  63657. /**
  63658. * Specifies the size of the bloom blur kernel, relative to the final output size
  63659. */
  63660. kernel: number;
  63661. /**
  63662. * Creates a new instance of @see BloomEffect
  63663. * @param scene The scene the effect belongs to.
  63664. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  63665. * @param bloomKernel The size of the kernel to be used when applying the blur.
  63666. * @param bloomWeight The the strength of bloom.
  63667. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  63668. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  63669. */
  63670. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  63671. /**
  63672. * Disposes each of the internal effects for a given camera.
  63673. * @param camera The camera to dispose the effect on.
  63674. */
  63675. disposeEffects(camera: Camera): void;
  63676. /**
  63677. * @hidden Internal
  63678. */
  63679. _updateEffects(): void;
  63680. /**
  63681. * Internal
  63682. * @returns if all the contained post processes are ready.
  63683. * @hidden
  63684. */
  63685. _isReady(): boolean;
  63686. }
  63687. }
  63688. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  63689. /** @hidden */
  63690. export var chromaticAberrationPixelShader: {
  63691. name: string;
  63692. shader: string;
  63693. };
  63694. }
  63695. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  63696. import { Vector2 } from "babylonjs/Maths/math.vector";
  63697. import { Nullable } from "babylonjs/types";
  63698. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63699. import { Camera } from "babylonjs/Cameras/camera";
  63700. import { Engine } from "babylonjs/Engines/engine";
  63701. import "babylonjs/Shaders/chromaticAberration.fragment";
  63702. /**
  63703. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  63704. */
  63705. export class ChromaticAberrationPostProcess extends PostProcess {
  63706. /**
  63707. * The amount of seperation of rgb channels (default: 30)
  63708. */
  63709. aberrationAmount: number;
  63710. /**
  63711. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  63712. */
  63713. radialIntensity: number;
  63714. /**
  63715. * The normilized direction in which the rgb channels should be seperated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))
  63716. */
  63717. direction: Vector2;
  63718. /**
  63719. * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corder] (default: Vector2(0.5 ,0.5))
  63720. */
  63721. centerPosition: Vector2;
  63722. /**
  63723. * Creates a new instance ChromaticAberrationPostProcess
  63724. * @param name The name of the effect.
  63725. * @param screenWidth The width of the screen to apply the effect on.
  63726. * @param screenHeight The height of the screen to apply the effect on.
  63727. * @param options The required width/height ratio to downsize to before computing the render pass.
  63728. * @param camera The camera to apply the render pass to.
  63729. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63730. * @param engine The engine which the post process will be applied. (default: current engine)
  63731. * @param reusable If the post process can be reused on the same frame. (default: false)
  63732. * @param textureType Type of textures used when performing the post process. (default: 0)
  63733. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  63734. */
  63735. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63736. }
  63737. }
  63738. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  63739. /** @hidden */
  63740. export var circleOfConfusionPixelShader: {
  63741. name: string;
  63742. shader: string;
  63743. };
  63744. }
  63745. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  63746. import { Nullable } from "babylonjs/types";
  63747. import { Engine } from "babylonjs/Engines/engine";
  63748. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63749. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63750. import { Camera } from "babylonjs/Cameras/camera";
  63751. import "babylonjs/Shaders/circleOfConfusion.fragment";
  63752. /**
  63753. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  63754. */
  63755. export class CircleOfConfusionPostProcess extends PostProcess {
  63756. /**
  63757. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  63758. */
  63759. lensSize: number;
  63760. /**
  63761. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  63762. */
  63763. fStop: number;
  63764. /**
  63765. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  63766. */
  63767. focusDistance: number;
  63768. /**
  63769. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  63770. */
  63771. focalLength: number;
  63772. private _depthTexture;
  63773. /**
  63774. * Creates a new instance CircleOfConfusionPostProcess
  63775. * @param name The name of the effect.
  63776. * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
  63777. * @param options The required width/height ratio to downsize to before computing the render pass.
  63778. * @param camera The camera to apply the render pass to.
  63779. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63780. * @param engine The engine which the post process will be applied. (default: current engine)
  63781. * @param reusable If the post process can be reused on the same frame. (default: false)
  63782. * @param textureType Type of textures used when performing the post process. (default: 0)
  63783. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  63784. */
  63785. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63786. /**
  63787. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  63788. */
  63789. depthTexture: RenderTargetTexture;
  63790. }
  63791. }
  63792. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  63793. /** @hidden */
  63794. export var colorCorrectionPixelShader: {
  63795. name: string;
  63796. shader: string;
  63797. };
  63798. }
  63799. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  63800. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63801. import { Engine } from "babylonjs/Engines/engine";
  63802. import { Camera } from "babylonjs/Cameras/camera";
  63803. import "babylonjs/Shaders/colorCorrection.fragment";
  63804. /**
  63805. *
  63806. * This post-process allows the modification of rendered colors by using
  63807. * a 'look-up table' (LUT). This effect is also called Color Grading.
  63808. *
  63809. * The object needs to be provided an url to a texture containing the color
  63810. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  63811. * Use an image editing software to tweak the LUT to match your needs.
  63812. *
  63813. * For an example of a color LUT, see here:
  63814. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  63815. * For explanations on color grading, see here:
  63816. * @see http://udn.epicgames.com/Three/ColorGrading.html
  63817. *
  63818. */
  63819. export class ColorCorrectionPostProcess extends PostProcess {
  63820. private _colorTableTexture;
  63821. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63822. }
  63823. }
  63824. declare module "babylonjs/Shaders/convolution.fragment" {
  63825. /** @hidden */
  63826. export var convolutionPixelShader: {
  63827. name: string;
  63828. shader: string;
  63829. };
  63830. }
  63831. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  63832. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63833. import { Nullable } from "babylonjs/types";
  63834. import { Camera } from "babylonjs/Cameras/camera";
  63835. import { Engine } from "babylonjs/Engines/engine";
  63836. import "babylonjs/Shaders/convolution.fragment";
  63837. /**
  63838. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  63839. * input texture to perform effects such as edge detection or sharpening
  63840. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  63841. */
  63842. export class ConvolutionPostProcess extends PostProcess {
  63843. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  63844. kernel: number[];
  63845. /**
  63846. * Creates a new instance ConvolutionPostProcess
  63847. * @param name The name of the effect.
  63848. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  63849. * @param options The required width/height ratio to downsize to before computing the render pass.
  63850. * @param camera The camera to apply the render pass to.
  63851. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63852. * @param engine The engine which the post process will be applied. (default: current engine)
  63853. * @param reusable If the post process can be reused on the same frame. (default: false)
  63854. * @param textureType Type of textures used when performing the post process. (default: 0)
  63855. */
  63856. constructor(name: string,
  63857. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  63858. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63859. /**
  63860. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63861. */
  63862. static EdgeDetect0Kernel: number[];
  63863. /**
  63864. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63865. */
  63866. static EdgeDetect1Kernel: number[];
  63867. /**
  63868. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63869. */
  63870. static EdgeDetect2Kernel: number[];
  63871. /**
  63872. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63873. */
  63874. static SharpenKernel: number[];
  63875. /**
  63876. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63877. */
  63878. static EmbossKernel: number[];
  63879. /**
  63880. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63881. */
  63882. static GaussianKernel: number[];
  63883. }
  63884. }
  63885. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  63886. import { Nullable } from "babylonjs/types";
  63887. import { Vector2 } from "babylonjs/Maths/math.vector";
  63888. import { Camera } from "babylonjs/Cameras/camera";
  63889. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63890. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  63891. import { Engine } from "babylonjs/Engines/engine";
  63892. import { Scene } from "babylonjs/scene";
  63893. /**
  63894. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  63895. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  63896. * based on samples that have a large difference in distance than the center pixel.
  63897. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  63898. */
  63899. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  63900. direction: Vector2;
  63901. /**
  63902. * Creates a new instance CircleOfConfusionPostProcess
  63903. * @param name The name of the effect.
  63904. * @param scene The scene the effect belongs to.
  63905. * @param direction The direction the blur should be applied.
  63906. * @param kernel The size of the kernel used to blur.
  63907. * @param options The required width/height ratio to downsize to before computing the render pass.
  63908. * @param camera The camera to apply the render pass to.
  63909. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  63910. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  63911. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63912. * @param engine The engine which the post process will be applied. (default: current engine)
  63913. * @param reusable If the post process can be reused on the same frame. (default: false)
  63914. * @param textureType Type of textures used when performing the post process. (default: 0)
  63915. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  63916. */
  63917. constructor(name: string, scene: Scene, direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, circleOfConfusion: PostProcess, imageToBlur?: Nullable<PostProcess>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63918. }
  63919. }
  63920. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  63921. /** @hidden */
  63922. export var depthOfFieldMergePixelShader: {
  63923. name: string;
  63924. shader: string;
  63925. };
  63926. }
  63927. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  63928. import { Nullable } from "babylonjs/types";
  63929. import { Camera } from "babylonjs/Cameras/camera";
  63930. import { Effect } from "babylonjs/Materials/effect";
  63931. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63932. import { Engine } from "babylonjs/Engines/engine";
  63933. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  63934. /**
  63935. * Options to be set when merging outputs from the default pipeline.
  63936. */
  63937. export class DepthOfFieldMergePostProcessOptions {
  63938. /**
  63939. * The original image to merge on top of
  63940. */
  63941. originalFromInput: PostProcess;
  63942. /**
  63943. * Parameters to perform the merge of the depth of field effect
  63944. */
  63945. depthOfField?: {
  63946. circleOfConfusion: PostProcess;
  63947. blurSteps: Array<PostProcess>;
  63948. };
  63949. /**
  63950. * Parameters to perform the merge of bloom effect
  63951. */
  63952. bloom?: {
  63953. blurred: PostProcess;
  63954. weight: number;
  63955. };
  63956. }
  63957. /**
  63958. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  63959. */
  63960. export class DepthOfFieldMergePostProcess extends PostProcess {
  63961. private blurSteps;
  63962. /**
  63963. * Creates a new instance of DepthOfFieldMergePostProcess
  63964. * @param name The name of the effect.
  63965. * @param originalFromInput Post process which's input will be used for the merge.
  63966. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  63967. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  63968. * @param options The required width/height ratio to downsize to before computing the render pass.
  63969. * @param camera The camera to apply the render pass to.
  63970. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63971. * @param engine The engine which the post process will be applied. (default: current engine)
  63972. * @param reusable If the post process can be reused on the same frame. (default: false)
  63973. * @param textureType Type of textures used when performing the post process. (default: 0)
  63974. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  63975. */
  63976. constructor(name: string, originalFromInput: PostProcess, circleOfConfusion: PostProcess, blurSteps: Array<PostProcess>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63977. /**
  63978. * Updates the effect with the current post process compile time values and recompiles the shader.
  63979. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  63980. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  63981. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  63982. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  63983. * @param onCompiled Called when the shader has been compiled.
  63984. * @param onError Called if there is an error when compiling a shader.
  63985. */
  63986. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  63987. }
  63988. }
  63989. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  63990. import { Nullable } from "babylonjs/types";
  63991. import { Camera } from "babylonjs/Cameras/camera";
  63992. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63993. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63994. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63995. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  63996. import { Scene } from "babylonjs/scene";
  63997. /**
  63998. * Specifies the level of max blur that should be applied when using the depth of field effect
  63999. */
  64000. export enum DepthOfFieldEffectBlurLevel {
  64001. /**
  64002. * Subtle blur
  64003. */
  64004. Low = 0,
  64005. /**
  64006. * Medium blur
  64007. */
  64008. Medium = 1,
  64009. /**
  64010. * Large blur
  64011. */
  64012. High = 2
  64013. }
  64014. /**
  64015. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  64016. */
  64017. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  64018. private _circleOfConfusion;
  64019. /**
  64020. * @hidden Internal, blurs from high to low
  64021. */
  64022. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  64023. private _depthOfFieldBlurY;
  64024. private _dofMerge;
  64025. /**
  64026. * @hidden Internal post processes in depth of field effect
  64027. */
  64028. _effects: Array<PostProcess>;
  64029. /**
  64030. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  64031. */
  64032. focalLength: number;
  64033. /**
  64034. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  64035. */
  64036. fStop: number;
  64037. /**
  64038. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  64039. */
  64040. focusDistance: number;
  64041. /**
  64042. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  64043. */
  64044. lensSize: number;
  64045. /**
  64046. * Creates a new instance DepthOfFieldEffect
  64047. * @param scene The scene the effect belongs to.
  64048. * @param depthTexture The depth texture of the scene to compute the circle of confusion.This must be set in order for this to function but may be set after initialization if needed.
  64049. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  64050. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  64051. */
  64052. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  64053. /**
  64054. * Get the current class name of the current effet
  64055. * @returns "DepthOfFieldEffect"
  64056. */
  64057. getClassName(): string;
  64058. /**
  64059. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  64060. */
  64061. depthTexture: RenderTargetTexture;
  64062. /**
  64063. * Disposes each of the internal effects for a given camera.
  64064. * @param camera The camera to dispose the effect on.
  64065. */
  64066. disposeEffects(camera: Camera): void;
  64067. /**
  64068. * @hidden Internal
  64069. */
  64070. _updateEffects(): void;
  64071. /**
  64072. * Internal
  64073. * @returns if all the contained post processes are ready.
  64074. * @hidden
  64075. */
  64076. _isReady(): boolean;
  64077. }
  64078. }
  64079. declare module "babylonjs/Shaders/displayPass.fragment" {
  64080. /** @hidden */
  64081. export var displayPassPixelShader: {
  64082. name: string;
  64083. shader: string;
  64084. };
  64085. }
  64086. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  64087. import { Nullable } from "babylonjs/types";
  64088. import { Camera } from "babylonjs/Cameras/camera";
  64089. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64090. import { Engine } from "babylonjs/Engines/engine";
  64091. import "babylonjs/Shaders/displayPass.fragment";
  64092. /**
  64093. * DisplayPassPostProcess which produces an output the same as it's input
  64094. */
  64095. export class DisplayPassPostProcess extends PostProcess {
  64096. /**
  64097. * Creates the DisplayPassPostProcess
  64098. * @param name The name of the effect.
  64099. * @param options The required width/height ratio to downsize to before computing the render pass.
  64100. * @param camera The camera to apply the render pass to.
  64101. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64102. * @param engine The engine which the post process will be applied. (default: current engine)
  64103. * @param reusable If the post process can be reused on the same frame. (default: false)
  64104. */
  64105. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  64106. }
  64107. }
  64108. declare module "babylonjs/Shaders/filter.fragment" {
  64109. /** @hidden */
  64110. export var filterPixelShader: {
  64111. name: string;
  64112. shader: string;
  64113. };
  64114. }
  64115. declare module "babylonjs/PostProcesses/filterPostProcess" {
  64116. import { Nullable } from "babylonjs/types";
  64117. import { Matrix } from "babylonjs/Maths/math.vector";
  64118. import { Camera } from "babylonjs/Cameras/camera";
  64119. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64120. import { Engine } from "babylonjs/Engines/engine";
  64121. import "babylonjs/Shaders/filter.fragment";
  64122. /**
  64123. * Applies a kernel filter to the image
  64124. */
  64125. export class FilterPostProcess extends PostProcess {
  64126. /** The matrix to be applied to the image */
  64127. kernelMatrix: Matrix;
  64128. /**
  64129. *
  64130. * @param name The name of the effect.
  64131. * @param kernelMatrix The matrix to be applied to the image
  64132. * @param options The required width/height ratio to downsize to before computing the render pass.
  64133. * @param camera The camera to apply the render pass to.
  64134. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64135. * @param engine The engine which the post process will be applied. (default: current engine)
  64136. * @param reusable If the post process can be reused on the same frame. (default: false)
  64137. */
  64138. constructor(name: string,
  64139. /** The matrix to be applied to the image */
  64140. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  64141. }
  64142. }
  64143. declare module "babylonjs/Shaders/fxaa.fragment" {
  64144. /** @hidden */
  64145. export var fxaaPixelShader: {
  64146. name: string;
  64147. shader: string;
  64148. };
  64149. }
  64150. declare module "babylonjs/Shaders/fxaa.vertex" {
  64151. /** @hidden */
  64152. export var fxaaVertexShader: {
  64153. name: string;
  64154. shader: string;
  64155. };
  64156. }
  64157. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  64158. import { Nullable } from "babylonjs/types";
  64159. import { Camera } from "babylonjs/Cameras/camera";
  64160. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64161. import { Engine } from "babylonjs/Engines/engine";
  64162. import "babylonjs/Shaders/fxaa.fragment";
  64163. import "babylonjs/Shaders/fxaa.vertex";
  64164. /**
  64165. * Fxaa post process
  64166. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  64167. */
  64168. export class FxaaPostProcess extends PostProcess {
  64169. /** @hidden */
  64170. texelWidth: number;
  64171. /** @hidden */
  64172. texelHeight: number;
  64173. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  64174. private _getDefines;
  64175. }
  64176. }
  64177. declare module "babylonjs/Shaders/grain.fragment" {
  64178. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  64179. /** @hidden */
  64180. export var grainPixelShader: {
  64181. name: string;
  64182. shader: string;
  64183. };
  64184. }
  64185. declare module "babylonjs/PostProcesses/grainPostProcess" {
  64186. import { Nullable } from "babylonjs/types";
  64187. import { Camera } from "babylonjs/Cameras/camera";
  64188. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64189. import { Engine } from "babylonjs/Engines/engine";
  64190. import "babylonjs/Shaders/grain.fragment";
  64191. /**
  64192. * The GrainPostProcess adds noise to the image at mid luminance levels
  64193. */
  64194. export class GrainPostProcess extends PostProcess {
  64195. /**
  64196. * The intensity of the grain added (default: 30)
  64197. */
  64198. intensity: number;
  64199. /**
  64200. * If the grain should be randomized on every frame
  64201. */
  64202. animated: boolean;
  64203. /**
  64204. * Creates a new instance of @see GrainPostProcess
  64205. * @param name The name of the effect.
  64206. * @param options The required width/height ratio to downsize to before computing the render pass.
  64207. * @param camera The camera to apply the render pass to.
  64208. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64209. * @param engine The engine which the post process will be applied. (default: current engine)
  64210. * @param reusable If the post process can be reused on the same frame. (default: false)
  64211. * @param textureType Type of textures used when performing the post process. (default: 0)
  64212. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  64213. */
  64214. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  64215. }
  64216. }
  64217. declare module "babylonjs/Shaders/highlights.fragment" {
  64218. /** @hidden */
  64219. export var highlightsPixelShader: {
  64220. name: string;
  64221. shader: string;
  64222. };
  64223. }
  64224. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  64225. import { Nullable } from "babylonjs/types";
  64226. import { Camera } from "babylonjs/Cameras/camera";
  64227. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64228. import { Engine } from "babylonjs/Engines/engine";
  64229. import "babylonjs/Shaders/highlights.fragment";
  64230. /**
  64231. * Extracts highlights from the image
  64232. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  64233. */
  64234. export class HighlightsPostProcess extends PostProcess {
  64235. /**
  64236. * Extracts highlights from the image
  64237. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  64238. * @param name The name of the effect.
  64239. * @param options The required width/height ratio to downsize to before computing the render pass.
  64240. * @param camera The camera to apply the render pass to.
  64241. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64242. * @param engine The engine which the post process will be applied. (default: current engine)
  64243. * @param reusable If the post process can be reused on the same frame. (default: false)
  64244. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  64245. */
  64246. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  64247. }
  64248. }
  64249. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  64250. /** @hidden */
  64251. export var mrtFragmentDeclaration: {
  64252. name: string;
  64253. shader: string;
  64254. };
  64255. }
  64256. declare module "babylonjs/Shaders/geometry.fragment" {
  64257. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  64258. /** @hidden */
  64259. export var geometryPixelShader: {
  64260. name: string;
  64261. shader: string;
  64262. };
  64263. }
  64264. declare module "babylonjs/Shaders/geometry.vertex" {
  64265. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  64266. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  64267. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  64268. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  64269. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  64270. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  64271. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  64272. /** @hidden */
  64273. export var geometryVertexShader: {
  64274. name: string;
  64275. shader: string;
  64276. };
  64277. }
  64278. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  64279. import { Matrix } from "babylonjs/Maths/math.vector";
  64280. import { SubMesh } from "babylonjs/Meshes/subMesh";
  64281. import { Mesh } from "babylonjs/Meshes/mesh";
  64282. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  64283. import { Effect } from "babylonjs/Materials/effect";
  64284. import { Scene } from "babylonjs/scene";
  64285. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  64286. import "babylonjs/Shaders/geometry.fragment";
  64287. import "babylonjs/Shaders/geometry.vertex";
  64288. /** @hidden */
  64289. interface ISavedTransformationMatrix {
  64290. world: Matrix;
  64291. viewProjection: Matrix;
  64292. }
  64293. /**
  64294. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  64295. */
  64296. export class GeometryBufferRenderer {
  64297. /**
  64298. * Constant used to retrieve the position texture index in the G-Buffer textures array
  64299. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  64300. */
  64301. static readonly POSITION_TEXTURE_TYPE: number;
  64302. /**
  64303. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  64304. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  64305. */
  64306. static readonly VELOCITY_TEXTURE_TYPE: number;
  64307. /**
  64308. * Dictionary used to store the previous transformation matrices of each rendered mesh
  64309. * in order to compute objects velocities when enableVelocity is set to "true"
  64310. * @hidden
  64311. */
  64312. _previousTransformationMatrices: {
  64313. [index: number]: ISavedTransformationMatrix;
  64314. };
  64315. /**
  64316. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  64317. * in order to compute objects velocities when enableVelocity is set to "true"
  64318. * @hidden
  64319. */
  64320. _previousBonesTransformationMatrices: {
  64321. [index: number]: Float32Array;
  64322. };
  64323. /**
  64324. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  64325. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  64326. */
  64327. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  64328. private _scene;
  64329. private _multiRenderTarget;
  64330. private _ratio;
  64331. private _enablePosition;
  64332. private _enableVelocity;
  64333. private _positionIndex;
  64334. private _velocityIndex;
  64335. protected _effect: Effect;
  64336. protected _cachedDefines: string;
  64337. /**
  64338. * Set the render list (meshes to be rendered) used in the G buffer.
  64339. */
  64340. renderList: Mesh[];
  64341. /**
  64342. * Gets wether or not G buffer are supported by the running hardware.
  64343. * This requires draw buffer supports
  64344. */
  64345. readonly isSupported: boolean;
  64346. /**
  64347. * Returns the index of the given texture type in the G-Buffer textures array
  64348. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  64349. * @returns the index of the given texture type in the G-Buffer textures array
  64350. */
  64351. getTextureIndex(textureType: number): number;
  64352. /**
  64353. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  64354. */
  64355. /**
  64356. * Sets whether or not objects positions are enabled for the G buffer.
  64357. */
  64358. enablePosition: boolean;
  64359. /**
  64360. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  64361. */
  64362. /**
  64363. * Sets wether or not objects velocities are enabled for the G buffer.
  64364. */
  64365. enableVelocity: boolean;
  64366. /**
  64367. * Gets the scene associated with the buffer.
  64368. */
  64369. readonly scene: Scene;
  64370. /**
  64371. * Gets the ratio used by the buffer during its creation.
  64372. * How big is the buffer related to the main canvas.
  64373. */
  64374. readonly ratio: number;
  64375. /** @hidden */
  64376. static _SceneComponentInitialization: (scene: Scene) => void;
  64377. /**
  64378. * Creates a new G Buffer for the scene
  64379. * @param scene The scene the buffer belongs to
  64380. * @param ratio How big is the buffer related to the main canvas.
  64381. */
  64382. constructor(scene: Scene, ratio?: number);
  64383. /**
  64384. * Checks wether everything is ready to render a submesh to the G buffer.
  64385. * @param subMesh the submesh to check readiness for
  64386. * @param useInstances is the mesh drawn using instance or not
  64387. * @returns true if ready otherwise false
  64388. */
  64389. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  64390. /**
  64391. * Gets the current underlying G Buffer.
  64392. * @returns the buffer
  64393. */
  64394. getGBuffer(): MultiRenderTarget;
  64395. /**
  64396. * Gets the number of samples used to render the buffer (anti aliasing).
  64397. */
  64398. /**
  64399. * Sets the number of samples used to render the buffer (anti aliasing).
  64400. */
  64401. samples: number;
  64402. /**
  64403. * Disposes the renderer and frees up associated resources.
  64404. */
  64405. dispose(): void;
  64406. protected _createRenderTargets(): void;
  64407. private _copyBonesTransformationMatrices;
  64408. }
  64409. }
  64410. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  64411. import { Nullable } from "babylonjs/types";
  64412. import { Scene } from "babylonjs/scene";
  64413. import { ISceneComponent } from "babylonjs/sceneComponent";
  64414. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  64415. module "babylonjs/scene" {
  64416. interface Scene {
  64417. /** @hidden (Backing field) */
  64418. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  64419. /**
  64420. * Gets or Sets the current geometry buffer associated to the scene.
  64421. */
  64422. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  64423. /**
  64424. * Enables a GeometryBufferRender and associates it with the scene
  64425. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  64426. * @returns the GeometryBufferRenderer
  64427. */
  64428. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  64429. /**
  64430. * Disables the GeometryBufferRender associated with the scene
  64431. */
  64432. disableGeometryBufferRenderer(): void;
  64433. }
  64434. }
  64435. /**
  64436. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  64437. * in several rendering techniques.
  64438. */
  64439. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  64440. /**
  64441. * The component name helpful to identify the component in the list of scene components.
  64442. */
  64443. readonly name: string;
  64444. /**
  64445. * The scene the component belongs to.
  64446. */
  64447. scene: Scene;
  64448. /**
  64449. * Creates a new instance of the component for the given scene
  64450. * @param scene Defines the scene to register the component in
  64451. */
  64452. constructor(scene: Scene);
  64453. /**
  64454. * Registers the component in a given scene
  64455. */
  64456. register(): void;
  64457. /**
  64458. * Rebuilds the elements related to this component in case of
  64459. * context lost for instance.
  64460. */
  64461. rebuild(): void;
  64462. /**
  64463. * Disposes the component and the associated ressources
  64464. */
  64465. dispose(): void;
  64466. private _gatherRenderTargets;
  64467. }
  64468. }
  64469. declare module "babylonjs/Shaders/motionBlur.fragment" {
  64470. /** @hidden */
  64471. export var motionBlurPixelShader: {
  64472. name: string;
  64473. shader: string;
  64474. };
  64475. }
  64476. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  64477. import { Nullable } from "babylonjs/types";
  64478. import { Camera } from "babylonjs/Cameras/camera";
  64479. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64480. import { Scene } from "babylonjs/scene";
  64481. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  64482. import "babylonjs/Animations/animatable";
  64483. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  64484. import "babylonjs/Shaders/motionBlur.fragment";
  64485. import { Engine } from "babylonjs/Engines/engine";
  64486. /**
  64487. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  64488. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  64489. * As an example, all you have to do is to create the post-process:
  64490. * var mb = new BABYLON.MotionBlurPostProcess(
  64491. * 'mb', // The name of the effect.
  64492. * scene, // The scene containing the objects to blur according to their velocity.
  64493. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  64494. * camera // The camera to apply the render pass to.
  64495. * );
  64496. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  64497. */
  64498. export class MotionBlurPostProcess extends PostProcess {
  64499. /**
  64500. * Defines how much the image is blurred by the movement. Default value is equal to 1
  64501. */
  64502. motionStrength: number;
  64503. /**
  64504. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  64505. */
  64506. /**
  64507. * Sets the number of iterations to be used for motion blur quality
  64508. */
  64509. motionBlurSamples: number;
  64510. private _motionBlurSamples;
  64511. private _geometryBufferRenderer;
  64512. /**
  64513. * Creates a new instance MotionBlurPostProcess
  64514. * @param name The name of the effect.
  64515. * @param scene The scene containing the objects to blur according to their velocity.
  64516. * @param options The required width/height ratio to downsize to before computing the render pass.
  64517. * @param camera The camera to apply the render pass to.
  64518. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64519. * @param engine The engine which the post process will be applied. (default: current engine)
  64520. * @param reusable If the post process can be reused on the same frame. (default: false)
  64521. * @param textureType Type of textures used when performing the post process. (default: 0)
  64522. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  64523. */
  64524. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  64525. /**
  64526. * Excludes the given skinned mesh from computing bones velocities.
  64527. * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.
  64528. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  64529. */
  64530. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  64531. /**
  64532. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  64533. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  64534. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  64535. */
  64536. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  64537. /**
  64538. * Disposes the post process.
  64539. * @param camera The camera to dispose the post process on.
  64540. */
  64541. dispose(camera?: Camera): void;
  64542. }
  64543. }
  64544. declare module "babylonjs/Shaders/refraction.fragment" {
  64545. /** @hidden */
  64546. export var refractionPixelShader: {
  64547. name: string;
  64548. shader: string;
  64549. };
  64550. }
  64551. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  64552. import { Color3 } from "babylonjs/Maths/math.color";
  64553. import { Camera } from "babylonjs/Cameras/camera";
  64554. import { Texture } from "babylonjs/Materials/Textures/texture";
  64555. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64556. import { Engine } from "babylonjs/Engines/engine";
  64557. import "babylonjs/Shaders/refraction.fragment";
  64558. /**
  64559. * Post process which applies a refractin texture
  64560. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  64561. */
  64562. export class RefractionPostProcess extends PostProcess {
  64563. /** the base color of the refraction (used to taint the rendering) */
  64564. color: Color3;
  64565. /** simulated refraction depth */
  64566. depth: number;
  64567. /** the coefficient of the base color (0 to remove base color tainting) */
  64568. colorLevel: number;
  64569. private _refTexture;
  64570. private _ownRefractionTexture;
  64571. /**
  64572. * Gets or sets the refraction texture
  64573. * Please note that you are responsible for disposing the texture if you set it manually
  64574. */
  64575. refractionTexture: Texture;
  64576. /**
  64577. * Initializes the RefractionPostProcess
  64578. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  64579. * @param name The name of the effect.
  64580. * @param refractionTextureUrl Url of the refraction texture to use
  64581. * @param color the base color of the refraction (used to taint the rendering)
  64582. * @param depth simulated refraction depth
  64583. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  64584. * @param camera The camera to apply the render pass to.
  64585. * @param options The required width/height ratio to downsize to before computing the render pass.
  64586. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64587. * @param engine The engine which the post process will be applied. (default: current engine)
  64588. * @param reusable If the post process can be reused on the same frame. (default: false)
  64589. */
  64590. constructor(name: string, refractionTextureUrl: string,
  64591. /** the base color of the refraction (used to taint the rendering) */
  64592. color: Color3,
  64593. /** simulated refraction depth */
  64594. depth: number,
  64595. /** the coefficient of the base color (0 to remove base color tainting) */
  64596. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  64597. /**
  64598. * Disposes of the post process
  64599. * @param camera Camera to dispose post process on
  64600. */
  64601. dispose(camera: Camera): void;
  64602. }
  64603. }
  64604. declare module "babylonjs/Shaders/sharpen.fragment" {
  64605. /** @hidden */
  64606. export var sharpenPixelShader: {
  64607. name: string;
  64608. shader: string;
  64609. };
  64610. }
  64611. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  64612. import { Nullable } from "babylonjs/types";
  64613. import { Camera } from "babylonjs/Cameras/camera";
  64614. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64615. import "babylonjs/Shaders/sharpen.fragment";
  64616. import { Engine } from "babylonjs/Engines/engine";
  64617. /**
  64618. * The SharpenPostProcess applies a sharpen kernel to every pixel
  64619. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  64620. */
  64621. export class SharpenPostProcess extends PostProcess {
  64622. /**
  64623. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  64624. */
  64625. colorAmount: number;
  64626. /**
  64627. * How much sharpness should be applied (default: 0.3)
  64628. */
  64629. edgeAmount: number;
  64630. /**
  64631. * Creates a new instance ConvolutionPostProcess
  64632. * @param name The name of the effect.
  64633. * @param options The required width/height ratio to downsize to before computing the render pass.
  64634. * @param camera The camera to apply the render pass to.
  64635. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64636. * @param engine The engine which the post process will be applied. (default: current engine)
  64637. * @param reusable If the post process can be reused on the same frame. (default: false)
  64638. * @param textureType Type of textures used when performing the post process. (default: 0)
  64639. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  64640. */
  64641. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  64642. }
  64643. }
  64644. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  64645. import { Nullable } from "babylonjs/types";
  64646. import { Camera } from "babylonjs/Cameras/camera";
  64647. import { Engine } from "babylonjs/Engines/engine";
  64648. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  64649. import { IInspectable } from "babylonjs/Misc/iInspectable";
  64650. /**
  64651. * PostProcessRenderPipeline
  64652. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64653. */
  64654. export class PostProcessRenderPipeline {
  64655. private engine;
  64656. private _renderEffects;
  64657. private _renderEffectsForIsolatedPass;
  64658. /**
  64659. * List of inspectable custom properties (used by the Inspector)
  64660. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  64661. */
  64662. inspectableCustomProperties: IInspectable[];
  64663. /**
  64664. * @hidden
  64665. */
  64666. protected _cameras: Camera[];
  64667. /** @hidden */
  64668. _name: string;
  64669. /**
  64670. * Gets pipeline name
  64671. */
  64672. readonly name: string;
  64673. /** Gets the list of attached cameras */
  64674. readonly cameras: Camera[];
  64675. /**
  64676. * Initializes a PostProcessRenderPipeline
  64677. * @param engine engine to add the pipeline to
  64678. * @param name name of the pipeline
  64679. */
  64680. constructor(engine: Engine, name: string);
  64681. /**
  64682. * Gets the class name
  64683. * @returns "PostProcessRenderPipeline"
  64684. */
  64685. getClassName(): string;
  64686. /**
  64687. * If all the render effects in the pipeline are supported
  64688. */
  64689. readonly isSupported: boolean;
  64690. /**
  64691. * Adds an effect to the pipeline
  64692. * @param renderEffect the effect to add
  64693. */
  64694. addEffect(renderEffect: PostProcessRenderEffect): void;
  64695. /** @hidden */
  64696. _rebuild(): void;
  64697. /** @hidden */
  64698. _enableEffect(renderEffectName: string, cameras: Camera): void;
  64699. /** @hidden */
  64700. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  64701. /** @hidden */
  64702. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  64703. /** @hidden */
  64704. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  64705. /** @hidden */
  64706. _attachCameras(cameras: Camera, unique: boolean): void;
  64707. /** @hidden */
  64708. _attachCameras(cameras: Camera[], unique: boolean): void;
  64709. /** @hidden */
  64710. _detachCameras(cameras: Camera): void;
  64711. /** @hidden */
  64712. _detachCameras(cameras: Nullable<Camera[]>): void;
  64713. /** @hidden */
  64714. _update(): void;
  64715. /** @hidden */
  64716. _reset(): void;
  64717. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  64718. /**
  64719. * Disposes of the pipeline
  64720. */
  64721. dispose(): void;
  64722. }
  64723. }
  64724. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  64725. import { Camera } from "babylonjs/Cameras/camera";
  64726. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64727. /**
  64728. * PostProcessRenderPipelineManager class
  64729. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64730. */
  64731. export class PostProcessRenderPipelineManager {
  64732. private _renderPipelines;
  64733. /**
  64734. * Initializes a PostProcessRenderPipelineManager
  64735. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64736. */
  64737. constructor();
  64738. /**
  64739. * Gets the list of supported render pipelines
  64740. */
  64741. readonly supportedPipelines: PostProcessRenderPipeline[];
  64742. /**
  64743. * Adds a pipeline to the manager
  64744. * @param renderPipeline The pipeline to add
  64745. */
  64746. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  64747. /**
  64748. * Attaches a camera to the pipeline
  64749. * @param renderPipelineName The name of the pipeline to attach to
  64750. * @param cameras the camera to attach
  64751. * @param unique if the camera can be attached multiple times to the pipeline
  64752. */
  64753. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  64754. /**
  64755. * Detaches a camera from the pipeline
  64756. * @param renderPipelineName The name of the pipeline to detach from
  64757. * @param cameras the camera to detach
  64758. */
  64759. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  64760. /**
  64761. * Enables an effect by name on a pipeline
  64762. * @param renderPipelineName the name of the pipeline to enable the effect in
  64763. * @param renderEffectName the name of the effect to enable
  64764. * @param cameras the cameras that the effect should be enabled on
  64765. */
  64766. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  64767. /**
  64768. * Disables an effect by name on a pipeline
  64769. * @param renderPipelineName the name of the pipeline to disable the effect in
  64770. * @param renderEffectName the name of the effect to disable
  64771. * @param cameras the cameras that the effect should be disabled on
  64772. */
  64773. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  64774. /**
  64775. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  64776. */
  64777. update(): void;
  64778. /** @hidden */
  64779. _rebuild(): void;
  64780. /**
  64781. * Disposes of the manager and pipelines
  64782. */
  64783. dispose(): void;
  64784. }
  64785. }
  64786. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  64787. import { ISceneComponent } from "babylonjs/sceneComponent";
  64788. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  64789. import { Scene } from "babylonjs/scene";
  64790. module "babylonjs/scene" {
  64791. interface Scene {
  64792. /** @hidden (Backing field) */
  64793. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  64794. /**
  64795. * Gets the postprocess render pipeline manager
  64796. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64797. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  64798. */
  64799. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  64800. }
  64801. }
  64802. /**
  64803. * Defines the Render Pipeline scene component responsible to rendering pipelines
  64804. */
  64805. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  64806. /**
  64807. * The component name helpfull to identify the component in the list of scene components.
  64808. */
  64809. readonly name: string;
  64810. /**
  64811. * The scene the component belongs to.
  64812. */
  64813. scene: Scene;
  64814. /**
  64815. * Creates a new instance of the component for the given scene
  64816. * @param scene Defines the scene to register the component in
  64817. */
  64818. constructor(scene: Scene);
  64819. /**
  64820. * Registers the component in a given scene
  64821. */
  64822. register(): void;
  64823. /**
  64824. * Rebuilds the elements related to this component in case of
  64825. * context lost for instance.
  64826. */
  64827. rebuild(): void;
  64828. /**
  64829. * Disposes the component and the associated ressources
  64830. */
  64831. dispose(): void;
  64832. private _gatherRenderTargets;
  64833. }
  64834. }
  64835. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  64836. import { Nullable } from "babylonjs/types";
  64837. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  64838. import { Camera } from "babylonjs/Cameras/camera";
  64839. import { IDisposable } from "babylonjs/scene";
  64840. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  64841. import { Scene } from "babylonjs/scene";
  64842. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  64843. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  64844. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  64845. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  64846. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  64847. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64848. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  64849. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64850. import { Animation } from "babylonjs/Animations/animation";
  64851. /**
  64852. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  64853. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  64854. */
  64855. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  64856. private _scene;
  64857. private _camerasToBeAttached;
  64858. /**
  64859. * ID of the sharpen post process,
  64860. */
  64861. private readonly SharpenPostProcessId;
  64862. /**
  64863. * @ignore
  64864. * ID of the image processing post process;
  64865. */
  64866. readonly ImageProcessingPostProcessId: string;
  64867. /**
  64868. * @ignore
  64869. * ID of the Fast Approximate Anti-Aliasing post process;
  64870. */
  64871. readonly FxaaPostProcessId: string;
  64872. /**
  64873. * ID of the chromatic aberration post process,
  64874. */
  64875. private readonly ChromaticAberrationPostProcessId;
  64876. /**
  64877. * ID of the grain post process
  64878. */
  64879. private readonly GrainPostProcessId;
  64880. /**
  64881. * Sharpen post process which will apply a sharpen convolution to enhance edges
  64882. */
  64883. sharpen: SharpenPostProcess;
  64884. private _sharpenEffect;
  64885. private bloom;
  64886. /**
  64887. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  64888. */
  64889. depthOfField: DepthOfFieldEffect;
  64890. /**
  64891. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  64892. */
  64893. fxaa: FxaaPostProcess;
  64894. /**
  64895. * Image post processing pass used to perform operations such as tone mapping or color grading.
  64896. */
  64897. imageProcessing: ImageProcessingPostProcess;
  64898. /**
  64899. * Chromatic aberration post process which will shift rgb colors in the image
  64900. */
  64901. chromaticAberration: ChromaticAberrationPostProcess;
  64902. private _chromaticAberrationEffect;
  64903. /**
  64904. * Grain post process which add noise to the image
  64905. */
  64906. grain: GrainPostProcess;
  64907. private _grainEffect;
  64908. /**
  64909. * Glow post process which adds a glow to emissive areas of the image
  64910. */
  64911. private _glowLayer;
  64912. /**
  64913. * Animations which can be used to tweak settings over a period of time
  64914. */
  64915. animations: Animation[];
  64916. private _imageProcessingConfigurationObserver;
  64917. private _sharpenEnabled;
  64918. private _bloomEnabled;
  64919. private _depthOfFieldEnabled;
  64920. private _depthOfFieldBlurLevel;
  64921. private _fxaaEnabled;
  64922. private _imageProcessingEnabled;
  64923. private _defaultPipelineTextureType;
  64924. private _bloomScale;
  64925. private _chromaticAberrationEnabled;
  64926. private _grainEnabled;
  64927. private _buildAllowed;
  64928. /**
  64929. * Gets active scene
  64930. */
  64931. readonly scene: Scene;
  64932. /**
  64933. * Enable or disable the sharpen process from the pipeline
  64934. */
  64935. sharpenEnabled: boolean;
  64936. private _resizeObserver;
  64937. private _hardwareScaleLevel;
  64938. private _bloomKernel;
  64939. /**
  64940. * Specifies the size of the bloom blur kernel, relative to the final output size
  64941. */
  64942. bloomKernel: number;
  64943. /**
  64944. * Specifies the weight of the bloom in the final rendering
  64945. */
  64946. private _bloomWeight;
  64947. /**
  64948. * Specifies the luma threshold for the area that will be blurred by the bloom
  64949. */
  64950. private _bloomThreshold;
  64951. private _hdr;
  64952. /**
  64953. * The strength of the bloom.
  64954. */
  64955. bloomWeight: number;
  64956. /**
  64957. * The strength of the bloom.
  64958. */
  64959. bloomThreshold: number;
  64960. /**
  64961. * The scale of the bloom, lower value will provide better performance.
  64962. */
  64963. bloomScale: number;
  64964. /**
  64965. * Enable or disable the bloom from the pipeline
  64966. */
  64967. bloomEnabled: boolean;
  64968. private _rebuildBloom;
  64969. /**
  64970. * If the depth of field is enabled.
  64971. */
  64972. depthOfFieldEnabled: boolean;
  64973. /**
  64974. * Blur level of the depth of field effect. (Higher blur will effect performance)
  64975. */
  64976. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  64977. /**
  64978. * If the anti aliasing is enabled.
  64979. */
  64980. fxaaEnabled: boolean;
  64981. private _samples;
  64982. /**
  64983. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  64984. */
  64985. samples: number;
  64986. /**
  64987. * If image processing is enabled.
  64988. */
  64989. imageProcessingEnabled: boolean;
  64990. /**
  64991. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  64992. */
  64993. glowLayerEnabled: boolean;
  64994. /**
  64995. * Gets the glow layer (or null if not defined)
  64996. */
  64997. readonly glowLayer: Nullable<GlowLayer>;
  64998. /**
  64999. * Enable or disable the chromaticAberration process from the pipeline
  65000. */
  65001. chromaticAberrationEnabled: boolean;
  65002. /**
  65003. * Enable or disable the grain process from the pipeline
  65004. */
  65005. grainEnabled: boolean;
  65006. /**
  65007. * @constructor
  65008. * @param name - The rendering pipeline name (default: "")
  65009. * @param hdr - If high dynamic range textures should be used (default: true)
  65010. * @param scene - The scene linked to this pipeline (default: the last created scene)
  65011. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  65012. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  65013. */
  65014. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  65015. /**
  65016. * Get the class name
  65017. * @returns "DefaultRenderingPipeline"
  65018. */
  65019. getClassName(): string;
  65020. /**
  65021. * Force the compilation of the entire pipeline.
  65022. */
  65023. prepare(): void;
  65024. private _hasCleared;
  65025. private _prevPostProcess;
  65026. private _prevPrevPostProcess;
  65027. private _setAutoClearAndTextureSharing;
  65028. private _depthOfFieldSceneObserver;
  65029. private _buildPipeline;
  65030. private _disposePostProcesses;
  65031. /**
  65032. * Adds a camera to the pipeline
  65033. * @param camera the camera to be added
  65034. */
  65035. addCamera(camera: Camera): void;
  65036. /**
  65037. * Removes a camera from the pipeline
  65038. * @param camera the camera to remove
  65039. */
  65040. removeCamera(camera: Camera): void;
  65041. /**
  65042. * Dispose of the pipeline and stop all post processes
  65043. */
  65044. dispose(): void;
  65045. /**
  65046. * Serialize the rendering pipeline (Used when exporting)
  65047. * @returns the serialized object
  65048. */
  65049. serialize(): any;
  65050. /**
  65051. * Parse the serialized pipeline
  65052. * @param source Source pipeline.
  65053. * @param scene The scene to load the pipeline to.
  65054. * @param rootUrl The URL of the serialized pipeline.
  65055. * @returns An instantiated pipeline from the serialized object.
  65056. */
  65057. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  65058. }
  65059. }
  65060. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  65061. /** @hidden */
  65062. export var lensHighlightsPixelShader: {
  65063. name: string;
  65064. shader: string;
  65065. };
  65066. }
  65067. declare module "babylonjs/Shaders/depthOfField.fragment" {
  65068. /** @hidden */
  65069. export var depthOfFieldPixelShader: {
  65070. name: string;
  65071. shader: string;
  65072. };
  65073. }
  65074. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  65075. import { Camera } from "babylonjs/Cameras/camera";
  65076. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65077. import { Scene } from "babylonjs/scene";
  65078. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65079. import "babylonjs/Shaders/chromaticAberration.fragment";
  65080. import "babylonjs/Shaders/lensHighlights.fragment";
  65081. import "babylonjs/Shaders/depthOfField.fragment";
  65082. /**
  65083. * BABYLON.JS Chromatic Aberration GLSL Shader
  65084. * Author: Olivier Guyot
  65085. * Separates very slightly R, G and B colors on the edges of the screen
  65086. * Inspired by Francois Tarlier & Martins Upitis
  65087. */
  65088. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  65089. /**
  65090. * @ignore
  65091. * The chromatic aberration PostProcess id in the pipeline
  65092. */
  65093. LensChromaticAberrationEffect: string;
  65094. /**
  65095. * @ignore
  65096. * The highlights enhancing PostProcess id in the pipeline
  65097. */
  65098. HighlightsEnhancingEffect: string;
  65099. /**
  65100. * @ignore
  65101. * The depth-of-field PostProcess id in the pipeline
  65102. */
  65103. LensDepthOfFieldEffect: string;
  65104. private _scene;
  65105. private _depthTexture;
  65106. private _grainTexture;
  65107. private _chromaticAberrationPostProcess;
  65108. private _highlightsPostProcess;
  65109. private _depthOfFieldPostProcess;
  65110. private _edgeBlur;
  65111. private _grainAmount;
  65112. private _chromaticAberration;
  65113. private _distortion;
  65114. private _highlightsGain;
  65115. private _highlightsThreshold;
  65116. private _dofDistance;
  65117. private _dofAperture;
  65118. private _dofDarken;
  65119. private _dofPentagon;
  65120. private _blurNoise;
  65121. /**
  65122. * @constructor
  65123. *
  65124. * Effect parameters are as follow:
  65125. * {
  65126. * chromatic_aberration: number; // from 0 to x (1 for realism)
  65127. * edge_blur: number; // from 0 to x (1 for realism)
  65128. * distortion: number; // from 0 to x (1 for realism)
  65129. * grain_amount: number; // from 0 to 1
  65130. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  65131. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  65132. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  65133. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  65134. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  65135. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  65136. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  65137. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  65138. * }
  65139. * Note: if an effect parameter is unset, effect is disabled
  65140. *
  65141. * @param name The rendering pipeline name
  65142. * @param parameters - An object containing all parameters (see above)
  65143. * @param scene The scene linked to this pipeline
  65144. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  65145. * @param cameras The array of cameras that the rendering pipeline will be attached to
  65146. */
  65147. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  65148. /**
  65149. * Get the class name
  65150. * @returns "LensRenderingPipeline"
  65151. */
  65152. getClassName(): string;
  65153. /**
  65154. * Gets associated scene
  65155. */
  65156. readonly scene: Scene;
  65157. /**
  65158. * Gets or sets the edge blur
  65159. */
  65160. edgeBlur: number;
  65161. /**
  65162. * Gets or sets the grain amount
  65163. */
  65164. grainAmount: number;
  65165. /**
  65166. * Gets or sets the chromatic aberration amount
  65167. */
  65168. chromaticAberration: number;
  65169. /**
  65170. * Gets or sets the depth of field aperture
  65171. */
  65172. dofAperture: number;
  65173. /**
  65174. * Gets or sets the edge distortion
  65175. */
  65176. edgeDistortion: number;
  65177. /**
  65178. * Gets or sets the depth of field distortion
  65179. */
  65180. dofDistortion: number;
  65181. /**
  65182. * Gets or sets the darken out of focus amount
  65183. */
  65184. darkenOutOfFocus: number;
  65185. /**
  65186. * Gets or sets a boolean indicating if blur noise is enabled
  65187. */
  65188. blurNoise: boolean;
  65189. /**
  65190. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  65191. */
  65192. pentagonBokeh: boolean;
  65193. /**
  65194. * Gets or sets the highlight grain amount
  65195. */
  65196. highlightsGain: number;
  65197. /**
  65198. * Gets or sets the highlight threshold
  65199. */
  65200. highlightsThreshold: number;
  65201. /**
  65202. * Sets the amount of blur at the edges
  65203. * @param amount blur amount
  65204. */
  65205. setEdgeBlur(amount: number): void;
  65206. /**
  65207. * Sets edge blur to 0
  65208. */
  65209. disableEdgeBlur(): void;
  65210. /**
  65211. * Sets the amout of grain
  65212. * @param amount Amount of grain
  65213. */
  65214. setGrainAmount(amount: number): void;
  65215. /**
  65216. * Set grain amount to 0
  65217. */
  65218. disableGrain(): void;
  65219. /**
  65220. * Sets the chromatic aberration amount
  65221. * @param amount amount of chromatic aberration
  65222. */
  65223. setChromaticAberration(amount: number): void;
  65224. /**
  65225. * Sets chromatic aberration amount to 0
  65226. */
  65227. disableChromaticAberration(): void;
  65228. /**
  65229. * Sets the EdgeDistortion amount
  65230. * @param amount amount of EdgeDistortion
  65231. */
  65232. setEdgeDistortion(amount: number): void;
  65233. /**
  65234. * Sets edge distortion to 0
  65235. */
  65236. disableEdgeDistortion(): void;
  65237. /**
  65238. * Sets the FocusDistance amount
  65239. * @param amount amount of FocusDistance
  65240. */
  65241. setFocusDistance(amount: number): void;
  65242. /**
  65243. * Disables depth of field
  65244. */
  65245. disableDepthOfField(): void;
  65246. /**
  65247. * Sets the Aperture amount
  65248. * @param amount amount of Aperture
  65249. */
  65250. setAperture(amount: number): void;
  65251. /**
  65252. * Sets the DarkenOutOfFocus amount
  65253. * @param amount amount of DarkenOutOfFocus
  65254. */
  65255. setDarkenOutOfFocus(amount: number): void;
  65256. private _pentagonBokehIsEnabled;
  65257. /**
  65258. * Creates a pentagon bokeh effect
  65259. */
  65260. enablePentagonBokeh(): void;
  65261. /**
  65262. * Disables the pentagon bokeh effect
  65263. */
  65264. disablePentagonBokeh(): void;
  65265. /**
  65266. * Enables noise blur
  65267. */
  65268. enableNoiseBlur(): void;
  65269. /**
  65270. * Disables noise blur
  65271. */
  65272. disableNoiseBlur(): void;
  65273. /**
  65274. * Sets the HighlightsGain amount
  65275. * @param amount amount of HighlightsGain
  65276. */
  65277. setHighlightsGain(amount: number): void;
  65278. /**
  65279. * Sets the HighlightsThreshold amount
  65280. * @param amount amount of HighlightsThreshold
  65281. */
  65282. setHighlightsThreshold(amount: number): void;
  65283. /**
  65284. * Disables highlights
  65285. */
  65286. disableHighlights(): void;
  65287. /**
  65288. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  65289. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  65290. */
  65291. dispose(disableDepthRender?: boolean): void;
  65292. private _createChromaticAberrationPostProcess;
  65293. private _createHighlightsPostProcess;
  65294. private _createDepthOfFieldPostProcess;
  65295. private _createGrainTexture;
  65296. }
  65297. }
  65298. declare module "babylonjs/Shaders/ssao2.fragment" {
  65299. /** @hidden */
  65300. export var ssao2PixelShader: {
  65301. name: string;
  65302. shader: string;
  65303. };
  65304. }
  65305. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  65306. /** @hidden */
  65307. export var ssaoCombinePixelShader: {
  65308. name: string;
  65309. shader: string;
  65310. };
  65311. }
  65312. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  65313. import { Camera } from "babylonjs/Cameras/camera";
  65314. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65315. import { Scene } from "babylonjs/scene";
  65316. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65317. import "babylonjs/Shaders/ssao2.fragment";
  65318. import "babylonjs/Shaders/ssaoCombine.fragment";
  65319. /**
  65320. * Render pipeline to produce ssao effect
  65321. */
  65322. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  65323. /**
  65324. * @ignore
  65325. * The PassPostProcess id in the pipeline that contains the original scene color
  65326. */
  65327. SSAOOriginalSceneColorEffect: string;
  65328. /**
  65329. * @ignore
  65330. * The SSAO PostProcess id in the pipeline
  65331. */
  65332. SSAORenderEffect: string;
  65333. /**
  65334. * @ignore
  65335. * The horizontal blur PostProcess id in the pipeline
  65336. */
  65337. SSAOBlurHRenderEffect: string;
  65338. /**
  65339. * @ignore
  65340. * The vertical blur PostProcess id in the pipeline
  65341. */
  65342. SSAOBlurVRenderEffect: string;
  65343. /**
  65344. * @ignore
  65345. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  65346. */
  65347. SSAOCombineRenderEffect: string;
  65348. /**
  65349. * The output strength of the SSAO post-process. Default value is 1.0.
  65350. */
  65351. totalStrength: number;
  65352. /**
  65353. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  65354. */
  65355. maxZ: number;
  65356. /**
  65357. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  65358. */
  65359. minZAspect: number;
  65360. private _samples;
  65361. /**
  65362. * Number of samples used for the SSAO calculations. Default value is 8
  65363. */
  65364. samples: number;
  65365. private _textureSamples;
  65366. /**
  65367. * Number of samples to use for antialiasing
  65368. */
  65369. textureSamples: number;
  65370. /**
  65371. * Ratio object used for SSAO ratio and blur ratio
  65372. */
  65373. private _ratio;
  65374. /**
  65375. * Dynamically generated sphere sampler.
  65376. */
  65377. private _sampleSphere;
  65378. /**
  65379. * Blur filter offsets
  65380. */
  65381. private _samplerOffsets;
  65382. private _expensiveBlur;
  65383. /**
  65384. * If bilateral blur should be used
  65385. */
  65386. expensiveBlur: boolean;
  65387. /**
  65388. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  65389. */
  65390. radius: number;
  65391. /**
  65392. * The base color of the SSAO post-process
  65393. * The final result is "base + ssao" between [0, 1]
  65394. */
  65395. base: number;
  65396. /**
  65397. * Support test.
  65398. */
  65399. static readonly IsSupported: boolean;
  65400. private _scene;
  65401. private _depthTexture;
  65402. private _normalTexture;
  65403. private _randomTexture;
  65404. private _originalColorPostProcess;
  65405. private _ssaoPostProcess;
  65406. private _blurHPostProcess;
  65407. private _blurVPostProcess;
  65408. private _ssaoCombinePostProcess;
  65409. /**
  65410. * Gets active scene
  65411. */
  65412. readonly scene: Scene;
  65413. /**
  65414. * @constructor
  65415. * @param name The rendering pipeline name
  65416. * @param scene The scene linked to this pipeline
  65417. * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
  65418. * @param cameras The array of cameras that the rendering pipeline will be attached to
  65419. */
  65420. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  65421. /**
  65422. * Get the class name
  65423. * @returns "SSAO2RenderingPipeline"
  65424. */
  65425. getClassName(): string;
  65426. /**
  65427. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  65428. */
  65429. dispose(disableGeometryBufferRenderer?: boolean): void;
  65430. private _createBlurPostProcess;
  65431. /** @hidden */
  65432. _rebuild(): void;
  65433. private _bits;
  65434. private _radicalInverse_VdC;
  65435. private _hammersley;
  65436. private _hemisphereSample_uniform;
  65437. private _generateHemisphere;
  65438. private _createSSAOPostProcess;
  65439. private _createSSAOCombinePostProcess;
  65440. private _createRandomTexture;
  65441. /**
  65442. * Serialize the rendering pipeline (Used when exporting)
  65443. * @returns the serialized object
  65444. */
  65445. serialize(): any;
  65446. /**
  65447. * Parse the serialized pipeline
  65448. * @param source Source pipeline.
  65449. * @param scene The scene to load the pipeline to.
  65450. * @param rootUrl The URL of the serialized pipeline.
  65451. * @returns An instantiated pipeline from the serialized object.
  65452. */
  65453. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  65454. }
  65455. }
  65456. declare module "babylonjs/Shaders/ssao.fragment" {
  65457. /** @hidden */
  65458. export var ssaoPixelShader: {
  65459. name: string;
  65460. shader: string;
  65461. };
  65462. }
  65463. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  65464. import { Camera } from "babylonjs/Cameras/camera";
  65465. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65466. import { Scene } from "babylonjs/scene";
  65467. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65468. import "babylonjs/Shaders/ssao.fragment";
  65469. import "babylonjs/Shaders/ssaoCombine.fragment";
  65470. /**
  65471. * Render pipeline to produce ssao effect
  65472. */
  65473. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  65474. /**
  65475. * @ignore
  65476. * The PassPostProcess id in the pipeline that contains the original scene color
  65477. */
  65478. SSAOOriginalSceneColorEffect: string;
  65479. /**
  65480. * @ignore
  65481. * The SSAO PostProcess id in the pipeline
  65482. */
  65483. SSAORenderEffect: string;
  65484. /**
  65485. * @ignore
  65486. * The horizontal blur PostProcess id in the pipeline
  65487. */
  65488. SSAOBlurHRenderEffect: string;
  65489. /**
  65490. * @ignore
  65491. * The vertical blur PostProcess id in the pipeline
  65492. */
  65493. SSAOBlurVRenderEffect: string;
  65494. /**
  65495. * @ignore
  65496. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  65497. */
  65498. SSAOCombineRenderEffect: string;
  65499. /**
  65500. * The output strength of the SSAO post-process. Default value is 1.0.
  65501. */
  65502. totalStrength: number;
  65503. /**
  65504. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  65505. */
  65506. radius: number;
  65507. /**
  65508. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  65509. * Must not be equal to fallOff and superior to fallOff.
  65510. * Default value is 0.0075
  65511. */
  65512. area: number;
  65513. /**
  65514. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  65515. * Must not be equal to area and inferior to area.
  65516. * Default value is 0.000001
  65517. */
  65518. fallOff: number;
  65519. /**
  65520. * The base color of the SSAO post-process
  65521. * The final result is "base + ssao" between [0, 1]
  65522. */
  65523. base: number;
  65524. private _scene;
  65525. private _depthTexture;
  65526. private _randomTexture;
  65527. private _originalColorPostProcess;
  65528. private _ssaoPostProcess;
  65529. private _blurHPostProcess;
  65530. private _blurVPostProcess;
  65531. private _ssaoCombinePostProcess;
  65532. private _firstUpdate;
  65533. /**
  65534. * Gets active scene
  65535. */
  65536. readonly scene: Scene;
  65537. /**
  65538. * @constructor
  65539. * @param name - The rendering pipeline name
  65540. * @param scene - The scene linked to this pipeline
  65541. * @param ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  65542. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  65543. */
  65544. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  65545. /**
  65546. * Get the class name
  65547. * @returns "SSAORenderingPipeline"
  65548. */
  65549. getClassName(): string;
  65550. /**
  65551. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  65552. */
  65553. dispose(disableDepthRender?: boolean): void;
  65554. private _createBlurPostProcess;
  65555. /** @hidden */
  65556. _rebuild(): void;
  65557. private _createSSAOPostProcess;
  65558. private _createSSAOCombinePostProcess;
  65559. private _createRandomTexture;
  65560. }
  65561. }
  65562. declare module "babylonjs/Shaders/standard.fragment" {
  65563. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  65564. /** @hidden */
  65565. export var standardPixelShader: {
  65566. name: string;
  65567. shader: string;
  65568. };
  65569. }
  65570. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  65571. import { Nullable } from "babylonjs/types";
  65572. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  65573. import { Camera } from "babylonjs/Cameras/camera";
  65574. import { Texture } from "babylonjs/Materials/Textures/texture";
  65575. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65576. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65577. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  65578. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  65579. import { IDisposable } from "babylonjs/scene";
  65580. import { SpotLight } from "babylonjs/Lights/spotLight";
  65581. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  65582. import { Scene } from "babylonjs/scene";
  65583. import { Animation } from "babylonjs/Animations/animation";
  65584. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65585. import "babylonjs/Shaders/standard.fragment";
  65586. /**
  65587. * Standard rendering pipeline
  65588. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  65589. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  65590. */
  65591. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  65592. /**
  65593. * Public members
  65594. */
  65595. /**
  65596. * Post-process which contains the original scene color before the pipeline applies all the effects
  65597. */
  65598. originalPostProcess: Nullable<PostProcess>;
  65599. /**
  65600. * Post-process used to down scale an image x4
  65601. */
  65602. downSampleX4PostProcess: Nullable<PostProcess>;
  65603. /**
  65604. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  65605. */
  65606. brightPassPostProcess: Nullable<PostProcess>;
  65607. /**
  65608. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  65609. */
  65610. blurHPostProcesses: PostProcess[];
  65611. /**
  65612. * Post-process array storing all the vertical blur post-processes used by the pipeline
  65613. */
  65614. blurVPostProcesses: PostProcess[];
  65615. /**
  65616. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  65617. */
  65618. textureAdderPostProcess: Nullable<PostProcess>;
  65619. /**
  65620. * Post-process used to create volumetric lighting effect
  65621. */
  65622. volumetricLightPostProcess: Nullable<PostProcess>;
  65623. /**
  65624. * Post-process used to smooth the previous volumetric light post-process on the X axis
  65625. */
  65626. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  65627. /**
  65628. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  65629. */
  65630. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  65631. /**
  65632. * Post-process used to merge the volumetric light effect and the real scene color
  65633. */
  65634. volumetricLightMergePostProces: Nullable<PostProcess>;
  65635. /**
  65636. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  65637. */
  65638. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  65639. /**
  65640. * Base post-process used to calculate the average luminance of the final image for HDR
  65641. */
  65642. luminancePostProcess: Nullable<PostProcess>;
  65643. /**
  65644. * Post-processes used to create down sample post-processes in order to get
  65645. * the average luminance of the final image for HDR
  65646. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  65647. */
  65648. luminanceDownSamplePostProcesses: PostProcess[];
  65649. /**
  65650. * Post-process used to create a HDR effect (light adaptation)
  65651. */
  65652. hdrPostProcess: Nullable<PostProcess>;
  65653. /**
  65654. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  65655. */
  65656. textureAdderFinalPostProcess: Nullable<PostProcess>;
  65657. /**
  65658. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  65659. */
  65660. lensFlareFinalPostProcess: Nullable<PostProcess>;
  65661. /**
  65662. * Post-process used to merge the final HDR post-process and the real scene color
  65663. */
  65664. hdrFinalPostProcess: Nullable<PostProcess>;
  65665. /**
  65666. * Post-process used to create a lens flare effect
  65667. */
  65668. lensFlarePostProcess: Nullable<PostProcess>;
  65669. /**
  65670. * Post-process that merges the result of the lens flare post-process and the real scene color
  65671. */
  65672. lensFlareComposePostProcess: Nullable<PostProcess>;
  65673. /**
  65674. * Post-process used to create a motion blur effect
  65675. */
  65676. motionBlurPostProcess: Nullable<PostProcess>;
  65677. /**
  65678. * Post-process used to create a depth of field effect
  65679. */
  65680. depthOfFieldPostProcess: Nullable<PostProcess>;
  65681. /**
  65682. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  65683. */
  65684. fxaaPostProcess: Nullable<FxaaPostProcess>;
  65685. /**
  65686. * Represents the brightness threshold in order to configure the illuminated surfaces
  65687. */
  65688. brightThreshold: number;
  65689. /**
  65690. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  65691. */
  65692. blurWidth: number;
  65693. /**
  65694. * Sets if the blur for highlighted surfaces must be only horizontal
  65695. */
  65696. horizontalBlur: boolean;
  65697. /**
  65698. * Gets the overall exposure used by the pipeline
  65699. */
  65700. /**
  65701. * Sets the overall exposure used by the pipeline
  65702. */
  65703. exposure: number;
  65704. /**
  65705. * Texture used typically to simulate "dirty" on camera lens
  65706. */
  65707. lensTexture: Nullable<Texture>;
  65708. /**
  65709. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  65710. */
  65711. volumetricLightCoefficient: number;
  65712. /**
  65713. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  65714. */
  65715. volumetricLightPower: number;
  65716. /**
  65717. * Used the set the blur intensity to smooth the volumetric lights
  65718. */
  65719. volumetricLightBlurScale: number;
  65720. /**
  65721. * Light (spot or directional) used to generate the volumetric lights rays
  65722. * The source light must have a shadow generate so the pipeline can get its
  65723. * depth map
  65724. */
  65725. sourceLight: Nullable<SpotLight | DirectionalLight>;
  65726. /**
  65727. * For eye adaptation, represents the minimum luminance the eye can see
  65728. */
  65729. hdrMinimumLuminance: number;
  65730. /**
  65731. * For eye adaptation, represents the decrease luminance speed
  65732. */
  65733. hdrDecreaseRate: number;
  65734. /**
  65735. * For eye adaptation, represents the increase luminance speed
  65736. */
  65737. hdrIncreaseRate: number;
  65738. /**
  65739. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  65740. */
  65741. /**
  65742. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  65743. */
  65744. hdrAutoExposure: boolean;
  65745. /**
  65746. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  65747. */
  65748. lensColorTexture: Nullable<Texture>;
  65749. /**
  65750. * The overall strengh for the lens flare effect
  65751. */
  65752. lensFlareStrength: number;
  65753. /**
  65754. * Dispersion coefficient for lens flare ghosts
  65755. */
  65756. lensFlareGhostDispersal: number;
  65757. /**
  65758. * Main lens flare halo width
  65759. */
  65760. lensFlareHaloWidth: number;
  65761. /**
  65762. * Based on the lens distortion effect, defines how much the lens flare result
  65763. * is distorted
  65764. */
  65765. lensFlareDistortionStrength: number;
  65766. /**
  65767. * Configures the blur intensity used for for lens flare (halo)
  65768. */
  65769. lensFlareBlurWidth: number;
  65770. /**
  65771. * Lens star texture must be used to simulate rays on the flares and is available
  65772. * in the documentation
  65773. */
  65774. lensStarTexture: Nullable<Texture>;
  65775. /**
  65776. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  65777. * flare effect by taking account of the dirt texture
  65778. */
  65779. lensFlareDirtTexture: Nullable<Texture>;
  65780. /**
  65781. * Represents the focal length for the depth of field effect
  65782. */
  65783. depthOfFieldDistance: number;
  65784. /**
  65785. * Represents the blur intensity for the blurred part of the depth of field effect
  65786. */
  65787. depthOfFieldBlurWidth: number;
  65788. /**
  65789. * Gets how much the image is blurred by the movement while using the motion blur post-process
  65790. */
  65791. /**
  65792. * Sets how much the image is blurred by the movement while using the motion blur post-process
  65793. */
  65794. motionStrength: number;
  65795. /**
  65796. * Gets wether or not the motion blur post-process is object based or screen based.
  65797. */
  65798. /**
  65799. * Sets wether or not the motion blur post-process should be object based or screen based
  65800. */
  65801. objectBasedMotionBlur: boolean;
  65802. /**
  65803. * List of animations for the pipeline (IAnimatable implementation)
  65804. */
  65805. animations: Animation[];
  65806. /**
  65807. * Private members
  65808. */
  65809. private _scene;
  65810. private _currentDepthOfFieldSource;
  65811. private _basePostProcess;
  65812. private _fixedExposure;
  65813. private _currentExposure;
  65814. private _hdrAutoExposure;
  65815. private _hdrCurrentLuminance;
  65816. private _motionStrength;
  65817. private _isObjectBasedMotionBlur;
  65818. private _floatTextureType;
  65819. private _camerasToBeAttached;
  65820. private _ratio;
  65821. private _bloomEnabled;
  65822. private _depthOfFieldEnabled;
  65823. private _vlsEnabled;
  65824. private _lensFlareEnabled;
  65825. private _hdrEnabled;
  65826. private _motionBlurEnabled;
  65827. private _fxaaEnabled;
  65828. private _motionBlurSamples;
  65829. private _volumetricLightStepsCount;
  65830. private _samples;
  65831. /**
  65832. * @ignore
  65833. * Specifies if the bloom pipeline is enabled
  65834. */
  65835. BloomEnabled: boolean;
  65836. /**
  65837. * @ignore
  65838. * Specifies if the depth of field pipeline is enabed
  65839. */
  65840. DepthOfFieldEnabled: boolean;
  65841. /**
  65842. * @ignore
  65843. * Specifies if the lens flare pipeline is enabed
  65844. */
  65845. LensFlareEnabled: boolean;
  65846. /**
  65847. * @ignore
  65848. * Specifies if the HDR pipeline is enabled
  65849. */
  65850. HDREnabled: boolean;
  65851. /**
  65852. * @ignore
  65853. * Specifies if the volumetric lights scattering effect is enabled
  65854. */
  65855. VLSEnabled: boolean;
  65856. /**
  65857. * @ignore
  65858. * Specifies if the motion blur effect is enabled
  65859. */
  65860. MotionBlurEnabled: boolean;
  65861. /**
  65862. * Specifies if anti-aliasing is enabled
  65863. */
  65864. fxaaEnabled: boolean;
  65865. /**
  65866. * Specifies the number of steps used to calculate the volumetric lights
  65867. * Typically in interval [50, 200]
  65868. */
  65869. volumetricLightStepsCount: number;
  65870. /**
  65871. * Specifies the number of samples used for the motion blur effect
  65872. * Typically in interval [16, 64]
  65873. */
  65874. motionBlurSamples: number;
  65875. /**
  65876. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  65877. */
  65878. samples: number;
  65879. /**
  65880. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  65881. * @constructor
  65882. * @param name The rendering pipeline name
  65883. * @param scene The scene linked to this pipeline
  65884. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  65885. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  65886. * @param cameras The array of cameras that the rendering pipeline will be attached to
  65887. */
  65888. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  65889. private _buildPipeline;
  65890. private _createDownSampleX4PostProcess;
  65891. private _createBrightPassPostProcess;
  65892. private _createBlurPostProcesses;
  65893. private _createTextureAdderPostProcess;
  65894. private _createVolumetricLightPostProcess;
  65895. private _createLuminancePostProcesses;
  65896. private _createHdrPostProcess;
  65897. private _createLensFlarePostProcess;
  65898. private _createDepthOfFieldPostProcess;
  65899. private _createMotionBlurPostProcess;
  65900. private _getDepthTexture;
  65901. private _disposePostProcesses;
  65902. /**
  65903. * Dispose of the pipeline and stop all post processes
  65904. */
  65905. dispose(): void;
  65906. /**
  65907. * Serialize the rendering pipeline (Used when exporting)
  65908. * @returns the serialized object
  65909. */
  65910. serialize(): any;
  65911. /**
  65912. * Parse the serialized pipeline
  65913. * @param source Source pipeline.
  65914. * @param scene The scene to load the pipeline to.
  65915. * @param rootUrl The URL of the serialized pipeline.
  65916. * @returns An instantiated pipeline from the serialized object.
  65917. */
  65918. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  65919. /**
  65920. * Luminance steps
  65921. */
  65922. static LuminanceSteps: number;
  65923. }
  65924. }
  65925. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  65926. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  65927. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  65928. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  65929. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  65930. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  65931. }
  65932. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  65933. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  65934. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  65935. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65936. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  65937. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65938. }
  65939. declare module "babylonjs/Shaders/tonemap.fragment" {
  65940. /** @hidden */
  65941. export var tonemapPixelShader: {
  65942. name: string;
  65943. shader: string;
  65944. };
  65945. }
  65946. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  65947. import { Camera } from "babylonjs/Cameras/camera";
  65948. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65949. import "babylonjs/Shaders/tonemap.fragment";
  65950. import { Engine } from "babylonjs/Engines/engine";
  65951. /** Defines operator used for tonemapping */
  65952. export enum TonemappingOperator {
  65953. /** Hable */
  65954. Hable = 0,
  65955. /** Reinhard */
  65956. Reinhard = 1,
  65957. /** HejiDawson */
  65958. HejiDawson = 2,
  65959. /** Photographic */
  65960. Photographic = 3
  65961. }
  65962. /**
  65963. * Defines a post process to apply tone mapping
  65964. */
  65965. export class TonemapPostProcess extends PostProcess {
  65966. private _operator;
  65967. /** Defines the required exposure adjustement */
  65968. exposureAdjustment: number;
  65969. /**
  65970. * Creates a new TonemapPostProcess
  65971. * @param name defines the name of the postprocess
  65972. * @param _operator defines the operator to use
  65973. * @param exposureAdjustment defines the required exposure adjustement
  65974. * @param camera defines the camera to use (can be null)
  65975. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  65976. * @param engine defines the hosting engine (can be ignore if camera is set)
  65977. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  65978. */
  65979. constructor(name: string, _operator: TonemappingOperator,
  65980. /** Defines the required exposure adjustement */
  65981. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  65982. }
  65983. }
  65984. declare module "babylonjs/Shaders/depth.vertex" {
  65985. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65986. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65987. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65988. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65989. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65990. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65991. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65992. /** @hidden */
  65993. export var depthVertexShader: {
  65994. name: string;
  65995. shader: string;
  65996. };
  65997. }
  65998. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  65999. /** @hidden */
  66000. export var volumetricLightScatteringPixelShader: {
  66001. name: string;
  66002. shader: string;
  66003. };
  66004. }
  66005. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  66006. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  66007. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  66008. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  66009. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  66010. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  66011. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  66012. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  66013. /** @hidden */
  66014. export var volumetricLightScatteringPassVertexShader: {
  66015. name: string;
  66016. shader: string;
  66017. };
  66018. }
  66019. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  66020. /** @hidden */
  66021. export var volumetricLightScatteringPassPixelShader: {
  66022. name: string;
  66023. shader: string;
  66024. };
  66025. }
  66026. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  66027. import { Vector3 } from "babylonjs/Maths/math.vector";
  66028. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  66029. import { Mesh } from "babylonjs/Meshes/mesh";
  66030. import { Camera } from "babylonjs/Cameras/camera";
  66031. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  66032. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  66033. import { Scene } from "babylonjs/scene";
  66034. import "babylonjs/Meshes/Builders/planeBuilder";
  66035. import "babylonjs/Shaders/depth.vertex";
  66036. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  66037. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  66038. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  66039. import { Engine } from "babylonjs/Engines/engine";
  66040. /**
  66041. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  66042. */
  66043. export class VolumetricLightScatteringPostProcess extends PostProcess {
  66044. private _volumetricLightScatteringPass;
  66045. private _volumetricLightScatteringRTT;
  66046. private _viewPort;
  66047. private _screenCoordinates;
  66048. private _cachedDefines;
  66049. /**
  66050. * If not undefined, the mesh position is computed from the attached node position
  66051. */
  66052. attachedNode: {
  66053. position: Vector3;
  66054. };
  66055. /**
  66056. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  66057. */
  66058. customMeshPosition: Vector3;
  66059. /**
  66060. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  66061. */
  66062. useCustomMeshPosition: boolean;
  66063. /**
  66064. * If the post-process should inverse the light scattering direction
  66065. */
  66066. invert: boolean;
  66067. /**
  66068. * The internal mesh used by the post-process
  66069. */
  66070. mesh: Mesh;
  66071. /**
  66072. * @hidden
  66073. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  66074. */
  66075. useDiffuseColor: boolean;
  66076. /**
  66077. * Array containing the excluded meshes not rendered in the internal pass
  66078. */
  66079. excludedMeshes: AbstractMesh[];
  66080. /**
  66081. * Controls the overall intensity of the post-process
  66082. */
  66083. exposure: number;
  66084. /**
  66085. * Dissipates each sample's contribution in range [0, 1]
  66086. */
  66087. decay: number;
  66088. /**
  66089. * Controls the overall intensity of each sample
  66090. */
  66091. weight: number;
  66092. /**
  66093. * Controls the density of each sample
  66094. */
  66095. density: number;
  66096. /**
  66097. * @constructor
  66098. * @param name The post-process name
  66099. * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  66100. * @param camera The camera that the post-process will be attached to
  66101. * @param mesh The mesh used to create the light scattering
  66102. * @param samples The post-process quality, default 100
  66103. * @param samplingModeThe post-process filtering mode
  66104. * @param engine The babylon engine
  66105. * @param reusable If the post-process is reusable
  66106. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  66107. */
  66108. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  66109. /**
  66110. * Returns the string "VolumetricLightScatteringPostProcess"
  66111. * @returns "VolumetricLightScatteringPostProcess"
  66112. */
  66113. getClassName(): string;
  66114. private _isReady;
  66115. /**
  66116. * Sets the new light position for light scattering effect
  66117. * @param position The new custom light position
  66118. */
  66119. setCustomMeshPosition(position: Vector3): void;
  66120. /**
  66121. * Returns the light position for light scattering effect
  66122. * @return Vector3 The custom light position
  66123. */
  66124. getCustomMeshPosition(): Vector3;
  66125. /**
  66126. * Disposes the internal assets and detaches the post-process from the camera
  66127. */
  66128. dispose(camera: Camera): void;
  66129. /**
  66130. * Returns the render target texture used by the post-process
  66131. * @return the render target texture used by the post-process
  66132. */
  66133. getPass(): RenderTargetTexture;
  66134. private _meshExcluded;
  66135. private _createPass;
  66136. private _updateMeshScreenCoordinates;
  66137. /**
  66138. * Creates a default mesh for the Volumeric Light Scattering post-process
  66139. * @param name The mesh name
  66140. * @param scene The scene where to create the mesh
  66141. * @return the default mesh
  66142. */
  66143. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  66144. }
  66145. }
  66146. declare module "babylonjs/PostProcesses/index" {
  66147. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  66148. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  66149. export * from "babylonjs/PostProcesses/bloomEffect";
  66150. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  66151. export * from "babylonjs/PostProcesses/blurPostProcess";
  66152. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  66153. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  66154. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  66155. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  66156. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  66157. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  66158. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  66159. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  66160. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  66161. export * from "babylonjs/PostProcesses/filterPostProcess";
  66162. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  66163. export * from "babylonjs/PostProcesses/grainPostProcess";
  66164. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  66165. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  66166. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  66167. export * from "babylonjs/PostProcesses/passPostProcess";
  66168. export * from "babylonjs/PostProcesses/postProcess";
  66169. export * from "babylonjs/PostProcesses/postProcessManager";
  66170. export * from "babylonjs/PostProcesses/refractionPostProcess";
  66171. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  66172. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  66173. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  66174. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  66175. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  66176. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  66177. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  66178. }
  66179. declare module "babylonjs/Probes/index" {
  66180. export * from "babylonjs/Probes/reflectionProbe";
  66181. }
  66182. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  66183. import { Scene } from "babylonjs/scene";
  66184. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  66185. import { SmartArray } from "babylonjs/Misc/smartArray";
  66186. import { ISceneComponent } from "babylonjs/sceneComponent";
  66187. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  66188. import "babylonjs/Meshes/Builders/boxBuilder";
  66189. import "babylonjs/Shaders/color.fragment";
  66190. import "babylonjs/Shaders/color.vertex";
  66191. import { Color3 } from "babylonjs/Maths/math.color";
  66192. module "babylonjs/scene" {
  66193. interface Scene {
  66194. /** @hidden (Backing field) */
  66195. _boundingBoxRenderer: BoundingBoxRenderer;
  66196. /** @hidden (Backing field) */
  66197. _forceShowBoundingBoxes: boolean;
  66198. /**
  66199. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  66200. */
  66201. forceShowBoundingBoxes: boolean;
  66202. /**
  66203. * Gets the bounding box renderer associated with the scene
  66204. * @returns a BoundingBoxRenderer
  66205. */
  66206. getBoundingBoxRenderer(): BoundingBoxRenderer;
  66207. }
  66208. }
  66209. module "babylonjs/Meshes/abstractMesh" {
  66210. interface AbstractMesh {
  66211. /** @hidden (Backing field) */
  66212. _showBoundingBox: boolean;
  66213. /**
  66214. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  66215. */
  66216. showBoundingBox: boolean;
  66217. }
  66218. }
  66219. /**
  66220. * Component responsible of rendering the bounding box of the meshes in a scene.
  66221. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  66222. */
  66223. export class BoundingBoxRenderer implements ISceneComponent {
  66224. /**
  66225. * The component name helpfull to identify the component in the list of scene components.
  66226. */
  66227. readonly name: string;
  66228. /**
  66229. * The scene the component belongs to.
  66230. */
  66231. scene: Scene;
  66232. /**
  66233. * Color of the bounding box lines placed in front of an object
  66234. */
  66235. frontColor: Color3;
  66236. /**
  66237. * Color of the bounding box lines placed behind an object
  66238. */
  66239. backColor: Color3;
  66240. /**
  66241. * Defines if the renderer should show the back lines or not
  66242. */
  66243. showBackLines: boolean;
  66244. /**
  66245. * @hidden
  66246. */
  66247. renderList: SmartArray<BoundingBox>;
  66248. private _colorShader;
  66249. private _vertexBuffers;
  66250. private _indexBuffer;
  66251. private _fillIndexBuffer;
  66252. private _fillIndexData;
  66253. /**
  66254. * Instantiates a new bounding box renderer in a scene.
  66255. * @param scene the scene the renderer renders in
  66256. */
  66257. constructor(scene: Scene);
  66258. /**
  66259. * Registers the component in a given scene
  66260. */
  66261. register(): void;
  66262. private _evaluateSubMesh;
  66263. private _activeMesh;
  66264. private _prepareRessources;
  66265. private _createIndexBuffer;
  66266. /**
  66267. * Rebuilds the elements related to this component in case of
  66268. * context lost for instance.
  66269. */
  66270. rebuild(): void;
  66271. /**
  66272. * @hidden
  66273. */
  66274. reset(): void;
  66275. /**
  66276. * Render the bounding boxes of a specific rendering group
  66277. * @param renderingGroupId defines the rendering group to render
  66278. */
  66279. render(renderingGroupId: number): void;
  66280. /**
  66281. * In case of occlusion queries, we can render the occlusion bounding box through this method
  66282. * @param mesh Define the mesh to render the occlusion bounding box for
  66283. */
  66284. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  66285. /**
  66286. * Dispose and release the resources attached to this renderer.
  66287. */
  66288. dispose(): void;
  66289. }
  66290. }
  66291. declare module "babylonjs/Shaders/depth.fragment" {
  66292. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  66293. /** @hidden */
  66294. export var depthPixelShader: {
  66295. name: string;
  66296. shader: string;
  66297. };
  66298. }
  66299. declare module "babylonjs/Rendering/depthRenderer" {
  66300. import { Nullable } from "babylonjs/types";
  66301. import { SubMesh } from "babylonjs/Meshes/subMesh";
  66302. import { Scene } from "babylonjs/scene";
  66303. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  66304. import { Camera } from "babylonjs/Cameras/camera";
  66305. import "babylonjs/Shaders/depth.fragment";
  66306. import "babylonjs/Shaders/depth.vertex";
  66307. /**
  66308. * This represents a depth renderer in Babylon.
  66309. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  66310. */
  66311. export class DepthRenderer {
  66312. private _scene;
  66313. private _depthMap;
  66314. private _effect;
  66315. private readonly _storeNonLinearDepth;
  66316. private readonly _clearColor;
  66317. /** Get if the depth renderer is using packed depth or not */
  66318. readonly isPacked: boolean;
  66319. private _cachedDefines;
  66320. private _camera;
  66321. /**
  66322. * Specifiess that the depth renderer will only be used within
  66323. * the camera it is created for.
  66324. * This can help forcing its rendering during the camera processing.
  66325. */
  66326. useOnlyInActiveCamera: boolean;
  66327. /** @hidden */
  66328. static _SceneComponentInitialization: (scene: Scene) => void;
  66329. /**
  66330. * Instantiates a depth renderer
  66331. * @param scene The scene the renderer belongs to
  66332. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  66333. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  66334. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  66335. */
  66336. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  66337. /**
  66338. * Creates the depth rendering effect and checks if the effect is ready.
  66339. * @param subMesh The submesh to be used to render the depth map of
  66340. * @param useInstances If multiple world instances should be used
  66341. * @returns if the depth renderer is ready to render the depth map
  66342. */
  66343. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  66344. /**
  66345. * Gets the texture which the depth map will be written to.
  66346. * @returns The depth map texture
  66347. */
  66348. getDepthMap(): RenderTargetTexture;
  66349. /**
  66350. * Disposes of the depth renderer.
  66351. */
  66352. dispose(): void;
  66353. }
  66354. }
  66355. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  66356. import { Nullable } from "babylonjs/types";
  66357. import { Scene } from "babylonjs/scene";
  66358. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  66359. import { Camera } from "babylonjs/Cameras/camera";
  66360. import { ISceneComponent } from "babylonjs/sceneComponent";
  66361. module "babylonjs/scene" {
  66362. interface Scene {
  66363. /** @hidden (Backing field) */
  66364. _depthRenderer: {
  66365. [id: string]: DepthRenderer;
  66366. };
  66367. /**
  66368. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  66369. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  66370. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  66371. * @returns the created depth renderer
  66372. */
  66373. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  66374. /**
  66375. * Disables a depth renderer for a given camera
  66376. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  66377. */
  66378. disableDepthRenderer(camera?: Nullable<Camera>): void;
  66379. }
  66380. }
  66381. /**
  66382. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  66383. * in several rendering techniques.
  66384. */
  66385. export class DepthRendererSceneComponent implements ISceneComponent {
  66386. /**
  66387. * The component name helpfull to identify the component in the list of scene components.
  66388. */
  66389. readonly name: string;
  66390. /**
  66391. * The scene the component belongs to.
  66392. */
  66393. scene: Scene;
  66394. /**
  66395. * Creates a new instance of the component for the given scene
  66396. * @param scene Defines the scene to register the component in
  66397. */
  66398. constructor(scene: Scene);
  66399. /**
  66400. * Registers the component in a given scene
  66401. */
  66402. register(): void;
  66403. /**
  66404. * Rebuilds the elements related to this component in case of
  66405. * context lost for instance.
  66406. */
  66407. rebuild(): void;
  66408. /**
  66409. * Disposes the component and the associated ressources
  66410. */
  66411. dispose(): void;
  66412. private _gatherRenderTargets;
  66413. private _gatherActiveCameraRenderTargets;
  66414. }
  66415. }
  66416. declare module "babylonjs/Shaders/outline.fragment" {
  66417. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  66418. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  66419. /** @hidden */
  66420. export var outlinePixelShader: {
  66421. name: string;
  66422. shader: string;
  66423. };
  66424. }
  66425. declare module "babylonjs/Shaders/outline.vertex" {
  66426. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  66427. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  66428. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  66429. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  66430. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  66431. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  66432. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  66433. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  66434. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  66435. /** @hidden */
  66436. export var outlineVertexShader: {
  66437. name: string;
  66438. shader: string;
  66439. };
  66440. }
  66441. declare module "babylonjs/Rendering/outlineRenderer" {
  66442. import { SubMesh } from "babylonjs/Meshes/subMesh";
  66443. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  66444. import { Scene } from "babylonjs/scene";
  66445. import { ISceneComponent } from "babylonjs/sceneComponent";
  66446. import "babylonjs/Shaders/outline.fragment";
  66447. import "babylonjs/Shaders/outline.vertex";
  66448. module "babylonjs/scene" {
  66449. interface Scene {
  66450. /** @hidden */
  66451. _outlineRenderer: OutlineRenderer;
  66452. /**
  66453. * Gets the outline renderer associated with the scene
  66454. * @returns a OutlineRenderer
  66455. */
  66456. getOutlineRenderer(): OutlineRenderer;
  66457. }
  66458. }
  66459. module "babylonjs/Meshes/abstractMesh" {
  66460. interface AbstractMesh {
  66461. /** @hidden (Backing field) */
  66462. _renderOutline: boolean;
  66463. /**
  66464. * Gets or sets a boolean indicating if the outline must be rendered as well
  66465. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  66466. */
  66467. renderOutline: boolean;
  66468. /** @hidden (Backing field) */
  66469. _renderOverlay: boolean;
  66470. /**
  66471. * Gets or sets a boolean indicating if the overlay must be rendered as well
  66472. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  66473. */
  66474. renderOverlay: boolean;
  66475. }
  66476. }
  66477. /**
  66478. * This class is responsible to draw bothe outline/overlay of meshes.
  66479. * It should not be used directly but through the available method on mesh.
  66480. */
  66481. export class OutlineRenderer implements ISceneComponent {
  66482. /**
  66483. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  66484. */
  66485. private static _StencilReference;
  66486. /**
  66487. * The name of the component. Each component must have a unique name.
  66488. */
  66489. name: string;
  66490. /**
  66491. * The scene the component belongs to.
  66492. */
  66493. scene: Scene;
  66494. /**
  66495. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  66496. */
  66497. zOffset: number;
  66498. private _engine;
  66499. private _effect;
  66500. private _cachedDefines;
  66501. private _savedDepthWrite;
  66502. /**
  66503. * Instantiates a new outline renderer. (There could be only one per scene).
  66504. * @param scene Defines the scene it belongs to
  66505. */
  66506. constructor(scene: Scene);
  66507. /**
  66508. * Register the component to one instance of a scene.
  66509. */
  66510. register(): void;
  66511. /**
  66512. * Rebuilds the elements related to this component in case of
  66513. * context lost for instance.
  66514. */
  66515. rebuild(): void;
  66516. /**
  66517. * Disposes the component and the associated ressources.
  66518. */
  66519. dispose(): void;
  66520. /**
  66521. * Renders the outline in the canvas.
  66522. * @param subMesh Defines the sumesh to render
  66523. * @param batch Defines the batch of meshes in case of instances
  66524. * @param useOverlay Defines if the rendering is for the overlay or the outline
  66525. */
  66526. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  66527. /**
  66528. * Returns whether or not the outline renderer is ready for a given submesh.
  66529. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  66530. * @param subMesh Defines the submesh to check readyness for
  66531. * @param useInstances Defines wheter wee are trying to render instances or not
  66532. * @returns true if ready otherwise false
  66533. */
  66534. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  66535. private _beforeRenderingMesh;
  66536. private _afterRenderingMesh;
  66537. }
  66538. }
  66539. declare module "babylonjs/Rendering/index" {
  66540. export * from "babylonjs/Rendering/boundingBoxRenderer";
  66541. export * from "babylonjs/Rendering/depthRenderer";
  66542. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  66543. export * from "babylonjs/Rendering/edgesRenderer";
  66544. export * from "babylonjs/Rendering/geometryBufferRenderer";
  66545. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  66546. export * from "babylonjs/Rendering/outlineRenderer";
  66547. export * from "babylonjs/Rendering/renderingGroup";
  66548. export * from "babylonjs/Rendering/renderingManager";
  66549. export * from "babylonjs/Rendering/utilityLayerRenderer";
  66550. }
  66551. declare module "babylonjs/Sprites/spritePackedManager" {
  66552. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  66553. import { Scene } from "babylonjs/scene";
  66554. /**
  66555. * Class used to manage multiple sprites of different sizes on the same spritesheet
  66556. * @see http://doc.babylonjs.com/babylon101/sprites
  66557. */
  66558. export class SpritePackedManager extends SpriteManager {
  66559. /** defines the packed manager's name */
  66560. name: string;
  66561. /**
  66562. * Creates a new sprite manager from a packed sprite sheet
  66563. * @param name defines the manager's name
  66564. * @param imgUrl defines the sprite sheet url
  66565. * @param capacity defines the maximum allowed number of sprites
  66566. * @param scene defines the hosting scene
  66567. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  66568. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  66569. * @param samplingMode defines the smapling mode to use with spritesheet
  66570. * @param fromPacked set to true; do not alter
  66571. */
  66572. constructor(
  66573. /** defines the packed manager's name */
  66574. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  66575. }
  66576. }
  66577. declare module "babylonjs/Sprites/index" {
  66578. export * from "babylonjs/Sprites/sprite";
  66579. export * from "babylonjs/Sprites/spriteManager";
  66580. export * from "babylonjs/Sprites/spritePackedManager";
  66581. export * from "babylonjs/Sprites/spriteSceneComponent";
  66582. }
  66583. declare module "babylonjs/States/index" {
  66584. export * from "babylonjs/States/alphaCullingState";
  66585. export * from "babylonjs/States/depthCullingState";
  66586. export * from "babylonjs/States/stencilState";
  66587. }
  66588. declare module "babylonjs/Misc/assetsManager" {
  66589. import { Scene } from "babylonjs/scene";
  66590. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  66591. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  66592. import { Skeleton } from "babylonjs/Bones/skeleton";
  66593. import { Observable } from "babylonjs/Misc/observable";
  66594. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  66595. import { Texture } from "babylonjs/Materials/Textures/texture";
  66596. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  66597. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  66598. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  66599. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  66600. /**
  66601. * Defines the list of states available for a task inside a AssetsManager
  66602. */
  66603. export enum AssetTaskState {
  66604. /**
  66605. * Initialization
  66606. */
  66607. INIT = 0,
  66608. /**
  66609. * Running
  66610. */
  66611. RUNNING = 1,
  66612. /**
  66613. * Done
  66614. */
  66615. DONE = 2,
  66616. /**
  66617. * Error
  66618. */
  66619. ERROR = 3
  66620. }
  66621. /**
  66622. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  66623. */
  66624. export abstract class AbstractAssetTask {
  66625. /**
  66626. * Task name
  66627. */ name: string;
  66628. /**
  66629. * Callback called when the task is successful
  66630. */
  66631. onSuccess: (task: any) => void;
  66632. /**
  66633. * Callback called when the task is not successful
  66634. */
  66635. onError: (task: any, message?: string, exception?: any) => void;
  66636. /**
  66637. * Creates a new AssetsManager
  66638. * @param name defines the name of the task
  66639. */
  66640. constructor(
  66641. /**
  66642. * Task name
  66643. */ name: string);
  66644. private _isCompleted;
  66645. private _taskState;
  66646. private _errorObject;
  66647. /**
  66648. * Get if the task is completed
  66649. */
  66650. readonly isCompleted: boolean;
  66651. /**
  66652. * Gets the current state of the task
  66653. */
  66654. readonly taskState: AssetTaskState;
  66655. /**
  66656. * Gets the current error object (if task is in error)
  66657. */
  66658. readonly errorObject: {
  66659. message?: string;
  66660. exception?: any;
  66661. };
  66662. /**
  66663. * Internal only
  66664. * @hidden
  66665. */
  66666. _setErrorObject(message?: string, exception?: any): void;
  66667. /**
  66668. * Execute the current task
  66669. * @param scene defines the scene where you want your assets to be loaded
  66670. * @param onSuccess is a callback called when the task is successfully executed
  66671. * @param onError is a callback called if an error occurs
  66672. */
  66673. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66674. /**
  66675. * Execute the current task
  66676. * @param scene defines the scene where you want your assets to be loaded
  66677. * @param onSuccess is a callback called when the task is successfully executed
  66678. * @param onError is a callback called if an error occurs
  66679. */
  66680. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66681. /**
  66682. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  66683. * This can be used with failed tasks that have the reason for failure fixed.
  66684. */
  66685. reset(): void;
  66686. private onErrorCallback;
  66687. private onDoneCallback;
  66688. }
  66689. /**
  66690. * Define the interface used by progress events raised during assets loading
  66691. */
  66692. export interface IAssetsProgressEvent {
  66693. /**
  66694. * Defines the number of remaining tasks to process
  66695. */
  66696. remainingCount: number;
  66697. /**
  66698. * Defines the total number of tasks
  66699. */
  66700. totalCount: number;
  66701. /**
  66702. * Defines the task that was just processed
  66703. */
  66704. task: AbstractAssetTask;
  66705. }
  66706. /**
  66707. * Class used to share progress information about assets loading
  66708. */
  66709. export class AssetsProgressEvent implements IAssetsProgressEvent {
  66710. /**
  66711. * Defines the number of remaining tasks to process
  66712. */
  66713. remainingCount: number;
  66714. /**
  66715. * Defines the total number of tasks
  66716. */
  66717. totalCount: number;
  66718. /**
  66719. * Defines the task that was just processed
  66720. */
  66721. task: AbstractAssetTask;
  66722. /**
  66723. * Creates a AssetsProgressEvent
  66724. * @param remainingCount defines the number of remaining tasks to process
  66725. * @param totalCount defines the total number of tasks
  66726. * @param task defines the task that was just processed
  66727. */
  66728. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  66729. }
  66730. /**
  66731. * Define a task used by AssetsManager to load meshes
  66732. */
  66733. export class MeshAssetTask extends AbstractAssetTask {
  66734. /**
  66735. * Defines the name of the task
  66736. */
  66737. name: string;
  66738. /**
  66739. * Defines the list of mesh's names you want to load
  66740. */
  66741. meshesNames: any;
  66742. /**
  66743. * Defines the root url to use as a base to load your meshes and associated resources
  66744. */
  66745. rootUrl: string;
  66746. /**
  66747. * Defines the filename of the scene to load from
  66748. */
  66749. sceneFilename: string;
  66750. /**
  66751. * Gets the list of loaded meshes
  66752. */
  66753. loadedMeshes: Array<AbstractMesh>;
  66754. /**
  66755. * Gets the list of loaded particle systems
  66756. */
  66757. loadedParticleSystems: Array<IParticleSystem>;
  66758. /**
  66759. * Gets the list of loaded skeletons
  66760. */
  66761. loadedSkeletons: Array<Skeleton>;
  66762. /**
  66763. * Gets the list of loaded animation groups
  66764. */
  66765. loadedAnimationGroups: Array<AnimationGroup>;
  66766. /**
  66767. * Callback called when the task is successful
  66768. */
  66769. onSuccess: (task: MeshAssetTask) => void;
  66770. /**
  66771. * Callback called when the task is successful
  66772. */
  66773. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  66774. /**
  66775. * Creates a new MeshAssetTask
  66776. * @param name defines the name of the task
  66777. * @param meshesNames defines the list of mesh's names you want to load
  66778. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  66779. * @param sceneFilename defines the filename of the scene to load from
  66780. */
  66781. constructor(
  66782. /**
  66783. * Defines the name of the task
  66784. */
  66785. name: string,
  66786. /**
  66787. * Defines the list of mesh's names you want to load
  66788. */
  66789. meshesNames: any,
  66790. /**
  66791. * Defines the root url to use as a base to load your meshes and associated resources
  66792. */
  66793. rootUrl: string,
  66794. /**
  66795. * Defines the filename of the scene to load from
  66796. */
  66797. sceneFilename: string);
  66798. /**
  66799. * Execute the current task
  66800. * @param scene defines the scene where you want your assets to be loaded
  66801. * @param onSuccess is a callback called when the task is successfully executed
  66802. * @param onError is a callback called if an error occurs
  66803. */
  66804. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66805. }
  66806. /**
  66807. * Define a task used by AssetsManager to load text content
  66808. */
  66809. export class TextFileAssetTask extends AbstractAssetTask {
  66810. /**
  66811. * Defines the name of the task
  66812. */
  66813. name: string;
  66814. /**
  66815. * Defines the location of the file to load
  66816. */
  66817. url: string;
  66818. /**
  66819. * Gets the loaded text string
  66820. */
  66821. text: string;
  66822. /**
  66823. * Callback called when the task is successful
  66824. */
  66825. onSuccess: (task: TextFileAssetTask) => void;
  66826. /**
  66827. * Callback called when the task is successful
  66828. */
  66829. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  66830. /**
  66831. * Creates a new TextFileAssetTask object
  66832. * @param name defines the name of the task
  66833. * @param url defines the location of the file to load
  66834. */
  66835. constructor(
  66836. /**
  66837. * Defines the name of the task
  66838. */
  66839. name: string,
  66840. /**
  66841. * Defines the location of the file to load
  66842. */
  66843. url: string);
  66844. /**
  66845. * Execute the current task
  66846. * @param scene defines the scene where you want your assets to be loaded
  66847. * @param onSuccess is a callback called when the task is successfully executed
  66848. * @param onError is a callback called if an error occurs
  66849. */
  66850. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66851. }
  66852. /**
  66853. * Define a task used by AssetsManager to load binary data
  66854. */
  66855. export class BinaryFileAssetTask extends AbstractAssetTask {
  66856. /**
  66857. * Defines the name of the task
  66858. */
  66859. name: string;
  66860. /**
  66861. * Defines the location of the file to load
  66862. */
  66863. url: string;
  66864. /**
  66865. * Gets the lodaded data (as an array buffer)
  66866. */
  66867. data: ArrayBuffer;
  66868. /**
  66869. * Callback called when the task is successful
  66870. */
  66871. onSuccess: (task: BinaryFileAssetTask) => void;
  66872. /**
  66873. * Callback called when the task is successful
  66874. */
  66875. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  66876. /**
  66877. * Creates a new BinaryFileAssetTask object
  66878. * @param name defines the name of the new task
  66879. * @param url defines the location of the file to load
  66880. */
  66881. constructor(
  66882. /**
  66883. * Defines the name of the task
  66884. */
  66885. name: string,
  66886. /**
  66887. * Defines the location of the file to load
  66888. */
  66889. url: string);
  66890. /**
  66891. * Execute the current task
  66892. * @param scene defines the scene where you want your assets to be loaded
  66893. * @param onSuccess is a callback called when the task is successfully executed
  66894. * @param onError is a callback called if an error occurs
  66895. */
  66896. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66897. }
  66898. /**
  66899. * Define a task used by AssetsManager to load images
  66900. */
  66901. export class ImageAssetTask extends AbstractAssetTask {
  66902. /**
  66903. * Defines the name of the task
  66904. */
  66905. name: string;
  66906. /**
  66907. * Defines the location of the image to load
  66908. */
  66909. url: string;
  66910. /**
  66911. * Gets the loaded images
  66912. */
  66913. image: HTMLImageElement;
  66914. /**
  66915. * Callback called when the task is successful
  66916. */
  66917. onSuccess: (task: ImageAssetTask) => void;
  66918. /**
  66919. * Callback called when the task is successful
  66920. */
  66921. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  66922. /**
  66923. * Creates a new ImageAssetTask
  66924. * @param name defines the name of the task
  66925. * @param url defines the location of the image to load
  66926. */
  66927. constructor(
  66928. /**
  66929. * Defines the name of the task
  66930. */
  66931. name: string,
  66932. /**
  66933. * Defines the location of the image to load
  66934. */
  66935. url: string);
  66936. /**
  66937. * Execute the current task
  66938. * @param scene defines the scene where you want your assets to be loaded
  66939. * @param onSuccess is a callback called when the task is successfully executed
  66940. * @param onError is a callback called if an error occurs
  66941. */
  66942. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66943. }
  66944. /**
  66945. * Defines the interface used by texture loading tasks
  66946. */
  66947. export interface ITextureAssetTask<TEX extends BaseTexture> {
  66948. /**
  66949. * Gets the loaded texture
  66950. */
  66951. texture: TEX;
  66952. }
  66953. /**
  66954. * Define a task used by AssetsManager to load 2D textures
  66955. */
  66956. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  66957. /**
  66958. * Defines the name of the task
  66959. */
  66960. name: string;
  66961. /**
  66962. * Defines the location of the file to load
  66963. */
  66964. url: string;
  66965. /**
  66966. * Defines if mipmap should not be generated (default is false)
  66967. */
  66968. noMipmap?: boolean | undefined;
  66969. /**
  66970. * Defines if texture must be inverted on Y axis (default is false)
  66971. */
  66972. invertY?: boolean | undefined;
  66973. /**
  66974. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66975. */
  66976. samplingMode: number;
  66977. /**
  66978. * Gets the loaded texture
  66979. */
  66980. texture: Texture;
  66981. /**
  66982. * Callback called when the task is successful
  66983. */
  66984. onSuccess: (task: TextureAssetTask) => void;
  66985. /**
  66986. * Callback called when the task is successful
  66987. */
  66988. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  66989. /**
  66990. * Creates a new TextureAssetTask object
  66991. * @param name defines the name of the task
  66992. * @param url defines the location of the file to load
  66993. * @param noMipmap defines if mipmap should not be generated (default is false)
  66994. * @param invertY defines if texture must be inverted on Y axis (default is false)
  66995. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66996. */
  66997. constructor(
  66998. /**
  66999. * Defines the name of the task
  67000. */
  67001. name: string,
  67002. /**
  67003. * Defines the location of the file to load
  67004. */
  67005. url: string,
  67006. /**
  67007. * Defines if mipmap should not be generated (default is false)
  67008. */
  67009. noMipmap?: boolean | undefined,
  67010. /**
  67011. * Defines if texture must be inverted on Y axis (default is false)
  67012. */
  67013. invertY?: boolean | undefined,
  67014. /**
  67015. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  67016. */
  67017. samplingMode?: number);
  67018. /**
  67019. * Execute the current task
  67020. * @param scene defines the scene where you want your assets to be loaded
  67021. * @param onSuccess is a callback called when the task is successfully executed
  67022. * @param onError is a callback called if an error occurs
  67023. */
  67024. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  67025. }
  67026. /**
  67027. * Define a task used by AssetsManager to load cube textures
  67028. */
  67029. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  67030. /**
  67031. * Defines the name of the task
  67032. */
  67033. name: string;
  67034. /**
  67035. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  67036. */
  67037. url: string;
  67038. /**
  67039. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  67040. */
  67041. extensions?: string[] | undefined;
  67042. /**
  67043. * Defines if mipmaps should not be generated (default is false)
  67044. */
  67045. noMipmap?: boolean | undefined;
  67046. /**
  67047. * Defines the explicit list of files (undefined by default)
  67048. */
  67049. files?: string[] | undefined;
  67050. /**
  67051. * Gets the loaded texture
  67052. */
  67053. texture: CubeTexture;
  67054. /**
  67055. * Callback called when the task is successful
  67056. */
  67057. onSuccess: (task: CubeTextureAssetTask) => void;
  67058. /**
  67059. * Callback called when the task is successful
  67060. */
  67061. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  67062. /**
  67063. * Creates a new CubeTextureAssetTask
  67064. * @param name defines the name of the task
  67065. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  67066. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  67067. * @param noMipmap defines if mipmaps should not be generated (default is false)
  67068. * @param files defines the explicit list of files (undefined by default)
  67069. */
  67070. constructor(
  67071. /**
  67072. * Defines the name of the task
  67073. */
  67074. name: string,
  67075. /**
  67076. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  67077. */
  67078. url: string,
  67079. /**
  67080. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  67081. */
  67082. extensions?: string[] | undefined,
  67083. /**
  67084. * Defines if mipmaps should not be generated (default is false)
  67085. */
  67086. noMipmap?: boolean | undefined,
  67087. /**
  67088. * Defines the explicit list of files (undefined by default)
  67089. */
  67090. files?: string[] | undefined);
  67091. /**
  67092. * Execute the current task
  67093. * @param scene defines the scene where you want your assets to be loaded
  67094. * @param onSuccess is a callback called when the task is successfully executed
  67095. * @param onError is a callback called if an error occurs
  67096. */
  67097. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  67098. }
  67099. /**
  67100. * Define a task used by AssetsManager to load HDR cube textures
  67101. */
  67102. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  67103. /**
  67104. * Defines the name of the task
  67105. */
  67106. name: string;
  67107. /**
  67108. * Defines the location of the file to load
  67109. */
  67110. url: string;
  67111. /**
  67112. * Defines the desired size (the more it increases the longer the generation will be)
  67113. */
  67114. size: number;
  67115. /**
  67116. * Defines if mipmaps should not be generated (default is false)
  67117. */
  67118. noMipmap: boolean;
  67119. /**
  67120. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  67121. */
  67122. generateHarmonics: boolean;
  67123. /**
  67124. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  67125. */
  67126. gammaSpace: boolean;
  67127. /**
  67128. * Internal Use Only
  67129. */
  67130. reserved: boolean;
  67131. /**
  67132. * Gets the loaded texture
  67133. */
  67134. texture: HDRCubeTexture;
  67135. /**
  67136. * Callback called when the task is successful
  67137. */
  67138. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  67139. /**
  67140. * Callback called when the task is successful
  67141. */
  67142. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  67143. /**
  67144. * Creates a new HDRCubeTextureAssetTask object
  67145. * @param name defines the name of the task
  67146. * @param url defines the location of the file to load
  67147. * @param size defines the desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.
  67148. * @param noMipmap defines if mipmaps should not be generated (default is false)
  67149. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  67150. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  67151. * @param reserved Internal use only
  67152. */
  67153. constructor(
  67154. /**
  67155. * Defines the name of the task
  67156. */
  67157. name: string,
  67158. /**
  67159. * Defines the location of the file to load
  67160. */
  67161. url: string,
  67162. /**
  67163. * Defines the desired size (the more it increases the longer the generation will be)
  67164. */
  67165. size: number,
  67166. /**
  67167. * Defines if mipmaps should not be generated (default is false)
  67168. */
  67169. noMipmap?: boolean,
  67170. /**
  67171. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  67172. */
  67173. generateHarmonics?: boolean,
  67174. /**
  67175. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  67176. */
  67177. gammaSpace?: boolean,
  67178. /**
  67179. * Internal Use Only
  67180. */
  67181. reserved?: boolean);
  67182. /**
  67183. * Execute the current task
  67184. * @param scene defines the scene where you want your assets to be loaded
  67185. * @param onSuccess is a callback called when the task is successfully executed
  67186. * @param onError is a callback called if an error occurs
  67187. */
  67188. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  67189. }
  67190. /**
  67191. * Define a task used by AssetsManager to load Equirectangular cube textures
  67192. */
  67193. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  67194. /**
  67195. * Defines the name of the task
  67196. */
  67197. name: string;
  67198. /**
  67199. * Defines the location of the file to load
  67200. */
  67201. url: string;
  67202. /**
  67203. * Defines the desired size (the more it increases the longer the generation will be)
  67204. */
  67205. size: number;
  67206. /**
  67207. * Defines if mipmaps should not be generated (default is false)
  67208. */
  67209. noMipmap: boolean;
  67210. /**
  67211. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  67212. * but the standard material would require them in Gamma space) (default is true)
  67213. */
  67214. gammaSpace: boolean;
  67215. /**
  67216. * Gets the loaded texture
  67217. */
  67218. texture: EquiRectangularCubeTexture;
  67219. /**
  67220. * Callback called when the task is successful
  67221. */
  67222. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  67223. /**
  67224. * Callback called when the task is successful
  67225. */
  67226. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  67227. /**
  67228. * Creates a new EquiRectangularCubeTextureAssetTask object
  67229. * @param name defines the name of the task
  67230. * @param url defines the location of the file to load
  67231. * @param size defines the desired size (the more it increases the longer the generation will be)
  67232. * If the size is omitted this implies you are using a preprocessed cubemap.
  67233. * @param noMipmap defines if mipmaps should not be generated (default is false)
  67234. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  67235. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  67236. * (default is true)
  67237. */
  67238. constructor(
  67239. /**
  67240. * Defines the name of the task
  67241. */
  67242. name: string,
  67243. /**
  67244. * Defines the location of the file to load
  67245. */
  67246. url: string,
  67247. /**
  67248. * Defines the desired size (the more it increases the longer the generation will be)
  67249. */
  67250. size: number,
  67251. /**
  67252. * Defines if mipmaps should not be generated (default is false)
  67253. */
  67254. noMipmap?: boolean,
  67255. /**
  67256. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  67257. * but the standard material would require them in Gamma space) (default is true)
  67258. */
  67259. gammaSpace?: boolean);
  67260. /**
  67261. * Execute the current task
  67262. * @param scene defines the scene where you want your assets to be loaded
  67263. * @param onSuccess is a callback called when the task is successfully executed
  67264. * @param onError is a callback called if an error occurs
  67265. */
  67266. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  67267. }
  67268. /**
  67269. * This class can be used to easily import assets into a scene
  67270. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  67271. */
  67272. export class AssetsManager {
  67273. private _scene;
  67274. private _isLoading;
  67275. protected _tasks: AbstractAssetTask[];
  67276. protected _waitingTasksCount: number;
  67277. protected _totalTasksCount: number;
  67278. /**
  67279. * Callback called when all tasks are processed
  67280. */
  67281. onFinish: (tasks: AbstractAssetTask[]) => void;
  67282. /**
  67283. * Callback called when a task is successful
  67284. */
  67285. onTaskSuccess: (task: AbstractAssetTask) => void;
  67286. /**
  67287. * Callback called when a task had an error
  67288. */
  67289. onTaskError: (task: AbstractAssetTask) => void;
  67290. /**
  67291. * Callback called when a task is done (whatever the result is)
  67292. */
  67293. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  67294. /**
  67295. * Observable called when all tasks are processed
  67296. */
  67297. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  67298. /**
  67299. * Observable called when a task had an error
  67300. */
  67301. onTaskErrorObservable: Observable<AbstractAssetTask>;
  67302. /**
  67303. * Observable called when all tasks were executed
  67304. */
  67305. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  67306. /**
  67307. * Observable called when a task is done (whatever the result is)
  67308. */
  67309. onProgressObservable: Observable<IAssetsProgressEvent>;
  67310. /**
  67311. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  67312. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  67313. */
  67314. useDefaultLoadingScreen: boolean;
  67315. /**
  67316. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  67317. * when all assets have been downloaded.
  67318. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  67319. */
  67320. autoHideLoadingUI: boolean;
  67321. /**
  67322. * Creates a new AssetsManager
  67323. * @param scene defines the scene to work on
  67324. */
  67325. constructor(scene: Scene);
  67326. /**
  67327. * Add a MeshAssetTask to the list of active tasks
  67328. * @param taskName defines the name of the new task
  67329. * @param meshesNames defines the name of meshes to load
  67330. * @param rootUrl defines the root url to use to locate files
  67331. * @param sceneFilename defines the filename of the scene file
  67332. * @returns a new MeshAssetTask object
  67333. */
  67334. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  67335. /**
  67336. * Add a TextFileAssetTask to the list of active tasks
  67337. * @param taskName defines the name of the new task
  67338. * @param url defines the url of the file to load
  67339. * @returns a new TextFileAssetTask object
  67340. */
  67341. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  67342. /**
  67343. * Add a BinaryFileAssetTask to the list of active tasks
  67344. * @param taskName defines the name of the new task
  67345. * @param url defines the url of the file to load
  67346. * @returns a new BinaryFileAssetTask object
  67347. */
  67348. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  67349. /**
  67350. * Add a ImageAssetTask to the list of active tasks
  67351. * @param taskName defines the name of the new task
  67352. * @param url defines the url of the file to load
  67353. * @returns a new ImageAssetTask object
  67354. */
  67355. addImageTask(taskName: string, url: string): ImageAssetTask;
  67356. /**
  67357. * Add a TextureAssetTask to the list of active tasks
  67358. * @param taskName defines the name of the new task
  67359. * @param url defines the url of the file to load
  67360. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  67361. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  67362. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  67363. * @returns a new TextureAssetTask object
  67364. */
  67365. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  67366. /**
  67367. * Add a CubeTextureAssetTask to the list of active tasks
  67368. * @param taskName defines the name of the new task
  67369. * @param url defines the url of the file to load
  67370. * @param extensions defines the extension to use to load the cube map (can be null)
  67371. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  67372. * @param files defines the list of files to load (can be null)
  67373. * @returns a new CubeTextureAssetTask object
  67374. */
  67375. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  67376. /**
  67377. *
  67378. * Add a HDRCubeTextureAssetTask to the list of active tasks
  67379. * @param taskName defines the name of the new task
  67380. * @param url defines the url of the file to load
  67381. * @param size defines the size you want for the cubemap (can be null)
  67382. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  67383. * @param generateHarmonics defines if you want to automatically generate (true by default)
  67384. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  67385. * @param reserved Internal use only
  67386. * @returns a new HDRCubeTextureAssetTask object
  67387. */
  67388. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  67389. /**
  67390. *
  67391. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  67392. * @param taskName defines the name of the new task
  67393. * @param url defines the url of the file to load
  67394. * @param size defines the size you want for the cubemap (can be null)
  67395. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  67396. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  67397. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  67398. * @returns a new EquiRectangularCubeTextureAssetTask object
  67399. */
  67400. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  67401. /**
  67402. * Remove a task from the assets manager.
  67403. * @param task the task to remove
  67404. */
  67405. removeTask(task: AbstractAssetTask): void;
  67406. private _decreaseWaitingTasksCount;
  67407. private _runTask;
  67408. /**
  67409. * Reset the AssetsManager and remove all tasks
  67410. * @return the current instance of the AssetsManager
  67411. */
  67412. reset(): AssetsManager;
  67413. /**
  67414. * Start the loading process
  67415. * @return the current instance of the AssetsManager
  67416. */
  67417. load(): AssetsManager;
  67418. /**
  67419. * Start the loading process as an async operation
  67420. * @return a promise returning the list of failed tasks
  67421. */
  67422. loadAsync(): Promise<void>;
  67423. }
  67424. }
  67425. declare module "babylonjs/Misc/deferred" {
  67426. /**
  67427. * Wrapper class for promise with external resolve and reject.
  67428. */
  67429. export class Deferred<T> {
  67430. /**
  67431. * The promise associated with this deferred object.
  67432. */
  67433. readonly promise: Promise<T>;
  67434. private _resolve;
  67435. private _reject;
  67436. /**
  67437. * The resolve method of the promise associated with this deferred object.
  67438. */
  67439. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  67440. /**
  67441. * The reject method of the promise associated with this deferred object.
  67442. */
  67443. readonly reject: (reason?: any) => void;
  67444. /**
  67445. * Constructor for this deferred object.
  67446. */
  67447. constructor();
  67448. }
  67449. }
  67450. declare module "babylonjs/Misc/meshExploder" {
  67451. import { Mesh } from "babylonjs/Meshes/mesh";
  67452. /**
  67453. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  67454. */
  67455. export class MeshExploder {
  67456. private _centerMesh;
  67457. private _meshes;
  67458. private _meshesOrigins;
  67459. private _toCenterVectors;
  67460. private _scaledDirection;
  67461. private _newPosition;
  67462. private _centerPosition;
  67463. /**
  67464. * Explodes meshes from a center mesh.
  67465. * @param meshes The meshes to explode.
  67466. * @param centerMesh The mesh to be center of explosion.
  67467. */
  67468. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  67469. private _setCenterMesh;
  67470. /**
  67471. * Get class name
  67472. * @returns "MeshExploder"
  67473. */
  67474. getClassName(): string;
  67475. /**
  67476. * "Exploded meshes"
  67477. * @returns Array of meshes with the centerMesh at index 0.
  67478. */
  67479. getMeshes(): Array<Mesh>;
  67480. /**
  67481. * Explodes meshes giving a specific direction
  67482. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  67483. */
  67484. explode(direction?: number): void;
  67485. }
  67486. }
  67487. declare module "babylonjs/Misc/filesInput" {
  67488. import { Engine } from "babylonjs/Engines/engine";
  67489. import { Scene } from "babylonjs/scene";
  67490. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  67491. /**
  67492. * Class used to help managing file picking and drag'n'drop
  67493. */
  67494. export class FilesInput {
  67495. /**
  67496. * List of files ready to be loaded
  67497. */
  67498. static readonly FilesToLoad: {
  67499. [key: string]: File;
  67500. };
  67501. /**
  67502. * Callback called when a file is processed
  67503. */
  67504. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  67505. private _engine;
  67506. private _currentScene;
  67507. private _sceneLoadedCallback;
  67508. private _progressCallback;
  67509. private _additionalRenderLoopLogicCallback;
  67510. private _textureLoadingCallback;
  67511. private _startingProcessingFilesCallback;
  67512. private _onReloadCallback;
  67513. private _errorCallback;
  67514. private _elementToMonitor;
  67515. private _sceneFileToLoad;
  67516. private _filesToLoad;
  67517. /**
  67518. * Creates a new FilesInput
  67519. * @param engine defines the rendering engine
  67520. * @param scene defines the hosting scene
  67521. * @param sceneLoadedCallback callback called when scene is loaded
  67522. * @param progressCallback callback called to track progress
  67523. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  67524. * @param textureLoadingCallback callback called when a texture is loading
  67525. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  67526. * @param onReloadCallback callback called when a reload is requested
  67527. * @param errorCallback callback call if an error occurs
  67528. */
  67529. constructor(engine: Engine, scene: Scene, sceneLoadedCallback: (sceneFile: File, scene: Scene) => void, progressCallback: (progress: SceneLoaderProgressEvent) => void, additionalRenderLoopLogicCallback: () => void, textureLoadingCallback: (remaining: number) => void, startingProcessingFilesCallback: (files?: File[]) => void, onReloadCallback: (sceneFile: File) => void, errorCallback: (sceneFile: File, scene: Scene, message: string) => void);
  67530. private _dragEnterHandler;
  67531. private _dragOverHandler;
  67532. private _dropHandler;
  67533. /**
  67534. * Calls this function to listen to drag'n'drop events on a specific DOM element
  67535. * @param elementToMonitor defines the DOM element to track
  67536. */
  67537. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  67538. /**
  67539. * Release all associated resources
  67540. */
  67541. dispose(): void;
  67542. private renderFunction;
  67543. private drag;
  67544. private drop;
  67545. private _traverseFolder;
  67546. private _processFiles;
  67547. /**
  67548. * Load files from a drop event
  67549. * @param event defines the drop event to use as source
  67550. */
  67551. loadFiles(event: any): void;
  67552. private _processReload;
  67553. /**
  67554. * Reload the current scene from the loaded files
  67555. */
  67556. reload(): void;
  67557. }
  67558. }
  67559. declare module "babylonjs/Misc/HighDynamicRange/index" {
  67560. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  67561. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  67562. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  67563. }
  67564. declare module "babylonjs/Misc/sceneOptimizer" {
  67565. import { Scene, IDisposable } from "babylonjs/scene";
  67566. import { Observable } from "babylonjs/Misc/observable";
  67567. /**
  67568. * Defines the root class used to create scene optimization to use with SceneOptimizer
  67569. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67570. */
  67571. export class SceneOptimization {
  67572. /**
  67573. * Defines the priority of this optimization (0 by default which means first in the list)
  67574. */
  67575. priority: number;
  67576. /**
  67577. * Gets a string describing the action executed by the current optimization
  67578. * @returns description string
  67579. */
  67580. getDescription(): string;
  67581. /**
  67582. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67583. * @param scene defines the current scene where to apply this optimization
  67584. * @param optimizer defines the current optimizer
  67585. * @returns true if everything that can be done was applied
  67586. */
  67587. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67588. /**
  67589. * Creates the SceneOptimization object
  67590. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67591. * @param desc defines the description associated with the optimization
  67592. */
  67593. constructor(
  67594. /**
  67595. * Defines the priority of this optimization (0 by default which means first in the list)
  67596. */
  67597. priority?: number);
  67598. }
  67599. /**
  67600. * Defines an optimization used to reduce the size of render target textures
  67601. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67602. */
  67603. export class TextureOptimization extends SceneOptimization {
  67604. /**
  67605. * Defines the priority of this optimization (0 by default which means first in the list)
  67606. */
  67607. priority: number;
  67608. /**
  67609. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  67610. */
  67611. maximumSize: number;
  67612. /**
  67613. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  67614. */
  67615. step: number;
  67616. /**
  67617. * Gets a string describing the action executed by the current optimization
  67618. * @returns description string
  67619. */
  67620. getDescription(): string;
  67621. /**
  67622. * Creates the TextureOptimization object
  67623. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67624. * @param maximumSize defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  67625. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  67626. */
  67627. constructor(
  67628. /**
  67629. * Defines the priority of this optimization (0 by default which means first in the list)
  67630. */
  67631. priority?: number,
  67632. /**
  67633. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  67634. */
  67635. maximumSize?: number,
  67636. /**
  67637. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  67638. */
  67639. step?: number);
  67640. /**
  67641. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67642. * @param scene defines the current scene where to apply this optimization
  67643. * @param optimizer defines the current optimizer
  67644. * @returns true if everything that can be done was applied
  67645. */
  67646. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67647. }
  67648. /**
  67649. * Defines an optimization used to increase or decrease the rendering resolution
  67650. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67651. */
  67652. export class HardwareScalingOptimization extends SceneOptimization {
  67653. /**
  67654. * Defines the priority of this optimization (0 by default which means first in the list)
  67655. */
  67656. priority: number;
  67657. /**
  67658. * Defines the maximum scale to use (2 by default)
  67659. */
  67660. maximumScale: number;
  67661. /**
  67662. * Defines the step to use between two passes (0.5 by default)
  67663. */
  67664. step: number;
  67665. private _currentScale;
  67666. private _directionOffset;
  67667. /**
  67668. * Gets a string describing the action executed by the current optimization
  67669. * @return description string
  67670. */
  67671. getDescription(): string;
  67672. /**
  67673. * Creates the HardwareScalingOptimization object
  67674. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67675. * @param maximumScale defines the maximum scale to use (2 by default)
  67676. * @param step defines the step to use between two passes (0.5 by default)
  67677. */
  67678. constructor(
  67679. /**
  67680. * Defines the priority of this optimization (0 by default which means first in the list)
  67681. */
  67682. priority?: number,
  67683. /**
  67684. * Defines the maximum scale to use (2 by default)
  67685. */
  67686. maximumScale?: number,
  67687. /**
  67688. * Defines the step to use between two passes (0.5 by default)
  67689. */
  67690. step?: number);
  67691. /**
  67692. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67693. * @param scene defines the current scene where to apply this optimization
  67694. * @param optimizer defines the current optimizer
  67695. * @returns true if everything that can be done was applied
  67696. */
  67697. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67698. }
  67699. /**
  67700. * Defines an optimization used to remove shadows
  67701. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67702. */
  67703. export class ShadowsOptimization extends SceneOptimization {
  67704. /**
  67705. * Gets a string describing the action executed by the current optimization
  67706. * @return description string
  67707. */
  67708. getDescription(): string;
  67709. /**
  67710. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67711. * @param scene defines the current scene where to apply this optimization
  67712. * @param optimizer defines the current optimizer
  67713. * @returns true if everything that can be done was applied
  67714. */
  67715. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67716. }
  67717. /**
  67718. * Defines an optimization used to turn post-processes off
  67719. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67720. */
  67721. export class PostProcessesOptimization extends SceneOptimization {
  67722. /**
  67723. * Gets a string describing the action executed by the current optimization
  67724. * @return description string
  67725. */
  67726. getDescription(): string;
  67727. /**
  67728. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67729. * @param scene defines the current scene where to apply this optimization
  67730. * @param optimizer defines the current optimizer
  67731. * @returns true if everything that can be done was applied
  67732. */
  67733. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67734. }
  67735. /**
  67736. * Defines an optimization used to turn lens flares off
  67737. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67738. */
  67739. export class LensFlaresOptimization extends SceneOptimization {
  67740. /**
  67741. * Gets a string describing the action executed by the current optimization
  67742. * @return description string
  67743. */
  67744. getDescription(): string;
  67745. /**
  67746. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67747. * @param scene defines the current scene where to apply this optimization
  67748. * @param optimizer defines the current optimizer
  67749. * @returns true if everything that can be done was applied
  67750. */
  67751. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67752. }
  67753. /**
  67754. * Defines an optimization based on user defined callback.
  67755. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67756. */
  67757. export class CustomOptimization extends SceneOptimization {
  67758. /**
  67759. * Callback called to apply the custom optimization.
  67760. */
  67761. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  67762. /**
  67763. * Callback called to get custom description
  67764. */
  67765. onGetDescription: () => string;
  67766. /**
  67767. * Gets a string describing the action executed by the current optimization
  67768. * @returns description string
  67769. */
  67770. getDescription(): string;
  67771. /**
  67772. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67773. * @param scene defines the current scene where to apply this optimization
  67774. * @param optimizer defines the current optimizer
  67775. * @returns true if everything that can be done was applied
  67776. */
  67777. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67778. }
  67779. /**
  67780. * Defines an optimization used to turn particles off
  67781. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67782. */
  67783. export class ParticlesOptimization extends SceneOptimization {
  67784. /**
  67785. * Gets a string describing the action executed by the current optimization
  67786. * @return description string
  67787. */
  67788. getDescription(): string;
  67789. /**
  67790. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67791. * @param scene defines the current scene where to apply this optimization
  67792. * @param optimizer defines the current optimizer
  67793. * @returns true if everything that can be done was applied
  67794. */
  67795. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67796. }
  67797. /**
  67798. * Defines an optimization used to turn render targets off
  67799. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67800. */
  67801. export class RenderTargetsOptimization extends SceneOptimization {
  67802. /**
  67803. * Gets a string describing the action executed by the current optimization
  67804. * @return description string
  67805. */
  67806. getDescription(): string;
  67807. /**
  67808. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67809. * @param scene defines the current scene where to apply this optimization
  67810. * @param optimizer defines the current optimizer
  67811. * @returns true if everything that can be done was applied
  67812. */
  67813. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67814. }
  67815. /**
  67816. * Defines an optimization used to merge meshes with compatible materials
  67817. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67818. */
  67819. export class MergeMeshesOptimization extends SceneOptimization {
  67820. private static _UpdateSelectionTree;
  67821. /**
  67822. * Gets or sets a boolean which defines if optimization octree has to be updated
  67823. */
  67824. /**
  67825. * Gets or sets a boolean which defines if optimization octree has to be updated
  67826. */
  67827. static UpdateSelectionTree: boolean;
  67828. /**
  67829. * Gets a string describing the action executed by the current optimization
  67830. * @return description string
  67831. */
  67832. getDescription(): string;
  67833. private _canBeMerged;
  67834. /**
  67835. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67836. * @param scene defines the current scene where to apply this optimization
  67837. * @param optimizer defines the current optimizer
  67838. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  67839. * @returns true if everything that can be done was applied
  67840. */
  67841. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  67842. }
  67843. /**
  67844. * Defines a list of options used by SceneOptimizer
  67845. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67846. */
  67847. export class SceneOptimizerOptions {
  67848. /**
  67849. * Defines the target frame rate to reach (60 by default)
  67850. */
  67851. targetFrameRate: number;
  67852. /**
  67853. * Defines the interval between two checkes (2000ms by default)
  67854. */
  67855. trackerDuration: number;
  67856. /**
  67857. * Gets the list of optimizations to apply
  67858. */
  67859. optimizations: SceneOptimization[];
  67860. /**
  67861. * Creates a new list of options used by SceneOptimizer
  67862. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  67863. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  67864. */
  67865. constructor(
  67866. /**
  67867. * Defines the target frame rate to reach (60 by default)
  67868. */
  67869. targetFrameRate?: number,
  67870. /**
  67871. * Defines the interval between two checkes (2000ms by default)
  67872. */
  67873. trackerDuration?: number);
  67874. /**
  67875. * Add a new optimization
  67876. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  67877. * @returns the current SceneOptimizerOptions
  67878. */
  67879. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  67880. /**
  67881. * Add a new custom optimization
  67882. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  67883. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  67884. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67885. * @returns the current SceneOptimizerOptions
  67886. */
  67887. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  67888. /**
  67889. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  67890. * @param targetFrameRate defines the target frame rate (60 by default)
  67891. * @returns a SceneOptimizerOptions object
  67892. */
  67893. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67894. /**
  67895. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  67896. * @param targetFrameRate defines the target frame rate (60 by default)
  67897. * @returns a SceneOptimizerOptions object
  67898. */
  67899. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67900. /**
  67901. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  67902. * @param targetFrameRate defines the target frame rate (60 by default)
  67903. * @returns a SceneOptimizerOptions object
  67904. */
  67905. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67906. }
  67907. /**
  67908. * Class used to run optimizations in order to reach a target frame rate
  67909. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67910. */
  67911. export class SceneOptimizer implements IDisposable {
  67912. private _isRunning;
  67913. private _options;
  67914. private _scene;
  67915. private _currentPriorityLevel;
  67916. private _targetFrameRate;
  67917. private _trackerDuration;
  67918. private _currentFrameRate;
  67919. private _sceneDisposeObserver;
  67920. private _improvementMode;
  67921. /**
  67922. * Defines an observable called when the optimizer reaches the target frame rate
  67923. */
  67924. onSuccessObservable: Observable<SceneOptimizer>;
  67925. /**
  67926. * Defines an observable called when the optimizer enables an optimization
  67927. */
  67928. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  67929. /**
  67930. * Defines an observable called when the optimizer is not able to reach the target frame rate
  67931. */
  67932. onFailureObservable: Observable<SceneOptimizer>;
  67933. /**
  67934. * Gets a boolean indicating if the optimizer is in improvement mode
  67935. */
  67936. readonly isInImprovementMode: boolean;
  67937. /**
  67938. * Gets the current priority level (0 at start)
  67939. */
  67940. readonly currentPriorityLevel: number;
  67941. /**
  67942. * Gets the current frame rate checked by the SceneOptimizer
  67943. */
  67944. readonly currentFrameRate: number;
  67945. /**
  67946. * Gets or sets the current target frame rate (60 by default)
  67947. */
  67948. /**
  67949. * Gets or sets the current target frame rate (60 by default)
  67950. */
  67951. targetFrameRate: number;
  67952. /**
  67953. * Gets or sets the current interval between two checks (every 2000ms by default)
  67954. */
  67955. /**
  67956. * Gets or sets the current interval between two checks (every 2000ms by default)
  67957. */
  67958. trackerDuration: number;
  67959. /**
  67960. * Gets the list of active optimizations
  67961. */
  67962. readonly optimizations: SceneOptimization[];
  67963. /**
  67964. * Creates a new SceneOptimizer
  67965. * @param scene defines the scene to work on
  67966. * @param options defines the options to use with the SceneOptimizer
  67967. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  67968. * @param improvementMode defines if the scene optimizer must run the maximum optimization while staying over a target frame instead of trying to reach the target framerate (false by default)
  67969. */
  67970. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  67971. /**
  67972. * Stops the current optimizer
  67973. */
  67974. stop(): void;
  67975. /**
  67976. * Reset the optimizer to initial step (current priority level = 0)
  67977. */
  67978. reset(): void;
  67979. /**
  67980. * Start the optimizer. By default it will try to reach a specific framerate
  67981. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  67982. */
  67983. start(): void;
  67984. private _checkCurrentState;
  67985. /**
  67986. * Release all resources
  67987. */
  67988. dispose(): void;
  67989. /**
  67990. * Helper function to create a SceneOptimizer with one single line of code
  67991. * @param scene defines the scene to work on
  67992. * @param options defines the options to use with the SceneOptimizer
  67993. * @param onSuccess defines a callback to call on success
  67994. * @param onFailure defines a callback to call on failure
  67995. * @returns the new SceneOptimizer object
  67996. */
  67997. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  67998. }
  67999. }
  68000. declare module "babylonjs/Misc/sceneSerializer" {
  68001. import { Scene } from "babylonjs/scene";
  68002. /**
  68003. * Class used to serialize a scene into a string
  68004. */
  68005. export class SceneSerializer {
  68006. /**
  68007. * Clear cache used by a previous serialization
  68008. */
  68009. static ClearCache(): void;
  68010. /**
  68011. * Serialize a scene into a JSON compatible object
  68012. * @param scene defines the scene to serialize
  68013. * @returns a JSON compatible object
  68014. */
  68015. static Serialize(scene: Scene): any;
  68016. /**
  68017. * Serialize a mesh into a JSON compatible object
  68018. * @param toSerialize defines the mesh to serialize
  68019. * @param withParents defines if parents must be serialized as well
  68020. * @param withChildren defines if children must be serialized as well
  68021. * @returns a JSON compatible object
  68022. */
  68023. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  68024. }
  68025. }
  68026. declare module "babylonjs/Misc/textureTools" {
  68027. import { Texture } from "babylonjs/Materials/Textures/texture";
  68028. /**
  68029. * Class used to host texture specific utilities
  68030. */
  68031. export class TextureTools {
  68032. /**
  68033. * Uses the GPU to create a copy texture rescaled at a given size
  68034. * @param texture Texture to copy from
  68035. * @param width defines the desired width
  68036. * @param height defines the desired height
  68037. * @param useBilinearMode defines if bilinear mode has to be used
  68038. * @return the generated texture
  68039. */
  68040. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  68041. }
  68042. }
  68043. declare module "babylonjs/Misc/videoRecorder" {
  68044. import { Nullable } from "babylonjs/types";
  68045. import { Engine } from "babylonjs/Engines/engine";
  68046. /**
  68047. * This represents the different options available for the video capture.
  68048. */
  68049. export interface VideoRecorderOptions {
  68050. /** Defines the mime type of the video. */
  68051. mimeType: string;
  68052. /** Defines the FPS the video should be recorded at. */
  68053. fps: number;
  68054. /** Defines the chunk size for the recording data. */
  68055. recordChunckSize: number;
  68056. /** The audio tracks to attach to the recording. */
  68057. audioTracks?: MediaStreamTrack[];
  68058. }
  68059. /**
  68060. * This can help with recording videos from BabylonJS.
  68061. * This is based on the available WebRTC functionalities of the browser.
  68062. *
  68063. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  68064. */
  68065. export class VideoRecorder {
  68066. private static readonly _defaultOptions;
  68067. /**
  68068. * Returns whether or not the VideoRecorder is available in your browser.
  68069. * @param engine Defines the Babylon Engine.
  68070. * @returns true if supported otherwise false.
  68071. */
  68072. static IsSupported(engine: Engine): boolean;
  68073. private readonly _options;
  68074. private _canvas;
  68075. private _mediaRecorder;
  68076. private _recordedChunks;
  68077. private _fileName;
  68078. private _resolve;
  68079. private _reject;
  68080. /**
  68081. * True when a recording is already in progress.
  68082. */
  68083. readonly isRecording: boolean;
  68084. /**
  68085. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  68086. * @param engine Defines the BabylonJS Engine you wish to record.
  68087. * @param options Defines options that can be used to customize the capture.
  68088. */
  68089. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  68090. /**
  68091. * Stops the current recording before the default capture timeout passed in the startRecording function.
  68092. */
  68093. stopRecording(): void;
  68094. /**
  68095. * Starts recording the canvas for a max duration specified in parameters.
  68096. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  68097. * If null no automatic download will start and you can rely on the promise to get the data back.
  68098. * @param maxDuration Defines the maximum recording time in seconds.
  68099. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  68100. * @return A promise callback at the end of the recording with the video data in Blob.
  68101. */
  68102. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  68103. /**
  68104. * Releases internal resources used during the recording.
  68105. */
  68106. dispose(): void;
  68107. private _handleDataAvailable;
  68108. private _handleError;
  68109. private _handleStop;
  68110. }
  68111. }
  68112. declare module "babylonjs/Misc/screenshotTools" {
  68113. import { Camera } from "babylonjs/Cameras/camera";
  68114. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  68115. import { Engine } from "babylonjs/Engines/engine";
  68116. /**
  68117. * Class containing a set of static utilities functions for screenshots
  68118. */
  68119. export class ScreenshotTools {
  68120. /**
  68121. * Captures a screenshot of the current rendering
  68122. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  68123. * @param engine defines the rendering engine
  68124. * @param camera defines the source camera
  68125. * @param size This parameter can be set to a single number or to an object with the
  68126. * following (optional) properties: precision, width, height. If a single number is passed,
  68127. * it will be used for both width and height. If an object is passed, the screenshot size
  68128. * will be derived from the parameters. The precision property is a multiplier allowing
  68129. * rendering at a higher or lower resolution
  68130. * @param successCallback defines the callback receives a single parameter which contains the
  68131. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  68132. * src parameter of an <img> to display it
  68133. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  68134. * Check your browser for supported MIME types
  68135. */
  68136. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  68137. /**
  68138. * Captures a screenshot of the current rendering
  68139. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  68140. * @param engine defines the rendering engine
  68141. * @param camera defines the source camera
  68142. * @param size This parameter can be set to a single number or to an object with the
  68143. * following (optional) properties: precision, width, height. If a single number is passed,
  68144. * it will be used for both width and height. If an object is passed, the screenshot size
  68145. * will be derived from the parameters. The precision property is a multiplier allowing
  68146. * rendering at a higher or lower resolution
  68147. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  68148. * Check your browser for supported MIME types
  68149. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  68150. * to the src parameter of an <img> to display it
  68151. */
  68152. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  68153. /**
  68154. * Generates an image screenshot from the specified camera.
  68155. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  68156. * @param engine The engine to use for rendering
  68157. * @param camera The camera to use for rendering
  68158. * @param size This parameter can be set to a single number or to an object with the
  68159. * following (optional) properties: precision, width, height. If a single number is passed,
  68160. * it will be used for both width and height. If an object is passed, the screenshot size
  68161. * will be derived from the parameters. The precision property is a multiplier allowing
  68162. * rendering at a higher or lower resolution
  68163. * @param successCallback The callback receives a single parameter which contains the
  68164. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  68165. * src parameter of an <img> to display it
  68166. * @param mimeType The MIME type of the screenshot image (default: image/png).
  68167. * Check your browser for supported MIME types
  68168. * @param samples Texture samples (default: 1)
  68169. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  68170. * @param fileName A name for for the downloaded file.
  68171. */
  68172. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  68173. /**
  68174. * Generates an image screenshot from the specified camera.
  68175. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  68176. * @param engine The engine to use for rendering
  68177. * @param camera The camera to use for rendering
  68178. * @param size This parameter can be set to a single number or to an object with the
  68179. * following (optional) properties: precision, width, height. If a single number is passed,
  68180. * it will be used for both width and height. If an object is passed, the screenshot size
  68181. * will be derived from the parameters. The precision property is a multiplier allowing
  68182. * rendering at a higher or lower resolution
  68183. * @param mimeType The MIME type of the screenshot image (default: image/png).
  68184. * Check your browser for supported MIME types
  68185. * @param samples Texture samples (default: 1)
  68186. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  68187. * @param fileName A name for for the downloaded file.
  68188. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  68189. * to the src parameter of an <img> to display it
  68190. */
  68191. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  68192. /**
  68193. * Gets height and width for screenshot size
  68194. * @private
  68195. */
  68196. private static _getScreenshotSize;
  68197. }
  68198. }
  68199. declare module "babylonjs/Misc/dataReader" {
  68200. /**
  68201. * Interface for a data buffer
  68202. */
  68203. export interface IDataBuffer {
  68204. /**
  68205. * Reads bytes from the data buffer.
  68206. * @param byteOffset The byte offset to read
  68207. * @param byteLength The byte length to read
  68208. * @returns A promise that resolves when the bytes are read
  68209. */
  68210. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  68211. /**
  68212. * The byte length of the buffer.
  68213. */
  68214. readonly byteLength: number;
  68215. }
  68216. /**
  68217. * Utility class for reading from a data buffer
  68218. */
  68219. export class DataReader {
  68220. /**
  68221. * The data buffer associated with this data reader.
  68222. */
  68223. readonly buffer: IDataBuffer;
  68224. /**
  68225. * The current byte offset from the beginning of the data buffer.
  68226. */
  68227. byteOffset: number;
  68228. private _dataView;
  68229. private _dataByteOffset;
  68230. /**
  68231. * Constructor
  68232. * @param buffer The buffer to read
  68233. */
  68234. constructor(buffer: IDataBuffer);
  68235. /**
  68236. * Loads the given byte length.
  68237. * @param byteLength The byte length to load
  68238. * @returns A promise that resolves when the load is complete
  68239. */
  68240. loadAsync(byteLength: number): Promise<void>;
  68241. /**
  68242. * Read a unsigned 32-bit integer from the currently loaded data range.
  68243. * @returns The 32-bit integer read
  68244. */
  68245. readUint32(): number;
  68246. /**
  68247. * Read a byte array from the currently loaded data range.
  68248. * @param byteLength The byte length to read
  68249. * @returns The byte array read
  68250. */
  68251. readUint8Array(byteLength: number): Uint8Array;
  68252. /**
  68253. * Read a string from the currently loaded data range.
  68254. * @param byteLength The byte length to read
  68255. * @returns The string read
  68256. */
  68257. readString(byteLength: number): string;
  68258. /**
  68259. * Skips the given byte length the currently loaded data range.
  68260. * @param byteLength The byte length to skip
  68261. */
  68262. skipBytes(byteLength: number): void;
  68263. }
  68264. }
  68265. declare module "babylonjs/Misc/index" {
  68266. export * from "babylonjs/Misc/andOrNotEvaluator";
  68267. export * from "babylonjs/Misc/assetsManager";
  68268. export * from "babylonjs/Misc/dds";
  68269. export * from "babylonjs/Misc/decorators";
  68270. export * from "babylonjs/Misc/deferred";
  68271. export * from "babylonjs/Misc/environmentTextureTools";
  68272. export * from "babylonjs/Misc/meshExploder";
  68273. export * from "babylonjs/Misc/filesInput";
  68274. export * from "babylonjs/Misc/HighDynamicRange/index";
  68275. export * from "babylonjs/Misc/khronosTextureContainer";
  68276. export * from "babylonjs/Misc/observable";
  68277. export * from "babylonjs/Misc/performanceMonitor";
  68278. export * from "babylonjs/Misc/promise";
  68279. export * from "babylonjs/Misc/sceneOptimizer";
  68280. export * from "babylonjs/Misc/sceneSerializer";
  68281. export * from "babylonjs/Misc/smartArray";
  68282. export * from "babylonjs/Misc/stringDictionary";
  68283. export * from "babylonjs/Misc/tags";
  68284. export * from "babylonjs/Misc/textureTools";
  68285. export * from "babylonjs/Misc/tga";
  68286. export * from "babylonjs/Misc/tools";
  68287. export * from "babylonjs/Misc/videoRecorder";
  68288. export * from "babylonjs/Misc/virtualJoystick";
  68289. export * from "babylonjs/Misc/workerPool";
  68290. export * from "babylonjs/Misc/logger";
  68291. export * from "babylonjs/Misc/typeStore";
  68292. export * from "babylonjs/Misc/filesInputStore";
  68293. export * from "babylonjs/Misc/deepCopier";
  68294. export * from "babylonjs/Misc/pivotTools";
  68295. export * from "babylonjs/Misc/precisionDate";
  68296. export * from "babylonjs/Misc/screenshotTools";
  68297. export * from "babylonjs/Misc/typeStore";
  68298. export * from "babylonjs/Misc/webRequest";
  68299. export * from "babylonjs/Misc/iInspectable";
  68300. export * from "babylonjs/Misc/brdfTextureTools";
  68301. export * from "babylonjs/Misc/rgbdTextureTools";
  68302. export * from "babylonjs/Misc/gradients";
  68303. export * from "babylonjs/Misc/perfCounter";
  68304. export * from "babylonjs/Misc/fileRequest";
  68305. export * from "babylonjs/Misc/customAnimationFrameRequester";
  68306. export * from "babylonjs/Misc/retryStrategy";
  68307. export * from "babylonjs/Misc/interfaces/screenshotSize";
  68308. export * from "babylonjs/Misc/canvasGenerator";
  68309. export * from "babylonjs/Misc/fileTools";
  68310. export * from "babylonjs/Misc/stringTools";
  68311. export * from "babylonjs/Misc/dataReader";
  68312. }
  68313. declare module "babylonjs/index" {
  68314. export * from "babylonjs/abstractScene";
  68315. export * from "babylonjs/Actions/index";
  68316. export * from "babylonjs/Animations/index";
  68317. export * from "babylonjs/assetContainer";
  68318. export * from "babylonjs/Audio/index";
  68319. export * from "babylonjs/Behaviors/index";
  68320. export * from "babylonjs/Bones/index";
  68321. export * from "babylonjs/Cameras/index";
  68322. export * from "babylonjs/Collisions/index";
  68323. export * from "babylonjs/Culling/index";
  68324. export * from "babylonjs/Debug/index";
  68325. export * from "babylonjs/Engines/index";
  68326. export * from "babylonjs/Events/index";
  68327. export * from "babylonjs/Gamepads/index";
  68328. export * from "babylonjs/Gizmos/index";
  68329. export * from "babylonjs/Helpers/index";
  68330. export * from "babylonjs/Instrumentation/index";
  68331. export * from "babylonjs/Layers/index";
  68332. export * from "babylonjs/LensFlares/index";
  68333. export * from "babylonjs/Lights/index";
  68334. export * from "babylonjs/Loading/index";
  68335. export * from "babylonjs/Materials/index";
  68336. export * from "babylonjs/Maths/index";
  68337. export * from "babylonjs/Meshes/index";
  68338. export * from "babylonjs/Morph/index";
  68339. export * from "babylonjs/Navigation/index";
  68340. export * from "babylonjs/node";
  68341. export * from "babylonjs/Offline/index";
  68342. export * from "babylonjs/Particles/index";
  68343. export * from "babylonjs/Physics/index";
  68344. export * from "babylonjs/PostProcesses/index";
  68345. export * from "babylonjs/Probes/index";
  68346. export * from "babylonjs/Rendering/index";
  68347. export * from "babylonjs/scene";
  68348. export * from "babylonjs/sceneComponent";
  68349. export * from "babylonjs/Sprites/index";
  68350. export * from "babylonjs/States/index";
  68351. export * from "babylonjs/Misc/index";
  68352. export * from "babylonjs/types";
  68353. }
  68354. declare module "babylonjs/Animations/pathCursor" {
  68355. import { Vector3 } from "babylonjs/Maths/math.vector";
  68356. import { Path2 } from "babylonjs/Maths/math.path";
  68357. /**
  68358. * A cursor which tracks a point on a path
  68359. */
  68360. export class PathCursor {
  68361. private path;
  68362. /**
  68363. * Stores path cursor callbacks for when an onchange event is triggered
  68364. */
  68365. private _onchange;
  68366. /**
  68367. * The value of the path cursor
  68368. */
  68369. value: number;
  68370. /**
  68371. * The animation array of the path cursor
  68372. */
  68373. animations: Animation[];
  68374. /**
  68375. * Initializes the path cursor
  68376. * @param path The path to track
  68377. */
  68378. constructor(path: Path2);
  68379. /**
  68380. * Gets the cursor point on the path
  68381. * @returns A point on the path cursor at the cursor location
  68382. */
  68383. getPoint(): Vector3;
  68384. /**
  68385. * Moves the cursor ahead by the step amount
  68386. * @param step The amount to move the cursor forward
  68387. * @returns This path cursor
  68388. */
  68389. moveAhead(step?: number): PathCursor;
  68390. /**
  68391. * Moves the cursor behind by the step amount
  68392. * @param step The amount to move the cursor back
  68393. * @returns This path cursor
  68394. */
  68395. moveBack(step?: number): PathCursor;
  68396. /**
  68397. * Moves the cursor by the step amount
  68398. * If the step amount is greater than one, an exception is thrown
  68399. * @param step The amount to move the cursor
  68400. * @returns This path cursor
  68401. */
  68402. move(step: number): PathCursor;
  68403. /**
  68404. * Ensures that the value is limited between zero and one
  68405. * @returns This path cursor
  68406. */
  68407. private ensureLimits;
  68408. /**
  68409. * Runs onchange callbacks on change (used by the animation engine)
  68410. * @returns This path cursor
  68411. */
  68412. private raiseOnChange;
  68413. /**
  68414. * Executes a function on change
  68415. * @param f A path cursor onchange callback
  68416. * @returns This path cursor
  68417. */
  68418. onchange(f: (cursor: PathCursor) => void): PathCursor;
  68419. }
  68420. }
  68421. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  68422. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  68423. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  68424. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  68425. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  68426. }
  68427. declare module "babylonjs/Engines/Processors/Expressions/index" {
  68428. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  68429. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  68430. }
  68431. declare module "babylonjs/Engines/Processors/index" {
  68432. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  68433. export * from "babylonjs/Engines/Processors/Expressions/index";
  68434. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  68435. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  68436. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  68437. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  68438. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  68439. export * from "babylonjs/Engines/Processors/shaderProcessor";
  68440. }
  68441. declare module "babylonjs/Legacy/legacy" {
  68442. import * as Babylon from "babylonjs/index";
  68443. export * from "babylonjs/index";
  68444. }
  68445. declare module "babylonjs/Shaders/blur.fragment" {
  68446. /** @hidden */
  68447. export var blurPixelShader: {
  68448. name: string;
  68449. shader: string;
  68450. };
  68451. }
  68452. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  68453. /** @hidden */
  68454. export var pointCloudVertexDeclaration: {
  68455. name: string;
  68456. shader: string;
  68457. };
  68458. }
  68459. declare module "babylonjs" {
  68460. export * from "babylonjs/Legacy/legacy";
  68461. }
  68462. declare module BABYLON {
  68463. /** Alias type for value that can be null */
  68464. export type Nullable<T> = T | null;
  68465. /**
  68466. * Alias type for number that are floats
  68467. * @ignorenaming
  68468. */
  68469. export type float = number;
  68470. /**
  68471. * Alias type for number that are doubles.
  68472. * @ignorenaming
  68473. */
  68474. export type double = number;
  68475. /**
  68476. * Alias type for number that are integer
  68477. * @ignorenaming
  68478. */
  68479. export type int = number;
  68480. /** Alias type for number array or Float32Array */
  68481. export type FloatArray = number[] | Float32Array;
  68482. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  68483. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  68484. /**
  68485. * Alias for types that can be used by a Buffer or VertexBuffer.
  68486. */
  68487. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  68488. /**
  68489. * Alias type for primitive types
  68490. * @ignorenaming
  68491. */
  68492. type Primitive = undefined | null | boolean | string | number | Function;
  68493. /**
  68494. * Type modifier to make all the properties of an object Readonly
  68495. */
  68496. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  68497. /**
  68498. * Type modifier to make all the properties of an object Readonly recursively
  68499. */
  68500. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  68501. /**
  68502. * Type modifier to make object properties readonly.
  68503. */
  68504. export type DeepImmutableObject<T> = {
  68505. readonly [K in keyof T]: DeepImmutable<T[K]>;
  68506. };
  68507. /** @hidden */
  68508. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  68509. }
  68510. }
  68511. declare module BABYLON {
  68512. /**
  68513. * A class serves as a medium between the observable and its observers
  68514. */
  68515. export class EventState {
  68516. /**
  68517. * Create a new EventState
  68518. * @param mask defines the mask associated with this state
  68519. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68520. * @param target defines the original target of the state
  68521. * @param currentTarget defines the current target of the state
  68522. */
  68523. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  68524. /**
  68525. * Initialize the current event state
  68526. * @param mask defines the mask associated with this state
  68527. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68528. * @param target defines the original target of the state
  68529. * @param currentTarget defines the current target of the state
  68530. * @returns the current event state
  68531. */
  68532. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  68533. /**
  68534. * An Observer can set this property to true to prevent subsequent observers of being notified
  68535. */
  68536. skipNextObservers: boolean;
  68537. /**
  68538. * Get the mask value that were used to trigger the event corresponding to this EventState object
  68539. */
  68540. mask: number;
  68541. /**
  68542. * The object that originally notified the event
  68543. */
  68544. target?: any;
  68545. /**
  68546. * The current object in the bubbling phase
  68547. */
  68548. currentTarget?: any;
  68549. /**
  68550. * This will be populated with the return value of the last function that was executed.
  68551. * If it is the first function in the callback chain it will be the event data.
  68552. */
  68553. lastReturnValue?: any;
  68554. }
  68555. /**
  68556. * Represent an Observer registered to a given Observable object.
  68557. */
  68558. export class Observer<T> {
  68559. /**
  68560. * Defines the callback to call when the observer is notified
  68561. */
  68562. callback: (eventData: T, eventState: EventState) => void;
  68563. /**
  68564. * Defines the mask of the observer (used to filter notifications)
  68565. */
  68566. mask: number;
  68567. /**
  68568. * Defines the current scope used to restore the JS context
  68569. */
  68570. scope: any;
  68571. /** @hidden */
  68572. _willBeUnregistered: boolean;
  68573. /**
  68574. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  68575. */
  68576. unregisterOnNextCall: boolean;
  68577. /**
  68578. * Creates a new observer
  68579. * @param callback defines the callback to call when the observer is notified
  68580. * @param mask defines the mask of the observer (used to filter notifications)
  68581. * @param scope defines the current scope used to restore the JS context
  68582. */
  68583. constructor(
  68584. /**
  68585. * Defines the callback to call when the observer is notified
  68586. */
  68587. callback: (eventData: T, eventState: EventState) => void,
  68588. /**
  68589. * Defines the mask of the observer (used to filter notifications)
  68590. */
  68591. mask: number,
  68592. /**
  68593. * Defines the current scope used to restore the JS context
  68594. */
  68595. scope?: any);
  68596. }
  68597. /**
  68598. * Represent a list of observers registered to multiple Observables object.
  68599. */
  68600. export class MultiObserver<T> {
  68601. private _observers;
  68602. private _observables;
  68603. /**
  68604. * Release associated resources
  68605. */
  68606. dispose(): void;
  68607. /**
  68608. * Raise a callback when one of the observable will notify
  68609. * @param observables defines a list of observables to watch
  68610. * @param callback defines the callback to call on notification
  68611. * @param mask defines the mask used to filter notifications
  68612. * @param scope defines the current scope used to restore the JS context
  68613. * @returns the new MultiObserver
  68614. */
  68615. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  68616. }
  68617. /**
  68618. * The Observable class is a simple implementation of the Observable pattern.
  68619. *
  68620. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  68621. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  68622. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  68623. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  68624. */
  68625. export class Observable<T> {
  68626. private _observers;
  68627. private _eventState;
  68628. private _onObserverAdded;
  68629. /**
  68630. * Gets the list of observers
  68631. */
  68632. readonly observers: Array<Observer<T>>;
  68633. /**
  68634. * Creates a new observable
  68635. * @param onObserverAdded defines a callback to call when a new observer is added
  68636. */
  68637. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  68638. /**
  68639. * Create a new Observer with the specified callback
  68640. * @param callback the callback that will be executed for that Observer
  68641. * @param mask the mask used to filter observers
  68642. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  68643. * @param scope optional scope for the callback to be called from
  68644. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  68645. * @returns the new observer created for the callback
  68646. */
  68647. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  68648. /**
  68649. * Create a new Observer with the specified callback and unregisters after the next notification
  68650. * @param callback the callback that will be executed for that Observer
  68651. * @returns the new observer created for the callback
  68652. */
  68653. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  68654. /**
  68655. * Remove an Observer from the Observable object
  68656. * @param observer the instance of the Observer to remove
  68657. * @returns false if it doesn't belong to this Observable
  68658. */
  68659. remove(observer: Nullable<Observer<T>>): boolean;
  68660. /**
  68661. * Remove a callback from the Observable object
  68662. * @param callback the callback to remove
  68663. * @param scope optional scope. If used only the callbacks with this scope will be removed
  68664. * @returns false if it doesn't belong to this Observable
  68665. */
  68666. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  68667. private _deferUnregister;
  68668. private _remove;
  68669. /**
  68670. * Moves the observable to the top of the observer list making it get called first when notified
  68671. * @param observer the observer to move
  68672. */
  68673. makeObserverTopPriority(observer: Observer<T>): void;
  68674. /**
  68675. * Moves the observable to the bottom of the observer list making it get called last when notified
  68676. * @param observer the observer to move
  68677. */
  68678. makeObserverBottomPriority(observer: Observer<T>): void;
  68679. /**
  68680. * Notify all Observers by calling their respective callback with the given data
  68681. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  68682. * @param eventData defines the data to send to all observers
  68683. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  68684. * @param target defines the original target of the state
  68685. * @param currentTarget defines the current target of the state
  68686. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  68687. */
  68688. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  68689. /**
  68690. * Calling this will execute each callback, expecting it to be a promise or return a value.
  68691. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  68692. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  68693. * and it is crucial that all callbacks will be executed.
  68694. * The order of the callbacks is kept, callbacks are not executed parallel.
  68695. *
  68696. * @param eventData The data to be sent to each callback
  68697. * @param mask is used to filter observers defaults to -1
  68698. * @param target defines the callback target (see EventState)
  68699. * @param currentTarget defines he current object in the bubbling phase
  68700. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  68701. */
  68702. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  68703. /**
  68704. * Notify a specific observer
  68705. * @param observer defines the observer to notify
  68706. * @param eventData defines the data to be sent to each callback
  68707. * @param mask is used to filter observers defaults to -1
  68708. */
  68709. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  68710. /**
  68711. * Gets a boolean indicating if the observable has at least one observer
  68712. * @returns true is the Observable has at least one Observer registered
  68713. */
  68714. hasObservers(): boolean;
  68715. /**
  68716. * Clear the list of observers
  68717. */
  68718. clear(): void;
  68719. /**
  68720. * Clone the current observable
  68721. * @returns a new observable
  68722. */
  68723. clone(): Observable<T>;
  68724. /**
  68725. * Does this observable handles observer registered with a given mask
  68726. * @param mask defines the mask to be tested
  68727. * @return whether or not one observer registered with the given mask is handeled
  68728. **/
  68729. hasSpecificMask(mask?: number): boolean;
  68730. }
  68731. }
  68732. declare module BABYLON {
  68733. /**
  68734. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  68735. * Babylon.js
  68736. */
  68737. export class DomManagement {
  68738. /**
  68739. * Checks if the window object exists
  68740. * @returns true if the window object exists
  68741. */
  68742. static IsWindowObjectExist(): boolean;
  68743. /**
  68744. * Checks if the navigator object exists
  68745. * @returns true if the navigator object exists
  68746. */
  68747. static IsNavigatorAvailable(): boolean;
  68748. /**
  68749. * Extracts text content from a DOM element hierarchy
  68750. * @param element defines the root element
  68751. * @returns a string
  68752. */
  68753. static GetDOMTextContent(element: HTMLElement): string;
  68754. }
  68755. }
  68756. declare module BABYLON {
  68757. /**
  68758. * Logger used througouht the application to allow configuration of
  68759. * the log level required for the messages.
  68760. */
  68761. export class Logger {
  68762. /**
  68763. * No log
  68764. */
  68765. static readonly NoneLogLevel: number;
  68766. /**
  68767. * Only message logs
  68768. */
  68769. static readonly MessageLogLevel: number;
  68770. /**
  68771. * Only warning logs
  68772. */
  68773. static readonly WarningLogLevel: number;
  68774. /**
  68775. * Only error logs
  68776. */
  68777. static readonly ErrorLogLevel: number;
  68778. /**
  68779. * All logs
  68780. */
  68781. static readonly AllLogLevel: number;
  68782. private static _LogCache;
  68783. /**
  68784. * Gets a value indicating the number of loading errors
  68785. * @ignorenaming
  68786. */
  68787. static errorsCount: number;
  68788. /**
  68789. * Callback called when a new log is added
  68790. */
  68791. static OnNewCacheEntry: (entry: string) => void;
  68792. private static _AddLogEntry;
  68793. private static _FormatMessage;
  68794. private static _LogDisabled;
  68795. private static _LogEnabled;
  68796. private static _WarnDisabled;
  68797. private static _WarnEnabled;
  68798. private static _ErrorDisabled;
  68799. private static _ErrorEnabled;
  68800. /**
  68801. * Log a message to the console
  68802. */
  68803. static Log: (message: string) => void;
  68804. /**
  68805. * Write a warning message to the console
  68806. */
  68807. static Warn: (message: string) => void;
  68808. /**
  68809. * Write an error message to the console
  68810. */
  68811. static Error: (message: string) => void;
  68812. /**
  68813. * Gets current log cache (list of logs)
  68814. */
  68815. static readonly LogCache: string;
  68816. /**
  68817. * Clears the log cache
  68818. */
  68819. static ClearLogCache(): void;
  68820. /**
  68821. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  68822. */
  68823. static LogLevels: number;
  68824. }
  68825. }
  68826. declare module BABYLON {
  68827. /** @hidden */
  68828. export class _TypeStore {
  68829. /** @hidden */
  68830. static RegisteredTypes: {
  68831. [key: string]: Object;
  68832. };
  68833. /** @hidden */
  68834. static GetClass(fqdn: string): any;
  68835. }
  68836. }
  68837. declare module BABYLON {
  68838. /**
  68839. * Helper to manipulate strings
  68840. */
  68841. export class StringTools {
  68842. /**
  68843. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  68844. * @param str Source string
  68845. * @param suffix Suffix to search for in the source string
  68846. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68847. */
  68848. static EndsWith(str: string, suffix: string): boolean;
  68849. /**
  68850. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  68851. * @param str Source string
  68852. * @param suffix Suffix to search for in the source string
  68853. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68854. */
  68855. static StartsWith(str: string, suffix: string): boolean;
  68856. /**
  68857. * Decodes a buffer into a string
  68858. * @param buffer The buffer to decode
  68859. * @returns The decoded string
  68860. */
  68861. static Decode(buffer: Uint8Array | Uint16Array): string;
  68862. /**
  68863. * Encode a buffer to a base64 string
  68864. * @param buffer defines the buffer to encode
  68865. * @returns the encoded string
  68866. */
  68867. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  68868. }
  68869. }
  68870. declare module BABYLON {
  68871. /**
  68872. * Class containing a set of static utilities functions for deep copy.
  68873. */
  68874. export class DeepCopier {
  68875. /**
  68876. * Tries to copy an object by duplicating every property
  68877. * @param source defines the source object
  68878. * @param destination defines the target object
  68879. * @param doNotCopyList defines a list of properties to avoid
  68880. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  68881. */
  68882. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  68883. }
  68884. }
  68885. declare module BABYLON {
  68886. /**
  68887. * Class containing a set of static utilities functions for precision date
  68888. */
  68889. export class PrecisionDate {
  68890. /**
  68891. * Gets either window.performance.now() if supported or Date.now() else
  68892. */
  68893. static readonly Now: number;
  68894. }
  68895. }
  68896. declare module BABYLON {
  68897. /** @hidden */
  68898. export class _DevTools {
  68899. static WarnImport(name: string): string;
  68900. }
  68901. }
  68902. declare module BABYLON {
  68903. /**
  68904. * Interface used to define the mechanism to get data from the network
  68905. */
  68906. export interface IWebRequest {
  68907. /**
  68908. * Returns client's response url
  68909. */
  68910. responseURL: string;
  68911. /**
  68912. * Returns client's status
  68913. */
  68914. status: number;
  68915. /**
  68916. * Returns client's status as a text
  68917. */
  68918. statusText: string;
  68919. }
  68920. }
  68921. declare module BABYLON {
  68922. /**
  68923. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  68924. */
  68925. export class WebRequest implements IWebRequest {
  68926. private _xhr;
  68927. /**
  68928. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  68929. * i.e. when loading files, where the server/service expects an Authorization header
  68930. */
  68931. static CustomRequestHeaders: {
  68932. [key: string]: string;
  68933. };
  68934. /**
  68935. * Add callback functions in this array to update all the requests before they get sent to the network
  68936. */
  68937. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  68938. private _injectCustomRequestHeaders;
  68939. /**
  68940. * Gets or sets a function to be called when loading progress changes
  68941. */
  68942. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  68943. /**
  68944. * Returns client's state
  68945. */
  68946. readonly readyState: number;
  68947. /**
  68948. * Returns client's status
  68949. */
  68950. readonly status: number;
  68951. /**
  68952. * Returns client's status as a text
  68953. */
  68954. readonly statusText: string;
  68955. /**
  68956. * Returns client's response
  68957. */
  68958. readonly response: any;
  68959. /**
  68960. * Returns client's response url
  68961. */
  68962. readonly responseURL: string;
  68963. /**
  68964. * Returns client's response as text
  68965. */
  68966. readonly responseText: string;
  68967. /**
  68968. * Gets or sets the expected response type
  68969. */
  68970. responseType: XMLHttpRequestResponseType;
  68971. /** @hidden */
  68972. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  68973. /** @hidden */
  68974. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  68975. /**
  68976. * Cancels any network activity
  68977. */
  68978. abort(): void;
  68979. /**
  68980. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  68981. * @param body defines an optional request body
  68982. */
  68983. send(body?: Document | BodyInit | null): void;
  68984. /**
  68985. * Sets the request method, request URL
  68986. * @param method defines the method to use (GET, POST, etc..)
  68987. * @param url defines the url to connect with
  68988. */
  68989. open(method: string, url: string): void;
  68990. /**
  68991. * Sets the value of a request header.
  68992. * @param name The name of the header whose value is to be set
  68993. * @param value The value to set as the body of the header
  68994. */
  68995. setRequestHeader(name: string, value: string): void;
  68996. /**
  68997. * Get the string containing the text of a particular header's value.
  68998. * @param name The name of the header
  68999. * @returns The string containing the text of the given header name
  69000. */
  69001. getResponseHeader(name: string): Nullable<string>;
  69002. }
  69003. }
  69004. declare module BABYLON {
  69005. /**
  69006. * File request interface
  69007. */
  69008. export interface IFileRequest {
  69009. /**
  69010. * Raised when the request is complete (success or error).
  69011. */
  69012. onCompleteObservable: Observable<IFileRequest>;
  69013. /**
  69014. * Aborts the request for a file.
  69015. */
  69016. abort: () => void;
  69017. }
  69018. }
  69019. declare module BABYLON {
  69020. /**
  69021. * Define options used to create a render target texture
  69022. */
  69023. export class RenderTargetCreationOptions {
  69024. /**
  69025. * Specifies is mipmaps must be generated
  69026. */
  69027. generateMipMaps?: boolean;
  69028. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  69029. generateDepthBuffer?: boolean;
  69030. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  69031. generateStencilBuffer?: boolean;
  69032. /** Defines texture type (int by default) */
  69033. type?: number;
  69034. /** Defines sampling mode (trilinear by default) */
  69035. samplingMode?: number;
  69036. /** Defines format (RGBA by default) */
  69037. format?: number;
  69038. }
  69039. }
  69040. declare module BABYLON {
  69041. /**
  69042. * @hidden
  69043. **/
  69044. export class _TimeToken {
  69045. _startTimeQuery: Nullable<WebGLQuery>;
  69046. _endTimeQuery: Nullable<WebGLQuery>;
  69047. _timeElapsedQuery: Nullable<WebGLQuery>;
  69048. _timeElapsedQueryEnded: boolean;
  69049. }
  69050. }
  69051. declare module BABYLON {
  69052. /** Defines the cross module used constants to avoid circular dependncies */
  69053. export class Constants {
  69054. /** Defines that alpha blending is disabled */
  69055. static readonly ALPHA_DISABLE: number;
  69056. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  69057. static readonly ALPHA_ADD: number;
  69058. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  69059. static readonly ALPHA_COMBINE: number;
  69060. /** Defines that alpha blending to DEST - SRC * DEST */
  69061. static readonly ALPHA_SUBTRACT: number;
  69062. /** Defines that alpha blending to SRC * DEST */
  69063. static readonly ALPHA_MULTIPLY: number;
  69064. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  69065. static readonly ALPHA_MAXIMIZED: number;
  69066. /** Defines that alpha blending to SRC + DEST */
  69067. static readonly ALPHA_ONEONE: number;
  69068. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  69069. static readonly ALPHA_PREMULTIPLIED: number;
  69070. /**
  69071. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  69072. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  69073. */
  69074. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  69075. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  69076. static readonly ALPHA_INTERPOLATE: number;
  69077. /**
  69078. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  69079. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  69080. */
  69081. static readonly ALPHA_SCREENMODE: number;
  69082. /**
  69083. * Defines that alpha blending to SRC + DST
  69084. * Alpha will be set to SRC ALPHA + DST ALPHA
  69085. */
  69086. static readonly ALPHA_ONEONE_ONEONE: number;
  69087. /**
  69088. * Defines that alpha blending to SRC * DST ALPHA + DST
  69089. * Alpha will be set to 0
  69090. */
  69091. static readonly ALPHA_ALPHATOCOLOR: number;
  69092. /**
  69093. * Defines that alpha blending to SRC * (1 - DST) + DST * (1 - SRC)
  69094. */
  69095. static readonly ALPHA_REVERSEONEMINUS: number;
  69096. /**
  69097. * Defines that alpha blending to SRC + DST * (1 - SRC ALPHA)
  69098. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  69099. */
  69100. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  69101. /**
  69102. * Defines that alpha blending to SRC + DST
  69103. * Alpha will be set to SRC ALPHA
  69104. */
  69105. static readonly ALPHA_ONEONE_ONEZERO: number;
  69106. /** Defines that alpha blending equation a SUM */
  69107. static readonly ALPHA_EQUATION_ADD: number;
  69108. /** Defines that alpha blending equation a SUBSTRACTION */
  69109. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  69110. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  69111. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  69112. /** Defines that alpha blending equation a MAX operation */
  69113. static readonly ALPHA_EQUATION_MAX: number;
  69114. /** Defines that alpha blending equation a MIN operation */
  69115. static readonly ALPHA_EQUATION_MIN: number;
  69116. /**
  69117. * Defines that alpha blending equation a DARKEN operation:
  69118. * It takes the min of the src and sums the alpha channels.
  69119. */
  69120. static readonly ALPHA_EQUATION_DARKEN: number;
  69121. /** Defines that the ressource is not delayed*/
  69122. static readonly DELAYLOADSTATE_NONE: number;
  69123. /** Defines that the ressource was successfully delay loaded */
  69124. static readonly DELAYLOADSTATE_LOADED: number;
  69125. /** Defines that the ressource is currently delay loading */
  69126. static readonly DELAYLOADSTATE_LOADING: number;
  69127. /** Defines that the ressource is delayed and has not started loading */
  69128. static readonly DELAYLOADSTATE_NOTLOADED: number;
  69129. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  69130. static readonly NEVER: number;
  69131. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  69132. static readonly ALWAYS: number;
  69133. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  69134. static readonly LESS: number;
  69135. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  69136. static readonly EQUAL: number;
  69137. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  69138. static readonly LEQUAL: number;
  69139. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  69140. static readonly GREATER: number;
  69141. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  69142. static readonly GEQUAL: number;
  69143. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  69144. static readonly NOTEQUAL: number;
  69145. /** Passed to stencilOperation to specify that stencil value must be kept */
  69146. static readonly KEEP: number;
  69147. /** Passed to stencilOperation to specify that stencil value must be replaced */
  69148. static readonly REPLACE: number;
  69149. /** Passed to stencilOperation to specify that stencil value must be incremented */
  69150. static readonly INCR: number;
  69151. /** Passed to stencilOperation to specify that stencil value must be decremented */
  69152. static readonly DECR: number;
  69153. /** Passed to stencilOperation to specify that stencil value must be inverted */
  69154. static readonly INVERT: number;
  69155. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  69156. static readonly INCR_WRAP: number;
  69157. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  69158. static readonly DECR_WRAP: number;
  69159. /** Texture is not repeating outside of 0..1 UVs */
  69160. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  69161. /** Texture is repeating outside of 0..1 UVs */
  69162. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  69163. /** Texture is repeating and mirrored */
  69164. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  69165. /** ALPHA */
  69166. static readonly TEXTUREFORMAT_ALPHA: number;
  69167. /** LUMINANCE */
  69168. static readonly TEXTUREFORMAT_LUMINANCE: number;
  69169. /** LUMINANCE_ALPHA */
  69170. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  69171. /** RGB */
  69172. static readonly TEXTUREFORMAT_RGB: number;
  69173. /** RGBA */
  69174. static readonly TEXTUREFORMAT_RGBA: number;
  69175. /** RED */
  69176. static readonly TEXTUREFORMAT_RED: number;
  69177. /** RED (2nd reference) */
  69178. static readonly TEXTUREFORMAT_R: number;
  69179. /** RG */
  69180. static readonly TEXTUREFORMAT_RG: number;
  69181. /** RED_INTEGER */
  69182. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  69183. /** RED_INTEGER (2nd reference) */
  69184. static readonly TEXTUREFORMAT_R_INTEGER: number;
  69185. /** RG_INTEGER */
  69186. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  69187. /** RGB_INTEGER */
  69188. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  69189. /** RGBA_INTEGER */
  69190. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  69191. /** UNSIGNED_BYTE */
  69192. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  69193. /** UNSIGNED_BYTE (2nd reference) */
  69194. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  69195. /** FLOAT */
  69196. static readonly TEXTURETYPE_FLOAT: number;
  69197. /** HALF_FLOAT */
  69198. static readonly TEXTURETYPE_HALF_FLOAT: number;
  69199. /** BYTE */
  69200. static readonly TEXTURETYPE_BYTE: number;
  69201. /** SHORT */
  69202. static readonly TEXTURETYPE_SHORT: number;
  69203. /** UNSIGNED_SHORT */
  69204. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  69205. /** INT */
  69206. static readonly TEXTURETYPE_INT: number;
  69207. /** UNSIGNED_INT */
  69208. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  69209. /** UNSIGNED_SHORT_4_4_4_4 */
  69210. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  69211. /** UNSIGNED_SHORT_5_5_5_1 */
  69212. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  69213. /** UNSIGNED_SHORT_5_6_5 */
  69214. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  69215. /** UNSIGNED_INT_2_10_10_10_REV */
  69216. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  69217. /** UNSIGNED_INT_24_8 */
  69218. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  69219. /** UNSIGNED_INT_10F_11F_11F_REV */
  69220. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  69221. /** UNSIGNED_INT_5_9_9_9_REV */
  69222. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  69223. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  69224. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  69225. /** nearest is mag = nearest and min = nearest and mip = nearest */
  69226. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  69227. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69228. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  69229. /** Trilinear is mag = linear and min = linear and mip = linear */
  69230. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  69231. /** nearest is mag = nearest and min = nearest and mip = linear */
  69232. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  69233. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69234. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  69235. /** Trilinear is mag = linear and min = linear and mip = linear */
  69236. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  69237. /** mag = nearest and min = nearest and mip = nearest */
  69238. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  69239. /** mag = nearest and min = linear and mip = nearest */
  69240. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  69241. /** mag = nearest and min = linear and mip = linear */
  69242. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  69243. /** mag = nearest and min = linear and mip = none */
  69244. static readonly TEXTURE_NEAREST_LINEAR: number;
  69245. /** mag = nearest and min = nearest and mip = none */
  69246. static readonly TEXTURE_NEAREST_NEAREST: number;
  69247. /** mag = linear and min = nearest and mip = nearest */
  69248. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  69249. /** mag = linear and min = nearest and mip = linear */
  69250. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  69251. /** mag = linear and min = linear and mip = none */
  69252. static readonly TEXTURE_LINEAR_LINEAR: number;
  69253. /** mag = linear and min = nearest and mip = none */
  69254. static readonly TEXTURE_LINEAR_NEAREST: number;
  69255. /** Explicit coordinates mode */
  69256. static readonly TEXTURE_EXPLICIT_MODE: number;
  69257. /** Spherical coordinates mode */
  69258. static readonly TEXTURE_SPHERICAL_MODE: number;
  69259. /** Planar coordinates mode */
  69260. static readonly TEXTURE_PLANAR_MODE: number;
  69261. /** Cubic coordinates mode */
  69262. static readonly TEXTURE_CUBIC_MODE: number;
  69263. /** Projection coordinates mode */
  69264. static readonly TEXTURE_PROJECTION_MODE: number;
  69265. /** Skybox coordinates mode */
  69266. static readonly TEXTURE_SKYBOX_MODE: number;
  69267. /** Inverse Cubic coordinates mode */
  69268. static readonly TEXTURE_INVCUBIC_MODE: number;
  69269. /** Equirectangular coordinates mode */
  69270. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  69271. /** Equirectangular Fixed coordinates mode */
  69272. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  69273. /** Equirectangular Fixed Mirrored coordinates mode */
  69274. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  69275. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  69276. static readonly SCALEMODE_FLOOR: number;
  69277. /** Defines that texture rescaling will look for the nearest power of 2 size */
  69278. static readonly SCALEMODE_NEAREST: number;
  69279. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  69280. static readonly SCALEMODE_CEILING: number;
  69281. /**
  69282. * The dirty texture flag value
  69283. */
  69284. static readonly MATERIAL_TextureDirtyFlag: number;
  69285. /**
  69286. * The dirty light flag value
  69287. */
  69288. static readonly MATERIAL_LightDirtyFlag: number;
  69289. /**
  69290. * The dirty fresnel flag value
  69291. */
  69292. static readonly MATERIAL_FresnelDirtyFlag: number;
  69293. /**
  69294. * The dirty attribute flag value
  69295. */
  69296. static readonly MATERIAL_AttributesDirtyFlag: number;
  69297. /**
  69298. * The dirty misc flag value
  69299. */
  69300. static readonly MATERIAL_MiscDirtyFlag: number;
  69301. /**
  69302. * The all dirty flag value
  69303. */
  69304. static readonly MATERIAL_AllDirtyFlag: number;
  69305. /**
  69306. * Returns the triangle fill mode
  69307. */
  69308. static readonly MATERIAL_TriangleFillMode: number;
  69309. /**
  69310. * Returns the wireframe mode
  69311. */
  69312. static readonly MATERIAL_WireFrameFillMode: number;
  69313. /**
  69314. * Returns the point fill mode
  69315. */
  69316. static readonly MATERIAL_PointFillMode: number;
  69317. /**
  69318. * Returns the point list draw mode
  69319. */
  69320. static readonly MATERIAL_PointListDrawMode: number;
  69321. /**
  69322. * Returns the line list draw mode
  69323. */
  69324. static readonly MATERIAL_LineListDrawMode: number;
  69325. /**
  69326. * Returns the line loop draw mode
  69327. */
  69328. static readonly MATERIAL_LineLoopDrawMode: number;
  69329. /**
  69330. * Returns the line strip draw mode
  69331. */
  69332. static readonly MATERIAL_LineStripDrawMode: number;
  69333. /**
  69334. * Returns the triangle strip draw mode
  69335. */
  69336. static readonly MATERIAL_TriangleStripDrawMode: number;
  69337. /**
  69338. * Returns the triangle fan draw mode
  69339. */
  69340. static readonly MATERIAL_TriangleFanDrawMode: number;
  69341. /**
  69342. * Stores the clock-wise side orientation
  69343. */
  69344. static readonly MATERIAL_ClockWiseSideOrientation: number;
  69345. /**
  69346. * Stores the counter clock-wise side orientation
  69347. */
  69348. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  69349. /**
  69350. * Nothing
  69351. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69352. */
  69353. static readonly ACTION_NothingTrigger: number;
  69354. /**
  69355. * On pick
  69356. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69357. */
  69358. static readonly ACTION_OnPickTrigger: number;
  69359. /**
  69360. * On left pick
  69361. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69362. */
  69363. static readonly ACTION_OnLeftPickTrigger: number;
  69364. /**
  69365. * On right pick
  69366. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69367. */
  69368. static readonly ACTION_OnRightPickTrigger: number;
  69369. /**
  69370. * On center pick
  69371. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69372. */
  69373. static readonly ACTION_OnCenterPickTrigger: number;
  69374. /**
  69375. * On pick down
  69376. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69377. */
  69378. static readonly ACTION_OnPickDownTrigger: number;
  69379. /**
  69380. * On double pick
  69381. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69382. */
  69383. static readonly ACTION_OnDoublePickTrigger: number;
  69384. /**
  69385. * On pick up
  69386. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69387. */
  69388. static readonly ACTION_OnPickUpTrigger: number;
  69389. /**
  69390. * On pick out.
  69391. * This trigger will only be raised if you also declared a OnPickDown
  69392. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69393. */
  69394. static readonly ACTION_OnPickOutTrigger: number;
  69395. /**
  69396. * On long press
  69397. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69398. */
  69399. static readonly ACTION_OnLongPressTrigger: number;
  69400. /**
  69401. * On pointer over
  69402. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69403. */
  69404. static readonly ACTION_OnPointerOverTrigger: number;
  69405. /**
  69406. * On pointer out
  69407. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69408. */
  69409. static readonly ACTION_OnPointerOutTrigger: number;
  69410. /**
  69411. * On every frame
  69412. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69413. */
  69414. static readonly ACTION_OnEveryFrameTrigger: number;
  69415. /**
  69416. * On intersection enter
  69417. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69418. */
  69419. static readonly ACTION_OnIntersectionEnterTrigger: number;
  69420. /**
  69421. * On intersection exit
  69422. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69423. */
  69424. static readonly ACTION_OnIntersectionExitTrigger: number;
  69425. /**
  69426. * On key down
  69427. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69428. */
  69429. static readonly ACTION_OnKeyDownTrigger: number;
  69430. /**
  69431. * On key up
  69432. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69433. */
  69434. static readonly ACTION_OnKeyUpTrigger: number;
  69435. /**
  69436. * Billboard mode will only apply to Y axis
  69437. */
  69438. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  69439. /**
  69440. * Billboard mode will apply to all axes
  69441. */
  69442. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  69443. /**
  69444. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  69445. */
  69446. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  69447. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  69448. * Test order :
  69449. * Is the bounding sphere outside the frustum ?
  69450. * If not, are the bounding box vertices outside the frustum ?
  69451. * It not, then the cullable object is in the frustum.
  69452. */
  69453. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  69454. /** Culling strategy : Bounding Sphere Only.
  69455. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  69456. * It's also less accurate than the standard because some not visible objects can still be selected.
  69457. * Test : is the bounding sphere outside the frustum ?
  69458. * If not, then the cullable object is in the frustum.
  69459. */
  69460. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  69461. /** Culling strategy : Optimistic Inclusion.
  69462. * This in an inclusion test first, then the standard exclusion test.
  69463. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  69464. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  69465. * Anyway, it's as accurate as the standard strategy.
  69466. * Test :
  69467. * Is the cullable object bounding sphere center in the frustum ?
  69468. * If not, apply the default culling strategy.
  69469. */
  69470. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  69471. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  69472. * This in an inclusion test first, then the bounding sphere only exclusion test.
  69473. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  69474. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  69475. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  69476. * Test :
  69477. * Is the cullable object bounding sphere center in the frustum ?
  69478. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  69479. */
  69480. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  69481. /**
  69482. * No logging while loading
  69483. */
  69484. static readonly SCENELOADER_NO_LOGGING: number;
  69485. /**
  69486. * Minimal logging while loading
  69487. */
  69488. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  69489. /**
  69490. * Summary logging while loading
  69491. */
  69492. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  69493. /**
  69494. * Detailled logging while loading
  69495. */
  69496. static readonly SCENELOADER_DETAILED_LOGGING: number;
  69497. }
  69498. }
  69499. declare module BABYLON {
  69500. /**
  69501. * This represents the required contract to create a new type of texture loader.
  69502. */
  69503. export interface IInternalTextureLoader {
  69504. /**
  69505. * Defines wether the loader supports cascade loading the different faces.
  69506. */
  69507. supportCascades: boolean;
  69508. /**
  69509. * This returns if the loader support the current file information.
  69510. * @param extension defines the file extension of the file being loaded
  69511. * @param textureFormatInUse defines the current compressed format in use iun the engine
  69512. * @param fallback defines the fallback internal texture if any
  69513. * @param isBase64 defines whether the texture is encoded as a base64
  69514. * @param isBuffer defines whether the texture data are stored as a buffer
  69515. * @returns true if the loader can load the specified file
  69516. */
  69517. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  69518. /**
  69519. * Transform the url before loading if required.
  69520. * @param rootUrl the url of the texture
  69521. * @param textureFormatInUse defines the current compressed format in use iun the engine
  69522. * @returns the transformed texture
  69523. */
  69524. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  69525. /**
  69526. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  69527. * @param rootUrl the url of the texture
  69528. * @param textureFormatInUse defines the current compressed format in use iun the engine
  69529. * @returns the fallback texture
  69530. */
  69531. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  69532. /**
  69533. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  69534. * @param data contains the texture data
  69535. * @param texture defines the BabylonJS internal texture
  69536. * @param createPolynomials will be true if polynomials have been requested
  69537. * @param onLoad defines the callback to trigger once the texture is ready
  69538. * @param onError defines the callback to trigger in case of error
  69539. */
  69540. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  69541. /**
  69542. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  69543. * @param data contains the texture data
  69544. * @param texture defines the BabylonJS internal texture
  69545. * @param callback defines the method to call once ready to upload
  69546. */
  69547. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  69548. }
  69549. }
  69550. declare module BABYLON {
  69551. /**
  69552. * Class used to store and describe the pipeline context associated with an effect
  69553. */
  69554. export interface IPipelineContext {
  69555. /**
  69556. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  69557. */
  69558. isAsync: boolean;
  69559. /**
  69560. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  69561. */
  69562. isReady: boolean;
  69563. /** @hidden */
  69564. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  69565. }
  69566. }
  69567. declare module BABYLON {
  69568. /**
  69569. * Class used to store gfx data (like WebGLBuffer)
  69570. */
  69571. export class DataBuffer {
  69572. /**
  69573. * Gets or sets the number of objects referencing this buffer
  69574. */
  69575. references: number;
  69576. /** Gets or sets the size of the underlying buffer */
  69577. capacity: number;
  69578. /**
  69579. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  69580. */
  69581. is32Bits: boolean;
  69582. /**
  69583. * Gets the underlying buffer
  69584. */
  69585. readonly underlyingResource: any;
  69586. }
  69587. }
  69588. declare module BABYLON {
  69589. /** @hidden */
  69590. export interface IShaderProcessor {
  69591. attributeProcessor?: (attribute: string) => string;
  69592. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  69593. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  69594. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  69595. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  69596. lineProcessor?: (line: string, isFragment: boolean) => string;
  69597. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69598. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69599. }
  69600. }
  69601. declare module BABYLON {
  69602. /** @hidden */
  69603. export interface ProcessingOptions {
  69604. defines: string[];
  69605. indexParameters: any;
  69606. isFragment: boolean;
  69607. shouldUseHighPrecisionShader: boolean;
  69608. supportsUniformBuffers: boolean;
  69609. shadersRepository: string;
  69610. includesShadersStore: {
  69611. [key: string]: string;
  69612. };
  69613. processor?: IShaderProcessor;
  69614. version: string;
  69615. platformName: string;
  69616. lookForClosingBracketForUniformBuffer?: boolean;
  69617. }
  69618. }
  69619. declare module BABYLON {
  69620. /** @hidden */
  69621. export class ShaderCodeNode {
  69622. line: string;
  69623. children: ShaderCodeNode[];
  69624. additionalDefineKey?: string;
  69625. additionalDefineValue?: string;
  69626. isValid(preprocessors: {
  69627. [key: string]: string;
  69628. }): boolean;
  69629. process(preprocessors: {
  69630. [key: string]: string;
  69631. }, options: ProcessingOptions): string;
  69632. }
  69633. }
  69634. declare module BABYLON {
  69635. /** @hidden */
  69636. export class ShaderCodeCursor {
  69637. private _lines;
  69638. lineIndex: number;
  69639. readonly currentLine: string;
  69640. readonly canRead: boolean;
  69641. lines: string[];
  69642. }
  69643. }
  69644. declare module BABYLON {
  69645. /** @hidden */
  69646. export class ShaderCodeConditionNode extends ShaderCodeNode {
  69647. process(preprocessors: {
  69648. [key: string]: string;
  69649. }, options: ProcessingOptions): string;
  69650. }
  69651. }
  69652. declare module BABYLON {
  69653. /** @hidden */
  69654. export class ShaderDefineExpression {
  69655. isTrue(preprocessors: {
  69656. [key: string]: string;
  69657. }): boolean;
  69658. }
  69659. }
  69660. declare module BABYLON {
  69661. /** @hidden */
  69662. export class ShaderCodeTestNode extends ShaderCodeNode {
  69663. testExpression: ShaderDefineExpression;
  69664. isValid(preprocessors: {
  69665. [key: string]: string;
  69666. }): boolean;
  69667. }
  69668. }
  69669. declare module BABYLON {
  69670. /** @hidden */
  69671. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  69672. define: string;
  69673. not: boolean;
  69674. constructor(define: string, not?: boolean);
  69675. isTrue(preprocessors: {
  69676. [key: string]: string;
  69677. }): boolean;
  69678. }
  69679. }
  69680. declare module BABYLON {
  69681. /** @hidden */
  69682. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  69683. leftOperand: ShaderDefineExpression;
  69684. rightOperand: ShaderDefineExpression;
  69685. isTrue(preprocessors: {
  69686. [key: string]: string;
  69687. }): boolean;
  69688. }
  69689. }
  69690. declare module BABYLON {
  69691. /** @hidden */
  69692. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  69693. leftOperand: ShaderDefineExpression;
  69694. rightOperand: ShaderDefineExpression;
  69695. isTrue(preprocessors: {
  69696. [key: string]: string;
  69697. }): boolean;
  69698. }
  69699. }
  69700. declare module BABYLON {
  69701. /** @hidden */
  69702. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  69703. define: string;
  69704. operand: string;
  69705. testValue: string;
  69706. constructor(define: string, operand: string, testValue: string);
  69707. isTrue(preprocessors: {
  69708. [key: string]: string;
  69709. }): boolean;
  69710. }
  69711. }
  69712. declare module BABYLON {
  69713. /**
  69714. * Class used to enable access to offline support
  69715. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  69716. */
  69717. export interface IOfflineProvider {
  69718. /**
  69719. * Gets a boolean indicating if scene must be saved in the database
  69720. */
  69721. enableSceneOffline: boolean;
  69722. /**
  69723. * Gets a boolean indicating if textures must be saved in the database
  69724. */
  69725. enableTexturesOffline: boolean;
  69726. /**
  69727. * Open the offline support and make it available
  69728. * @param successCallback defines the callback to call on success
  69729. * @param errorCallback defines the callback to call on error
  69730. */
  69731. open(successCallback: () => void, errorCallback: () => void): void;
  69732. /**
  69733. * Loads an image from the offline support
  69734. * @param url defines the url to load from
  69735. * @param image defines the target DOM image
  69736. */
  69737. loadImage(url: string, image: HTMLImageElement): void;
  69738. /**
  69739. * Loads a file from offline support
  69740. * @param url defines the URL to load from
  69741. * @param sceneLoaded defines a callback to call on success
  69742. * @param progressCallBack defines a callback to call when progress changed
  69743. * @param errorCallback defines a callback to call on error
  69744. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  69745. */
  69746. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  69747. }
  69748. }
  69749. declare module BABYLON {
  69750. /**
  69751. * Class used to help managing file picking and drag'n'drop
  69752. * File Storage
  69753. */
  69754. export class FilesInputStore {
  69755. /**
  69756. * List of files ready to be loaded
  69757. */
  69758. static FilesToLoad: {
  69759. [key: string]: File;
  69760. };
  69761. }
  69762. }
  69763. declare module BABYLON {
  69764. /**
  69765. * Class used to define a retry strategy when error happens while loading assets
  69766. */
  69767. export class RetryStrategy {
  69768. /**
  69769. * Function used to defines an exponential back off strategy
  69770. * @param maxRetries defines the maximum number of retries (3 by default)
  69771. * @param baseInterval defines the interval between retries
  69772. * @returns the strategy function to use
  69773. */
  69774. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  69775. }
  69776. }
  69777. declare module BABYLON {
  69778. /**
  69779. * @ignore
  69780. * Application error to support additional information when loading a file
  69781. */
  69782. export abstract class BaseError extends Error {
  69783. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  69784. }
  69785. }
  69786. declare module BABYLON {
  69787. /** @ignore */
  69788. export class LoadFileError extends BaseError {
  69789. request?: WebRequest;
  69790. file?: File;
  69791. /**
  69792. * Creates a new LoadFileError
  69793. * @param message defines the message of the error
  69794. * @param request defines the optional web request
  69795. * @param file defines the optional file
  69796. */
  69797. constructor(message: string, object?: WebRequest | File);
  69798. }
  69799. /** @ignore */
  69800. export class RequestFileError extends BaseError {
  69801. request: WebRequest;
  69802. /**
  69803. * Creates a new LoadFileError
  69804. * @param message defines the message of the error
  69805. * @param request defines the optional web request
  69806. */
  69807. constructor(message: string, request: WebRequest);
  69808. }
  69809. /** @ignore */
  69810. export class ReadFileError extends BaseError {
  69811. file: File;
  69812. /**
  69813. * Creates a new ReadFileError
  69814. * @param message defines the message of the error
  69815. * @param file defines the optional file
  69816. */
  69817. constructor(message: string, file: File);
  69818. }
  69819. /**
  69820. * @hidden
  69821. */
  69822. export class FileTools {
  69823. /**
  69824. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  69825. */
  69826. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  69827. /**
  69828. * Gets or sets the base URL to use to load assets
  69829. */
  69830. static BaseUrl: string;
  69831. /**
  69832. * Default behaviour for cors in the application.
  69833. * It can be a string if the expected behavior is identical in the entire app.
  69834. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  69835. */
  69836. static CorsBehavior: string | ((url: string | string[]) => string);
  69837. /**
  69838. * Gets or sets a function used to pre-process url before using them to load assets
  69839. */
  69840. static PreprocessUrl: (url: string) => string;
  69841. /**
  69842. * Removes unwanted characters from an url
  69843. * @param url defines the url to clean
  69844. * @returns the cleaned url
  69845. */
  69846. private static _CleanUrl;
  69847. /**
  69848. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  69849. * @param url define the url we are trying
  69850. * @param element define the dom element where to configure the cors policy
  69851. */
  69852. static SetCorsBehavior(url: string | string[], element: {
  69853. crossOrigin: string | null;
  69854. }): void;
  69855. /**
  69856. * Loads an image as an HTMLImageElement.
  69857. * @param input url string, ArrayBuffer, or Blob to load
  69858. * @param onLoad callback called when the image successfully loads
  69859. * @param onError callback called when the image fails to load
  69860. * @param offlineProvider offline provider for caching
  69861. * @param mimeType optional mime type
  69862. * @returns the HTMLImageElement of the loaded image
  69863. */
  69864. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  69865. /**
  69866. * Reads a file from a File object
  69867. * @param file defines the file to load
  69868. * @param onSuccess defines the callback to call when data is loaded
  69869. * @param onProgress defines the callback to call during loading process
  69870. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  69871. * @param onError defines the callback to call when an error occurs
  69872. * @returns a file request object
  69873. */
  69874. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  69875. /**
  69876. * Loads a file from a url
  69877. * @param url url to load
  69878. * @param onSuccess callback called when the file successfully loads
  69879. * @param onProgress callback called while file is loading (if the server supports this mode)
  69880. * @param offlineProvider defines the offline provider for caching
  69881. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69882. * @param onError callback called when the file fails to load
  69883. * @returns a file request object
  69884. */
  69885. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  69886. /**
  69887. * Loads a file
  69888. * @param url url to load
  69889. * @param onSuccess callback called when the file successfully loads
  69890. * @param onProgress callback called while file is loading (if the server supports this mode)
  69891. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69892. * @param onError callback called when the file fails to load
  69893. * @param onOpened callback called when the web request is opened
  69894. * @returns a file request object
  69895. */
  69896. static RequestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (event: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  69897. /**
  69898. * Checks if the loaded document was accessed via `file:`-Protocol.
  69899. * @returns boolean
  69900. */
  69901. static IsFileURL(): boolean;
  69902. }
  69903. }
  69904. declare module BABYLON {
  69905. /** @hidden */
  69906. export class ShaderProcessor {
  69907. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  69908. private static _ProcessPrecision;
  69909. private static _ExtractOperation;
  69910. private static _BuildSubExpression;
  69911. private static _BuildExpression;
  69912. private static _MoveCursorWithinIf;
  69913. private static _MoveCursor;
  69914. private static _EvaluatePreProcessors;
  69915. private static _PreparePreProcessors;
  69916. private static _ProcessShaderConversion;
  69917. private static _ProcessIncludes;
  69918. }
  69919. }
  69920. declare module BABYLON {
  69921. /**
  69922. * @hidden
  69923. */
  69924. export interface IColor4Like {
  69925. r: float;
  69926. g: float;
  69927. b: float;
  69928. a: float;
  69929. }
  69930. /**
  69931. * @hidden
  69932. */
  69933. export interface IColor3Like {
  69934. r: float;
  69935. g: float;
  69936. b: float;
  69937. }
  69938. /**
  69939. * @hidden
  69940. */
  69941. export interface IVector4Like {
  69942. x: float;
  69943. y: float;
  69944. z: float;
  69945. w: float;
  69946. }
  69947. /**
  69948. * @hidden
  69949. */
  69950. export interface IVector3Like {
  69951. x: float;
  69952. y: float;
  69953. z: float;
  69954. }
  69955. /**
  69956. * @hidden
  69957. */
  69958. export interface IVector2Like {
  69959. x: float;
  69960. y: float;
  69961. }
  69962. /**
  69963. * @hidden
  69964. */
  69965. export interface IMatrixLike {
  69966. toArray(): DeepImmutable<Float32Array>;
  69967. updateFlag: int;
  69968. }
  69969. /**
  69970. * @hidden
  69971. */
  69972. export interface IViewportLike {
  69973. x: float;
  69974. y: float;
  69975. width: float;
  69976. height: float;
  69977. }
  69978. /**
  69979. * @hidden
  69980. */
  69981. export interface IPlaneLike {
  69982. normal: IVector3Like;
  69983. d: float;
  69984. normalize(): void;
  69985. }
  69986. }
  69987. declare module BABYLON {
  69988. /**
  69989. * Interface used to define common properties for effect fallbacks
  69990. */
  69991. export interface IEffectFallbacks {
  69992. /**
  69993. * Removes the defines that should be removed when falling back.
  69994. * @param currentDefines defines the current define statements for the shader.
  69995. * @param effect defines the current effect we try to compile
  69996. * @returns The resulting defines with defines of the current rank removed.
  69997. */
  69998. reduce(currentDefines: string, effect: Effect): string;
  69999. /**
  70000. * Removes the fallback from the bound mesh.
  70001. */
  70002. unBindMesh(): void;
  70003. /**
  70004. * Checks to see if more fallbacks are still availible.
  70005. */
  70006. hasMoreFallbacks: boolean;
  70007. }
  70008. }
  70009. declare module BABYLON {
  70010. /**
  70011. * Class used to evalaute queries containing `and` and `or` operators
  70012. */
  70013. export class AndOrNotEvaluator {
  70014. /**
  70015. * Evaluate a query
  70016. * @param query defines the query to evaluate
  70017. * @param evaluateCallback defines the callback used to filter result
  70018. * @returns true if the query matches
  70019. */
  70020. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  70021. private static _HandleParenthesisContent;
  70022. private static _SimplifyNegation;
  70023. }
  70024. }
  70025. declare module BABYLON {
  70026. /**
  70027. * Class used to store custom tags
  70028. */
  70029. export class Tags {
  70030. /**
  70031. * Adds support for tags on the given object
  70032. * @param obj defines the object to use
  70033. */
  70034. static EnableFor(obj: any): void;
  70035. /**
  70036. * Removes tags support
  70037. * @param obj defines the object to use
  70038. */
  70039. static DisableFor(obj: any): void;
  70040. /**
  70041. * Gets a boolean indicating if the given object has tags
  70042. * @param obj defines the object to use
  70043. * @returns a boolean
  70044. */
  70045. static HasTags(obj: any): boolean;
  70046. /**
  70047. * Gets the tags available on a given object
  70048. * @param obj defines the object to use
  70049. * @param asString defines if the tags must be returned as a string instead of an array of strings
  70050. * @returns the tags
  70051. */
  70052. static GetTags(obj: any, asString?: boolean): any;
  70053. /**
  70054. * Adds tags to an object
  70055. * @param obj defines the object to use
  70056. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  70057. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  70058. */
  70059. static AddTagsTo(obj: any, tagsString: string): void;
  70060. /**
  70061. * @hidden
  70062. */
  70063. static _AddTagTo(obj: any, tag: string): void;
  70064. /**
  70065. * Removes specific tags from a specific object
  70066. * @param obj defines the object to use
  70067. * @param tagsString defines the tags to remove
  70068. */
  70069. static RemoveTagsFrom(obj: any, tagsString: string): void;
  70070. /**
  70071. * @hidden
  70072. */
  70073. static _RemoveTagFrom(obj: any, tag: string): void;
  70074. /**
  70075. * Defines if tags hosted on an object match a given query
  70076. * @param obj defines the object to use
  70077. * @param tagsQuery defines the tag query
  70078. * @returns a boolean
  70079. */
  70080. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  70081. }
  70082. }
  70083. declare module BABYLON {
  70084. /**
  70085. * Scalar computation library
  70086. */
  70087. export class Scalar {
  70088. /**
  70089. * Two pi constants convenient for computation.
  70090. */
  70091. static TwoPi: number;
  70092. /**
  70093. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  70094. * @param a number
  70095. * @param b number
  70096. * @param epsilon (default = 1.401298E-45)
  70097. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  70098. */
  70099. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  70100. /**
  70101. * Returns a string : the upper case translation of the number i to hexadecimal.
  70102. * @param i number
  70103. * @returns the upper case translation of the number i to hexadecimal.
  70104. */
  70105. static ToHex(i: number): string;
  70106. /**
  70107. * Returns -1 if value is negative and +1 is value is positive.
  70108. * @param value the value
  70109. * @returns the value itself if it's equal to zero.
  70110. */
  70111. static Sign(value: number): number;
  70112. /**
  70113. * Returns the value itself if it's between min and max.
  70114. * Returns min if the value is lower than min.
  70115. * Returns max if the value is greater than max.
  70116. * @param value the value to clmap
  70117. * @param min the min value to clamp to (default: 0)
  70118. * @param max the max value to clamp to (default: 1)
  70119. * @returns the clamped value
  70120. */
  70121. static Clamp(value: number, min?: number, max?: number): number;
  70122. /**
  70123. * the log2 of value.
  70124. * @param value the value to compute log2 of
  70125. * @returns the log2 of value.
  70126. */
  70127. static Log2(value: number): number;
  70128. /**
  70129. * Loops the value, so that it is never larger than length and never smaller than 0.
  70130. *
  70131. * This is similar to the modulo operator but it works with floating point numbers.
  70132. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  70133. * With t = 5 and length = 2.5, the result would be 0.0.
  70134. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  70135. * @param value the value
  70136. * @param length the length
  70137. * @returns the looped value
  70138. */
  70139. static Repeat(value: number, length: number): number;
  70140. /**
  70141. * Normalize the value between 0.0 and 1.0 using min and max values
  70142. * @param value value to normalize
  70143. * @param min max to normalize between
  70144. * @param max min to normalize between
  70145. * @returns the normalized value
  70146. */
  70147. static Normalize(value: number, min: number, max: number): number;
  70148. /**
  70149. * Denormalize the value from 0.0 and 1.0 using min and max values
  70150. * @param normalized value to denormalize
  70151. * @param min max to denormalize between
  70152. * @param max min to denormalize between
  70153. * @returns the denormalized value
  70154. */
  70155. static Denormalize(normalized: number, min: number, max: number): number;
  70156. /**
  70157. * Calculates the shortest difference between two given angles given in degrees.
  70158. * @param current current angle in degrees
  70159. * @param target target angle in degrees
  70160. * @returns the delta
  70161. */
  70162. static DeltaAngle(current: number, target: number): number;
  70163. /**
  70164. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  70165. * @param tx value
  70166. * @param length length
  70167. * @returns The returned value will move back and forth between 0 and length
  70168. */
  70169. static PingPong(tx: number, length: number): number;
  70170. /**
  70171. * Interpolates between min and max with smoothing at the limits.
  70172. *
  70173. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  70174. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  70175. * @param from from
  70176. * @param to to
  70177. * @param tx value
  70178. * @returns the smooth stepped value
  70179. */
  70180. static SmoothStep(from: number, to: number, tx: number): number;
  70181. /**
  70182. * Moves a value current towards target.
  70183. *
  70184. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  70185. * Negative values of maxDelta pushes the value away from target.
  70186. * @param current current value
  70187. * @param target target value
  70188. * @param maxDelta max distance to move
  70189. * @returns resulting value
  70190. */
  70191. static MoveTowards(current: number, target: number, maxDelta: number): number;
  70192. /**
  70193. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  70194. *
  70195. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  70196. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  70197. * @param current current value
  70198. * @param target target value
  70199. * @param maxDelta max distance to move
  70200. * @returns resulting angle
  70201. */
  70202. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  70203. /**
  70204. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  70205. * @param start start value
  70206. * @param end target value
  70207. * @param amount amount to lerp between
  70208. * @returns the lerped value
  70209. */
  70210. static Lerp(start: number, end: number, amount: number): number;
  70211. /**
  70212. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  70213. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  70214. * @param start start value
  70215. * @param end target value
  70216. * @param amount amount to lerp between
  70217. * @returns the lerped value
  70218. */
  70219. static LerpAngle(start: number, end: number, amount: number): number;
  70220. /**
  70221. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  70222. * @param a start value
  70223. * @param b target value
  70224. * @param value value between a and b
  70225. * @returns the inverseLerp value
  70226. */
  70227. static InverseLerp(a: number, b: number, value: number): number;
  70228. /**
  70229. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  70230. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  70231. * @param value1 spline value
  70232. * @param tangent1 spline value
  70233. * @param value2 spline value
  70234. * @param tangent2 spline value
  70235. * @param amount input value
  70236. * @returns hermite result
  70237. */
  70238. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  70239. /**
  70240. * Returns a random float number between and min and max values
  70241. * @param min min value of random
  70242. * @param max max value of random
  70243. * @returns random value
  70244. */
  70245. static RandomRange(min: number, max: number): number;
  70246. /**
  70247. * This function returns percentage of a number in a given range.
  70248. *
  70249. * RangeToPercent(40,20,60) will return 0.5 (50%)
  70250. * RangeToPercent(34,0,100) will return 0.34 (34%)
  70251. * @param number to convert to percentage
  70252. * @param min min range
  70253. * @param max max range
  70254. * @returns the percentage
  70255. */
  70256. static RangeToPercent(number: number, min: number, max: number): number;
  70257. /**
  70258. * This function returns number that corresponds to the percentage in a given range.
  70259. *
  70260. * PercentToRange(0.34,0,100) will return 34.
  70261. * @param percent to convert to number
  70262. * @param min min range
  70263. * @param max max range
  70264. * @returns the number
  70265. */
  70266. static PercentToRange(percent: number, min: number, max: number): number;
  70267. /**
  70268. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  70269. * @param angle The angle to normalize in radian.
  70270. * @return The converted angle.
  70271. */
  70272. static NormalizeRadians(angle: number): number;
  70273. }
  70274. }
  70275. declare module BABYLON {
  70276. /**
  70277. * Constant used to convert a value to gamma space
  70278. * @ignorenaming
  70279. */
  70280. export const ToGammaSpace: number;
  70281. /**
  70282. * Constant used to convert a value to linear space
  70283. * @ignorenaming
  70284. */
  70285. export const ToLinearSpace = 2.2;
  70286. /**
  70287. * Constant used to define the minimal number value in Babylon.js
  70288. * @ignorenaming
  70289. */
  70290. let Epsilon: number;
  70291. }
  70292. declare module BABYLON {
  70293. /**
  70294. * Class used to represent a viewport on screen
  70295. */
  70296. export class Viewport {
  70297. /** viewport left coordinate */
  70298. x: number;
  70299. /** viewport top coordinate */
  70300. y: number;
  70301. /**viewport width */
  70302. width: number;
  70303. /** viewport height */
  70304. height: number;
  70305. /**
  70306. * Creates a Viewport object located at (x, y) and sized (width, height)
  70307. * @param x defines viewport left coordinate
  70308. * @param y defines viewport top coordinate
  70309. * @param width defines the viewport width
  70310. * @param height defines the viewport height
  70311. */
  70312. constructor(
  70313. /** viewport left coordinate */
  70314. x: number,
  70315. /** viewport top coordinate */
  70316. y: number,
  70317. /**viewport width */
  70318. width: number,
  70319. /** viewport height */
  70320. height: number);
  70321. /**
  70322. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  70323. * @param renderWidth defines the rendering width
  70324. * @param renderHeight defines the rendering height
  70325. * @returns a new Viewport
  70326. */
  70327. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  70328. /**
  70329. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  70330. * @param renderWidth defines the rendering width
  70331. * @param renderHeight defines the rendering height
  70332. * @param ref defines the target viewport
  70333. * @returns the current viewport
  70334. */
  70335. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  70336. /**
  70337. * Returns a new Viewport copied from the current one
  70338. * @returns a new Viewport
  70339. */
  70340. clone(): Viewport;
  70341. }
  70342. }
  70343. declare module BABYLON {
  70344. /**
  70345. * Class containing a set of static utilities functions for arrays.
  70346. */
  70347. export class ArrayTools {
  70348. /**
  70349. * Returns an array of the given size filled with element built from the given constructor and the paramters
  70350. * @param size the number of element to construct and put in the array
  70351. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  70352. * @returns a new array filled with new objects
  70353. */
  70354. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  70355. }
  70356. }
  70357. declare module BABYLON {
  70358. /**
  70359. * Class representing a vector containing 2 coordinates
  70360. */
  70361. export class Vector2 {
  70362. /** defines the first coordinate */
  70363. x: number;
  70364. /** defines the second coordinate */
  70365. y: number;
  70366. /**
  70367. * Creates a new Vector2 from the given x and y coordinates
  70368. * @param x defines the first coordinate
  70369. * @param y defines the second coordinate
  70370. */
  70371. constructor(
  70372. /** defines the first coordinate */
  70373. x?: number,
  70374. /** defines the second coordinate */
  70375. y?: number);
  70376. /**
  70377. * Gets a string with the Vector2 coordinates
  70378. * @returns a string with the Vector2 coordinates
  70379. */
  70380. toString(): string;
  70381. /**
  70382. * Gets class name
  70383. * @returns the string "Vector2"
  70384. */
  70385. getClassName(): string;
  70386. /**
  70387. * Gets current vector hash code
  70388. * @returns the Vector2 hash code as a number
  70389. */
  70390. getHashCode(): number;
  70391. /**
  70392. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  70393. * @param array defines the source array
  70394. * @param index defines the offset in source array
  70395. * @returns the current Vector2
  70396. */
  70397. toArray(array: FloatArray, index?: number): Vector2;
  70398. /**
  70399. * Copy the current vector to an array
  70400. * @returns a new array with 2 elements: the Vector2 coordinates.
  70401. */
  70402. asArray(): number[];
  70403. /**
  70404. * Sets the Vector2 coordinates with the given Vector2 coordinates
  70405. * @param source defines the source Vector2
  70406. * @returns the current updated Vector2
  70407. */
  70408. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  70409. /**
  70410. * Sets the Vector2 coordinates with the given floats
  70411. * @param x defines the first coordinate
  70412. * @param y defines the second coordinate
  70413. * @returns the current updated Vector2
  70414. */
  70415. copyFromFloats(x: number, y: number): Vector2;
  70416. /**
  70417. * Sets the Vector2 coordinates with the given floats
  70418. * @param x defines the first coordinate
  70419. * @param y defines the second coordinate
  70420. * @returns the current updated Vector2
  70421. */
  70422. set(x: number, y: number): Vector2;
  70423. /**
  70424. * Add another vector with the current one
  70425. * @param otherVector defines the other vector
  70426. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  70427. */
  70428. add(otherVector: DeepImmutable<Vector2>): Vector2;
  70429. /**
  70430. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  70431. * @param otherVector defines the other vector
  70432. * @param result defines the target vector
  70433. * @returns the unmodified current Vector2
  70434. */
  70435. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70436. /**
  70437. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  70438. * @param otherVector defines the other vector
  70439. * @returns the current updated Vector2
  70440. */
  70441. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70442. /**
  70443. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  70444. * @param otherVector defines the other vector
  70445. * @returns a new Vector2
  70446. */
  70447. addVector3(otherVector: Vector3): Vector2;
  70448. /**
  70449. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  70450. * @param otherVector defines the other vector
  70451. * @returns a new Vector2
  70452. */
  70453. subtract(otherVector: Vector2): Vector2;
  70454. /**
  70455. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  70456. * @param otherVector defines the other vector
  70457. * @param result defines the target vector
  70458. * @returns the unmodified current Vector2
  70459. */
  70460. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70461. /**
  70462. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  70463. * @param otherVector defines the other vector
  70464. * @returns the current updated Vector2
  70465. */
  70466. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70467. /**
  70468. * Multiplies in place the current Vector2 coordinates by the given ones
  70469. * @param otherVector defines the other vector
  70470. * @returns the current updated Vector2
  70471. */
  70472. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70473. /**
  70474. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  70475. * @param otherVector defines the other vector
  70476. * @returns a new Vector2
  70477. */
  70478. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  70479. /**
  70480. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  70481. * @param otherVector defines the other vector
  70482. * @param result defines the target vector
  70483. * @returns the unmodified current Vector2
  70484. */
  70485. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70486. /**
  70487. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  70488. * @param x defines the first coordinate
  70489. * @param y defines the second coordinate
  70490. * @returns a new Vector2
  70491. */
  70492. multiplyByFloats(x: number, y: number): Vector2;
  70493. /**
  70494. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  70495. * @param otherVector defines the other vector
  70496. * @returns a new Vector2
  70497. */
  70498. divide(otherVector: Vector2): Vector2;
  70499. /**
  70500. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  70501. * @param otherVector defines the other vector
  70502. * @param result defines the target vector
  70503. * @returns the unmodified current Vector2
  70504. */
  70505. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70506. /**
  70507. * Divides the current Vector2 coordinates by the given ones
  70508. * @param otherVector defines the other vector
  70509. * @returns the current updated Vector2
  70510. */
  70511. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70512. /**
  70513. * Gets a new Vector2 with current Vector2 negated coordinates
  70514. * @returns a new Vector2
  70515. */
  70516. negate(): Vector2;
  70517. /**
  70518. * Multiply the Vector2 coordinates by scale
  70519. * @param scale defines the scaling factor
  70520. * @returns the current updated Vector2
  70521. */
  70522. scaleInPlace(scale: number): Vector2;
  70523. /**
  70524. * Returns a new Vector2 scaled by "scale" from the current Vector2
  70525. * @param scale defines the scaling factor
  70526. * @returns a new Vector2
  70527. */
  70528. scale(scale: number): Vector2;
  70529. /**
  70530. * Scale the current Vector2 values by a factor to a given Vector2
  70531. * @param scale defines the scale factor
  70532. * @param result defines the Vector2 object where to store the result
  70533. * @returns the unmodified current Vector2
  70534. */
  70535. scaleToRef(scale: number, result: Vector2): Vector2;
  70536. /**
  70537. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  70538. * @param scale defines the scale factor
  70539. * @param result defines the Vector2 object where to store the result
  70540. * @returns the unmodified current Vector2
  70541. */
  70542. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  70543. /**
  70544. * Gets a boolean if two vectors are equals
  70545. * @param otherVector defines the other vector
  70546. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  70547. */
  70548. equals(otherVector: DeepImmutable<Vector2>): boolean;
  70549. /**
  70550. * Gets a boolean if two vectors are equals (using an epsilon value)
  70551. * @param otherVector defines the other vector
  70552. * @param epsilon defines the minimal distance to consider equality
  70553. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  70554. */
  70555. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  70556. /**
  70557. * Gets a new Vector2 from current Vector2 floored values
  70558. * @returns a new Vector2
  70559. */
  70560. floor(): Vector2;
  70561. /**
  70562. * Gets a new Vector2 from current Vector2 floored values
  70563. * @returns a new Vector2
  70564. */
  70565. fract(): Vector2;
  70566. /**
  70567. * Gets the length of the vector
  70568. * @returns the vector length (float)
  70569. */
  70570. length(): number;
  70571. /**
  70572. * Gets the vector squared length
  70573. * @returns the vector squared length (float)
  70574. */
  70575. lengthSquared(): number;
  70576. /**
  70577. * Normalize the vector
  70578. * @returns the current updated Vector2
  70579. */
  70580. normalize(): Vector2;
  70581. /**
  70582. * Gets a new Vector2 copied from the Vector2
  70583. * @returns a new Vector2
  70584. */
  70585. clone(): Vector2;
  70586. /**
  70587. * Gets a new Vector2(0, 0)
  70588. * @returns a new Vector2
  70589. */
  70590. static Zero(): Vector2;
  70591. /**
  70592. * Gets a new Vector2(1, 1)
  70593. * @returns a new Vector2
  70594. */
  70595. static One(): Vector2;
  70596. /**
  70597. * Gets a new Vector2 set from the given index element of the given array
  70598. * @param array defines the data source
  70599. * @param offset defines the offset in the data source
  70600. * @returns a new Vector2
  70601. */
  70602. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  70603. /**
  70604. * Sets "result" from the given index element of the given array
  70605. * @param array defines the data source
  70606. * @param offset defines the offset in the data source
  70607. * @param result defines the target vector
  70608. */
  70609. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  70610. /**
  70611. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  70612. * @param value1 defines 1st point of control
  70613. * @param value2 defines 2nd point of control
  70614. * @param value3 defines 3rd point of control
  70615. * @param value4 defines 4th point of control
  70616. * @param amount defines the interpolation factor
  70617. * @returns a new Vector2
  70618. */
  70619. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  70620. /**
  70621. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  70622. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  70623. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  70624. * @param value defines the value to clamp
  70625. * @param min defines the lower limit
  70626. * @param max defines the upper limit
  70627. * @returns a new Vector2
  70628. */
  70629. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  70630. /**
  70631. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  70632. * @param value1 defines the 1st control point
  70633. * @param tangent1 defines the outgoing tangent
  70634. * @param value2 defines the 2nd control point
  70635. * @param tangent2 defines the incoming tangent
  70636. * @param amount defines the interpolation factor
  70637. * @returns a new Vector2
  70638. */
  70639. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  70640. /**
  70641. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  70642. * @param start defines the start vector
  70643. * @param end defines the end vector
  70644. * @param amount defines the interpolation factor
  70645. * @returns a new Vector2
  70646. */
  70647. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  70648. /**
  70649. * Gets the dot product of the vector "left" and the vector "right"
  70650. * @param left defines first vector
  70651. * @param right defines second vector
  70652. * @returns the dot product (float)
  70653. */
  70654. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  70655. /**
  70656. * Returns a new Vector2 equal to the normalized given vector
  70657. * @param vector defines the vector to normalize
  70658. * @returns a new Vector2
  70659. */
  70660. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  70661. /**
  70662. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  70663. * @param left defines 1st vector
  70664. * @param right defines 2nd vector
  70665. * @returns a new Vector2
  70666. */
  70667. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  70668. /**
  70669. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  70670. * @param left defines 1st vector
  70671. * @param right defines 2nd vector
  70672. * @returns a new Vector2
  70673. */
  70674. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  70675. /**
  70676. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  70677. * @param vector defines the vector to transform
  70678. * @param transformation defines the matrix to apply
  70679. * @returns a new Vector2
  70680. */
  70681. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  70682. /**
  70683. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  70684. * @param vector defines the vector to transform
  70685. * @param transformation defines the matrix to apply
  70686. * @param result defines the target vector
  70687. */
  70688. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  70689. /**
  70690. * Determines if a given vector is included in a triangle
  70691. * @param p defines the vector to test
  70692. * @param p0 defines 1st triangle point
  70693. * @param p1 defines 2nd triangle point
  70694. * @param p2 defines 3rd triangle point
  70695. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  70696. */
  70697. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  70698. /**
  70699. * Gets the distance between the vectors "value1" and "value2"
  70700. * @param value1 defines first vector
  70701. * @param value2 defines second vector
  70702. * @returns the distance between vectors
  70703. */
  70704. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  70705. /**
  70706. * Returns the squared distance between the vectors "value1" and "value2"
  70707. * @param value1 defines first vector
  70708. * @param value2 defines second vector
  70709. * @returns the squared distance between vectors
  70710. */
  70711. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  70712. /**
  70713. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  70714. * @param value1 defines first vector
  70715. * @param value2 defines second vector
  70716. * @returns a new Vector2
  70717. */
  70718. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  70719. /**
  70720. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  70721. * @param p defines the middle point
  70722. * @param segA defines one point of the segment
  70723. * @param segB defines the other point of the segment
  70724. * @returns the shortest distance
  70725. */
  70726. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  70727. }
  70728. /**
  70729. * Classed used to store (x,y,z) vector representation
  70730. * A Vector3 is the main object used in 3D geometry
  70731. * It can represent etiher the coordinates of a point the space, either a direction
  70732. * Reminder: js uses a left handed forward facing system
  70733. */
  70734. export class Vector3 {
  70735. /**
  70736. * Defines the first coordinates (on X axis)
  70737. */
  70738. x: number;
  70739. /**
  70740. * Defines the second coordinates (on Y axis)
  70741. */
  70742. y: number;
  70743. /**
  70744. * Defines the third coordinates (on Z axis)
  70745. */
  70746. z: number;
  70747. private static _UpReadOnly;
  70748. private static _ZeroReadOnly;
  70749. /**
  70750. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  70751. * @param x defines the first coordinates (on X axis)
  70752. * @param y defines the second coordinates (on Y axis)
  70753. * @param z defines the third coordinates (on Z axis)
  70754. */
  70755. constructor(
  70756. /**
  70757. * Defines the first coordinates (on X axis)
  70758. */
  70759. x?: number,
  70760. /**
  70761. * Defines the second coordinates (on Y axis)
  70762. */
  70763. y?: number,
  70764. /**
  70765. * Defines the third coordinates (on Z axis)
  70766. */
  70767. z?: number);
  70768. /**
  70769. * Creates a string representation of the Vector3
  70770. * @returns a string with the Vector3 coordinates.
  70771. */
  70772. toString(): string;
  70773. /**
  70774. * Gets the class name
  70775. * @returns the string "Vector3"
  70776. */
  70777. getClassName(): string;
  70778. /**
  70779. * Creates the Vector3 hash code
  70780. * @returns a number which tends to be unique between Vector3 instances
  70781. */
  70782. getHashCode(): number;
  70783. /**
  70784. * Creates an array containing three elements : the coordinates of the Vector3
  70785. * @returns a new array of numbers
  70786. */
  70787. asArray(): number[];
  70788. /**
  70789. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  70790. * @param array defines the destination array
  70791. * @param index defines the offset in the destination array
  70792. * @returns the current Vector3
  70793. */
  70794. toArray(array: FloatArray, index?: number): Vector3;
  70795. /**
  70796. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  70797. * @returns a new Quaternion object, computed from the Vector3 coordinates
  70798. */
  70799. toQuaternion(): Quaternion;
  70800. /**
  70801. * Adds the given vector to the current Vector3
  70802. * @param otherVector defines the second operand
  70803. * @returns the current updated Vector3
  70804. */
  70805. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70806. /**
  70807. * Adds the given coordinates to the current Vector3
  70808. * @param x defines the x coordinate of the operand
  70809. * @param y defines the y coordinate of the operand
  70810. * @param z defines the z coordinate of the operand
  70811. * @returns the current updated Vector3
  70812. */
  70813. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70814. /**
  70815. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  70816. * @param otherVector defines the second operand
  70817. * @returns the resulting Vector3
  70818. */
  70819. add(otherVector: DeepImmutable<Vector3>): Vector3;
  70820. /**
  70821. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  70822. * @param otherVector defines the second operand
  70823. * @param result defines the Vector3 object where to store the result
  70824. * @returns the current Vector3
  70825. */
  70826. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70827. /**
  70828. * Subtract the given vector from the current Vector3
  70829. * @param otherVector defines the second operand
  70830. * @returns the current updated Vector3
  70831. */
  70832. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70833. /**
  70834. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  70835. * @param otherVector defines the second operand
  70836. * @returns the resulting Vector3
  70837. */
  70838. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  70839. /**
  70840. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  70841. * @param otherVector defines the second operand
  70842. * @param result defines the Vector3 object where to store the result
  70843. * @returns the current Vector3
  70844. */
  70845. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70846. /**
  70847. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  70848. * @param x defines the x coordinate of the operand
  70849. * @param y defines the y coordinate of the operand
  70850. * @param z defines the z coordinate of the operand
  70851. * @returns the resulting Vector3
  70852. */
  70853. subtractFromFloats(x: number, y: number, z: number): Vector3;
  70854. /**
  70855. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  70856. * @param x defines the x coordinate of the operand
  70857. * @param y defines the y coordinate of the operand
  70858. * @param z defines the z coordinate of the operand
  70859. * @param result defines the Vector3 object where to store the result
  70860. * @returns the current Vector3
  70861. */
  70862. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  70863. /**
  70864. * Gets a new Vector3 set with the current Vector3 negated coordinates
  70865. * @returns a new Vector3
  70866. */
  70867. negate(): Vector3;
  70868. /**
  70869. * Multiplies the Vector3 coordinates by the float "scale"
  70870. * @param scale defines the multiplier factor
  70871. * @returns the current updated Vector3
  70872. */
  70873. scaleInPlace(scale: number): Vector3;
  70874. /**
  70875. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  70876. * @param scale defines the multiplier factor
  70877. * @returns a new Vector3
  70878. */
  70879. scale(scale: number): Vector3;
  70880. /**
  70881. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  70882. * @param scale defines the multiplier factor
  70883. * @param result defines the Vector3 object where to store the result
  70884. * @returns the current Vector3
  70885. */
  70886. scaleToRef(scale: number, result: Vector3): Vector3;
  70887. /**
  70888. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  70889. * @param scale defines the scale factor
  70890. * @param result defines the Vector3 object where to store the result
  70891. * @returns the unmodified current Vector3
  70892. */
  70893. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  70894. /**
  70895. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  70896. * @param otherVector defines the second operand
  70897. * @returns true if both vectors are equals
  70898. */
  70899. equals(otherVector: DeepImmutable<Vector3>): boolean;
  70900. /**
  70901. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  70902. * @param otherVector defines the second operand
  70903. * @param epsilon defines the minimal distance to define values as equals
  70904. * @returns true if both vectors are distant less than epsilon
  70905. */
  70906. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  70907. /**
  70908. * Returns true if the current Vector3 coordinates equals the given floats
  70909. * @param x defines the x coordinate of the operand
  70910. * @param y defines the y coordinate of the operand
  70911. * @param z defines the z coordinate of the operand
  70912. * @returns true if both vectors are equals
  70913. */
  70914. equalsToFloats(x: number, y: number, z: number): boolean;
  70915. /**
  70916. * Multiplies the current Vector3 coordinates by the given ones
  70917. * @param otherVector defines the second operand
  70918. * @returns the current updated Vector3
  70919. */
  70920. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70921. /**
  70922. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  70923. * @param otherVector defines the second operand
  70924. * @returns the new Vector3
  70925. */
  70926. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  70927. /**
  70928. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  70929. * @param otherVector defines the second operand
  70930. * @param result defines the Vector3 object where to store the result
  70931. * @returns the current Vector3
  70932. */
  70933. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70934. /**
  70935. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  70936. * @param x defines the x coordinate of the operand
  70937. * @param y defines the y coordinate of the operand
  70938. * @param z defines the z coordinate of the operand
  70939. * @returns the new Vector3
  70940. */
  70941. multiplyByFloats(x: number, y: number, z: number): Vector3;
  70942. /**
  70943. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  70944. * @param otherVector defines the second operand
  70945. * @returns the new Vector3
  70946. */
  70947. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  70948. /**
  70949. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  70950. * @param otherVector defines the second operand
  70951. * @param result defines the Vector3 object where to store the result
  70952. * @returns the current Vector3
  70953. */
  70954. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70955. /**
  70956. * Divides the current Vector3 coordinates by the given ones.
  70957. * @param otherVector defines the second operand
  70958. * @returns the current updated Vector3
  70959. */
  70960. divideInPlace(otherVector: Vector3): Vector3;
  70961. /**
  70962. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  70963. * @param other defines the second operand
  70964. * @returns the current updated Vector3
  70965. */
  70966. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  70967. /**
  70968. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  70969. * @param other defines the second operand
  70970. * @returns the current updated Vector3
  70971. */
  70972. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  70973. /**
  70974. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  70975. * @param x defines the x coordinate of the operand
  70976. * @param y defines the y coordinate of the operand
  70977. * @param z defines the z coordinate of the operand
  70978. * @returns the current updated Vector3
  70979. */
  70980. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70981. /**
  70982. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  70983. * @param x defines the x coordinate of the operand
  70984. * @param y defines the y coordinate of the operand
  70985. * @param z defines the z coordinate of the operand
  70986. * @returns the current updated Vector3
  70987. */
  70988. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70989. /**
  70990. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  70991. * Check if is non uniform within a certain amount of decimal places to account for this
  70992. * @param epsilon the amount the values can differ
  70993. * @returns if the the vector is non uniform to a certain number of decimal places
  70994. */
  70995. isNonUniformWithinEpsilon(epsilon: number): boolean;
  70996. /**
  70997. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  70998. */
  70999. readonly isNonUniform: boolean;
  71000. /**
  71001. * Gets a new Vector3 from current Vector3 floored values
  71002. * @returns a new Vector3
  71003. */
  71004. floor(): Vector3;
  71005. /**
  71006. * Gets a new Vector3 from current Vector3 floored values
  71007. * @returns a new Vector3
  71008. */
  71009. fract(): Vector3;
  71010. /**
  71011. * Gets the length of the Vector3
  71012. * @returns the length of the Vector3
  71013. */
  71014. length(): number;
  71015. /**
  71016. * Gets the squared length of the Vector3
  71017. * @returns squared length of the Vector3
  71018. */
  71019. lengthSquared(): number;
  71020. /**
  71021. * Normalize the current Vector3.
  71022. * Please note that this is an in place operation.
  71023. * @returns the current updated Vector3
  71024. */
  71025. normalize(): Vector3;
  71026. /**
  71027. * Reorders the x y z properties of the vector in place
  71028. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  71029. * @returns the current updated vector
  71030. */
  71031. reorderInPlace(order: string): this;
  71032. /**
  71033. * Rotates the vector around 0,0,0 by a quaternion
  71034. * @param quaternion the rotation quaternion
  71035. * @param result vector to store the result
  71036. * @returns the resulting vector
  71037. */
  71038. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  71039. /**
  71040. * Rotates a vector around a given point
  71041. * @param quaternion the rotation quaternion
  71042. * @param point the point to rotate around
  71043. * @param result vector to store the result
  71044. * @returns the resulting vector
  71045. */
  71046. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  71047. /**
  71048. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  71049. * The cross product is then orthogonal to both current and "other"
  71050. * @param other defines the right operand
  71051. * @returns the cross product
  71052. */
  71053. cross(other: Vector3): Vector3;
  71054. /**
  71055. * Normalize the current Vector3 with the given input length.
  71056. * Please note that this is an in place operation.
  71057. * @param len the length of the vector
  71058. * @returns the current updated Vector3
  71059. */
  71060. normalizeFromLength(len: number): Vector3;
  71061. /**
  71062. * Normalize the current Vector3 to a new vector
  71063. * @returns the new Vector3
  71064. */
  71065. normalizeToNew(): Vector3;
  71066. /**
  71067. * Normalize the current Vector3 to the reference
  71068. * @param reference define the Vector3 to update
  71069. * @returns the updated Vector3
  71070. */
  71071. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  71072. /**
  71073. * Creates a new Vector3 copied from the current Vector3
  71074. * @returns the new Vector3
  71075. */
  71076. clone(): Vector3;
  71077. /**
  71078. * Copies the given vector coordinates to the current Vector3 ones
  71079. * @param source defines the source Vector3
  71080. * @returns the current updated Vector3
  71081. */
  71082. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  71083. /**
  71084. * Copies the given floats to the current Vector3 coordinates
  71085. * @param x defines the x coordinate of the operand
  71086. * @param y defines the y coordinate of the operand
  71087. * @param z defines the z coordinate of the operand
  71088. * @returns the current updated Vector3
  71089. */
  71090. copyFromFloats(x: number, y: number, z: number): Vector3;
  71091. /**
  71092. * Copies the given floats to the current Vector3 coordinates
  71093. * @param x defines the x coordinate of the operand
  71094. * @param y defines the y coordinate of the operand
  71095. * @param z defines the z coordinate of the operand
  71096. * @returns the current updated Vector3
  71097. */
  71098. set(x: number, y: number, z: number): Vector3;
  71099. /**
  71100. * Copies the given float to the current Vector3 coordinates
  71101. * @param v defines the x, y and z coordinates of the operand
  71102. * @returns the current updated Vector3
  71103. */
  71104. setAll(v: number): Vector3;
  71105. /**
  71106. * Get the clip factor between two vectors
  71107. * @param vector0 defines the first operand
  71108. * @param vector1 defines the second operand
  71109. * @param axis defines the axis to use
  71110. * @param size defines the size along the axis
  71111. * @returns the clip factor
  71112. */
  71113. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  71114. /**
  71115. * Get angle between two vectors
  71116. * @param vector0 angle between vector0 and vector1
  71117. * @param vector1 angle between vector0 and vector1
  71118. * @param normal direction of the normal
  71119. * @return the angle between vector0 and vector1
  71120. */
  71121. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  71122. /**
  71123. * Returns a new Vector3 set from the index "offset" of the given array
  71124. * @param array defines the source array
  71125. * @param offset defines the offset in the source array
  71126. * @returns the new Vector3
  71127. */
  71128. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  71129. /**
  71130. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  71131. * This function is deprecated. Use FromArray instead
  71132. * @param array defines the source array
  71133. * @param offset defines the offset in the source array
  71134. * @returns the new Vector3
  71135. */
  71136. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  71137. /**
  71138. * Sets the given vector "result" with the element values from the index "offset" of the given array
  71139. * @param array defines the source array
  71140. * @param offset defines the offset in the source array
  71141. * @param result defines the Vector3 where to store the result
  71142. */
  71143. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  71144. /**
  71145. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  71146. * This function is deprecated. Use FromArrayToRef instead.
  71147. * @param array defines the source array
  71148. * @param offset defines the offset in the source array
  71149. * @param result defines the Vector3 where to store the result
  71150. */
  71151. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  71152. /**
  71153. * Sets the given vector "result" with the given floats.
  71154. * @param x defines the x coordinate of the source
  71155. * @param y defines the y coordinate of the source
  71156. * @param z defines the z coordinate of the source
  71157. * @param result defines the Vector3 where to store the result
  71158. */
  71159. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  71160. /**
  71161. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  71162. * @returns a new empty Vector3
  71163. */
  71164. static Zero(): Vector3;
  71165. /**
  71166. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  71167. * @returns a new unit Vector3
  71168. */
  71169. static One(): Vector3;
  71170. /**
  71171. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  71172. * @returns a new up Vector3
  71173. */
  71174. static Up(): Vector3;
  71175. /**
  71176. * Gets a up Vector3 that must not be updated
  71177. */
  71178. static readonly UpReadOnly: DeepImmutable<Vector3>;
  71179. /**
  71180. * Gets a zero Vector3 that must not be updated
  71181. */
  71182. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  71183. /**
  71184. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  71185. * @returns a new down Vector3
  71186. */
  71187. static Down(): Vector3;
  71188. /**
  71189. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  71190. * @returns a new forward Vector3
  71191. */
  71192. static Forward(): Vector3;
  71193. /**
  71194. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  71195. * @returns a new forward Vector3
  71196. */
  71197. static Backward(): Vector3;
  71198. /**
  71199. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  71200. * @returns a new right Vector3
  71201. */
  71202. static Right(): Vector3;
  71203. /**
  71204. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  71205. * @returns a new left Vector3
  71206. */
  71207. static Left(): Vector3;
  71208. /**
  71209. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  71210. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  71211. * @param vector defines the Vector3 to transform
  71212. * @param transformation defines the transformation matrix
  71213. * @returns the transformed Vector3
  71214. */
  71215. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  71216. /**
  71217. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  71218. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  71219. * @param vector defines the Vector3 to transform
  71220. * @param transformation defines the transformation matrix
  71221. * @param result defines the Vector3 where to store the result
  71222. */
  71223. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  71224. /**
  71225. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  71226. * This method computes tranformed coordinates only, not transformed direction vectors
  71227. * @param x define the x coordinate of the source vector
  71228. * @param y define the y coordinate of the source vector
  71229. * @param z define the z coordinate of the source vector
  71230. * @param transformation defines the transformation matrix
  71231. * @param result defines the Vector3 where to store the result
  71232. */
  71233. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  71234. /**
  71235. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  71236. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  71237. * @param vector defines the Vector3 to transform
  71238. * @param transformation defines the transformation matrix
  71239. * @returns the new Vector3
  71240. */
  71241. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  71242. /**
  71243. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  71244. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  71245. * @param vector defines the Vector3 to transform
  71246. * @param transformation defines the transformation matrix
  71247. * @param result defines the Vector3 where to store the result
  71248. */
  71249. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  71250. /**
  71251. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  71252. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  71253. * @param x define the x coordinate of the source vector
  71254. * @param y define the y coordinate of the source vector
  71255. * @param z define the z coordinate of the source vector
  71256. * @param transformation defines the transformation matrix
  71257. * @param result defines the Vector3 where to store the result
  71258. */
  71259. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  71260. /**
  71261. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  71262. * @param value1 defines the first control point
  71263. * @param value2 defines the second control point
  71264. * @param value3 defines the third control point
  71265. * @param value4 defines the fourth control point
  71266. * @param amount defines the amount on the spline to use
  71267. * @returns the new Vector3
  71268. */
  71269. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  71270. /**
  71271. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  71272. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  71273. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  71274. * @param value defines the current value
  71275. * @param min defines the lower range value
  71276. * @param max defines the upper range value
  71277. * @returns the new Vector3
  71278. */
  71279. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  71280. /**
  71281. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  71282. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  71283. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  71284. * @param value defines the current value
  71285. * @param min defines the lower range value
  71286. * @param max defines the upper range value
  71287. * @param result defines the Vector3 where to store the result
  71288. */
  71289. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  71290. /**
  71291. * Checks if a given vector is inside a specific range
  71292. * @param v defines the vector to test
  71293. * @param min defines the minimum range
  71294. * @param max defines the maximum range
  71295. */
  71296. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  71297. /**
  71298. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  71299. * @param value1 defines the first control point
  71300. * @param tangent1 defines the first tangent vector
  71301. * @param value2 defines the second control point
  71302. * @param tangent2 defines the second tangent vector
  71303. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  71304. * @returns the new Vector3
  71305. */
  71306. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  71307. /**
  71308. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  71309. * @param start defines the start value
  71310. * @param end defines the end value
  71311. * @param amount max defines amount between both (between 0 and 1)
  71312. * @returns the new Vector3
  71313. */
  71314. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  71315. /**
  71316. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  71317. * @param start defines the start value
  71318. * @param end defines the end value
  71319. * @param amount max defines amount between both (between 0 and 1)
  71320. * @param result defines the Vector3 where to store the result
  71321. */
  71322. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  71323. /**
  71324. * Returns the dot product (float) between the vectors "left" and "right"
  71325. * @param left defines the left operand
  71326. * @param right defines the right operand
  71327. * @returns the dot product
  71328. */
  71329. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  71330. /**
  71331. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  71332. * The cross product is then orthogonal to both "left" and "right"
  71333. * @param left defines the left operand
  71334. * @param right defines the right operand
  71335. * @returns the cross product
  71336. */
  71337. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  71338. /**
  71339. * Sets the given vector "result" with the cross product of "left" and "right"
  71340. * The cross product is then orthogonal to both "left" and "right"
  71341. * @param left defines the left operand
  71342. * @param right defines the right operand
  71343. * @param result defines the Vector3 where to store the result
  71344. */
  71345. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  71346. /**
  71347. * Returns a new Vector3 as the normalization of the given vector
  71348. * @param vector defines the Vector3 to normalize
  71349. * @returns the new Vector3
  71350. */
  71351. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  71352. /**
  71353. * Sets the given vector "result" with the normalization of the given first vector
  71354. * @param vector defines the Vector3 to normalize
  71355. * @param result defines the Vector3 where to store the result
  71356. */
  71357. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  71358. /**
  71359. * Project a Vector3 onto screen space
  71360. * @param vector defines the Vector3 to project
  71361. * @param world defines the world matrix to use
  71362. * @param transform defines the transform (view x projection) matrix to use
  71363. * @param viewport defines the screen viewport to use
  71364. * @returns the new Vector3
  71365. */
  71366. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  71367. /** @hidden */
  71368. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  71369. /**
  71370. * Unproject from screen space to object space
  71371. * @param source defines the screen space Vector3 to use
  71372. * @param viewportWidth defines the current width of the viewport
  71373. * @param viewportHeight defines the current height of the viewport
  71374. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  71375. * @param transform defines the transform (view x projection) matrix to use
  71376. * @returns the new Vector3
  71377. */
  71378. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  71379. /**
  71380. * Unproject from screen space to object space
  71381. * @param source defines the screen space Vector3 to use
  71382. * @param viewportWidth defines the current width of the viewport
  71383. * @param viewportHeight defines the current height of the viewport
  71384. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  71385. * @param view defines the view matrix to use
  71386. * @param projection defines the projection matrix to use
  71387. * @returns the new Vector3
  71388. */
  71389. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  71390. /**
  71391. * Unproject from screen space to object space
  71392. * @param source defines the screen space Vector3 to use
  71393. * @param viewportWidth defines the current width of the viewport
  71394. * @param viewportHeight defines the current height of the viewport
  71395. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  71396. * @param view defines the view matrix to use
  71397. * @param projection defines the projection matrix to use
  71398. * @param result defines the Vector3 where to store the result
  71399. */
  71400. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  71401. /**
  71402. * Unproject from screen space to object space
  71403. * @param sourceX defines the screen space x coordinate to use
  71404. * @param sourceY defines the screen space y coordinate to use
  71405. * @param sourceZ defines the screen space z coordinate to use
  71406. * @param viewportWidth defines the current width of the viewport
  71407. * @param viewportHeight defines the current height of the viewport
  71408. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  71409. * @param view defines the view matrix to use
  71410. * @param projection defines the projection matrix to use
  71411. * @param result defines the Vector3 where to store the result
  71412. */
  71413. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  71414. /**
  71415. * Gets the minimal coordinate values between two Vector3
  71416. * @param left defines the first operand
  71417. * @param right defines the second operand
  71418. * @returns the new Vector3
  71419. */
  71420. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  71421. /**
  71422. * Gets the maximal coordinate values between two Vector3
  71423. * @param left defines the first operand
  71424. * @param right defines the second operand
  71425. * @returns the new Vector3
  71426. */
  71427. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  71428. /**
  71429. * Returns the distance between the vectors "value1" and "value2"
  71430. * @param value1 defines the first operand
  71431. * @param value2 defines the second operand
  71432. * @returns the distance
  71433. */
  71434. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  71435. /**
  71436. * Returns the squared distance between the vectors "value1" and "value2"
  71437. * @param value1 defines the first operand
  71438. * @param value2 defines the second operand
  71439. * @returns the squared distance
  71440. */
  71441. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  71442. /**
  71443. * Returns a new Vector3 located at the center between "value1" and "value2"
  71444. * @param value1 defines the first operand
  71445. * @param value2 defines the second operand
  71446. * @returns the new Vector3
  71447. */
  71448. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  71449. /**
  71450. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  71451. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  71452. * to something in order to rotate it from its local system to the given target system
  71453. * Note: axis1, axis2 and axis3 are normalized during this operation
  71454. * @param axis1 defines the first axis
  71455. * @param axis2 defines the second axis
  71456. * @param axis3 defines the third axis
  71457. * @returns a new Vector3
  71458. */
  71459. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  71460. /**
  71461. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  71462. * @param axis1 defines the first axis
  71463. * @param axis2 defines the second axis
  71464. * @param axis3 defines the third axis
  71465. * @param ref defines the Vector3 where to store the result
  71466. */
  71467. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  71468. }
  71469. /**
  71470. * Vector4 class created for EulerAngle class conversion to Quaternion
  71471. */
  71472. export class Vector4 {
  71473. /** x value of the vector */
  71474. x: number;
  71475. /** y value of the vector */
  71476. y: number;
  71477. /** z value of the vector */
  71478. z: number;
  71479. /** w value of the vector */
  71480. w: number;
  71481. /**
  71482. * Creates a Vector4 object from the given floats.
  71483. * @param x x value of the vector
  71484. * @param y y value of the vector
  71485. * @param z z value of the vector
  71486. * @param w w value of the vector
  71487. */
  71488. constructor(
  71489. /** x value of the vector */
  71490. x: number,
  71491. /** y value of the vector */
  71492. y: number,
  71493. /** z value of the vector */
  71494. z: number,
  71495. /** w value of the vector */
  71496. w: number);
  71497. /**
  71498. * Returns the string with the Vector4 coordinates.
  71499. * @returns a string containing all the vector values
  71500. */
  71501. toString(): string;
  71502. /**
  71503. * Returns the string "Vector4".
  71504. * @returns "Vector4"
  71505. */
  71506. getClassName(): string;
  71507. /**
  71508. * Returns the Vector4 hash code.
  71509. * @returns a unique hash code
  71510. */
  71511. getHashCode(): number;
  71512. /**
  71513. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  71514. * @returns the resulting array
  71515. */
  71516. asArray(): number[];
  71517. /**
  71518. * Populates the given array from the given index with the Vector4 coordinates.
  71519. * @param array array to populate
  71520. * @param index index of the array to start at (default: 0)
  71521. * @returns the Vector4.
  71522. */
  71523. toArray(array: FloatArray, index?: number): Vector4;
  71524. /**
  71525. * Adds the given vector to the current Vector4.
  71526. * @param otherVector the vector to add
  71527. * @returns the updated Vector4.
  71528. */
  71529. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  71530. /**
  71531. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  71532. * @param otherVector the vector to add
  71533. * @returns the resulting vector
  71534. */
  71535. add(otherVector: DeepImmutable<Vector4>): Vector4;
  71536. /**
  71537. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  71538. * @param otherVector the vector to add
  71539. * @param result the vector to store the result
  71540. * @returns the current Vector4.
  71541. */
  71542. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71543. /**
  71544. * Subtract in place the given vector from the current Vector4.
  71545. * @param otherVector the vector to subtract
  71546. * @returns the updated Vector4.
  71547. */
  71548. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  71549. /**
  71550. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  71551. * @param otherVector the vector to add
  71552. * @returns the new vector with the result
  71553. */
  71554. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  71555. /**
  71556. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  71557. * @param otherVector the vector to subtract
  71558. * @param result the vector to store the result
  71559. * @returns the current Vector4.
  71560. */
  71561. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71562. /**
  71563. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  71564. */
  71565. /**
  71566. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  71567. * @param x value to subtract
  71568. * @param y value to subtract
  71569. * @param z value to subtract
  71570. * @param w value to subtract
  71571. * @returns new vector containing the result
  71572. */
  71573. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  71574. /**
  71575. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  71576. * @param x value to subtract
  71577. * @param y value to subtract
  71578. * @param z value to subtract
  71579. * @param w value to subtract
  71580. * @param result the vector to store the result in
  71581. * @returns the current Vector4.
  71582. */
  71583. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  71584. /**
  71585. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  71586. * @returns a new vector with the negated values
  71587. */
  71588. negate(): Vector4;
  71589. /**
  71590. * Multiplies the current Vector4 coordinates by scale (float).
  71591. * @param scale the number to scale with
  71592. * @returns the updated Vector4.
  71593. */
  71594. scaleInPlace(scale: number): Vector4;
  71595. /**
  71596. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  71597. * @param scale the number to scale with
  71598. * @returns a new vector with the result
  71599. */
  71600. scale(scale: number): Vector4;
  71601. /**
  71602. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  71603. * @param scale the number to scale with
  71604. * @param result a vector to store the result in
  71605. * @returns the current Vector4.
  71606. */
  71607. scaleToRef(scale: number, result: Vector4): Vector4;
  71608. /**
  71609. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  71610. * @param scale defines the scale factor
  71611. * @param result defines the Vector4 object where to store the result
  71612. * @returns the unmodified current Vector4
  71613. */
  71614. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  71615. /**
  71616. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  71617. * @param otherVector the vector to compare against
  71618. * @returns true if they are equal
  71619. */
  71620. equals(otherVector: DeepImmutable<Vector4>): boolean;
  71621. /**
  71622. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  71623. * @param otherVector vector to compare against
  71624. * @param epsilon (Default: very small number)
  71625. * @returns true if they are equal
  71626. */
  71627. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  71628. /**
  71629. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  71630. * @param x x value to compare against
  71631. * @param y y value to compare against
  71632. * @param z z value to compare against
  71633. * @param w w value to compare against
  71634. * @returns true if equal
  71635. */
  71636. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  71637. /**
  71638. * Multiplies in place the current Vector4 by the given one.
  71639. * @param otherVector vector to multiple with
  71640. * @returns the updated Vector4.
  71641. */
  71642. multiplyInPlace(otherVector: Vector4): Vector4;
  71643. /**
  71644. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  71645. * @param otherVector vector to multiple with
  71646. * @returns resulting new vector
  71647. */
  71648. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  71649. /**
  71650. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  71651. * @param otherVector vector to multiple with
  71652. * @param result vector to store the result
  71653. * @returns the current Vector4.
  71654. */
  71655. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71656. /**
  71657. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  71658. * @param x x value multiply with
  71659. * @param y y value multiply with
  71660. * @param z z value multiply with
  71661. * @param w w value multiply with
  71662. * @returns resulting new vector
  71663. */
  71664. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  71665. /**
  71666. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  71667. * @param otherVector vector to devide with
  71668. * @returns resulting new vector
  71669. */
  71670. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  71671. /**
  71672. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  71673. * @param otherVector vector to devide with
  71674. * @param result vector to store the result
  71675. * @returns the current Vector4.
  71676. */
  71677. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71678. /**
  71679. * Divides the current Vector3 coordinates by the given ones.
  71680. * @param otherVector vector to devide with
  71681. * @returns the updated Vector3.
  71682. */
  71683. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  71684. /**
  71685. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  71686. * @param other defines the second operand
  71687. * @returns the current updated Vector4
  71688. */
  71689. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  71690. /**
  71691. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  71692. * @param other defines the second operand
  71693. * @returns the current updated Vector4
  71694. */
  71695. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  71696. /**
  71697. * Gets a new Vector4 from current Vector4 floored values
  71698. * @returns a new Vector4
  71699. */
  71700. floor(): Vector4;
  71701. /**
  71702. * Gets a new Vector4 from current Vector3 floored values
  71703. * @returns a new Vector4
  71704. */
  71705. fract(): Vector4;
  71706. /**
  71707. * Returns the Vector4 length (float).
  71708. * @returns the length
  71709. */
  71710. length(): number;
  71711. /**
  71712. * Returns the Vector4 squared length (float).
  71713. * @returns the length squared
  71714. */
  71715. lengthSquared(): number;
  71716. /**
  71717. * Normalizes in place the Vector4.
  71718. * @returns the updated Vector4.
  71719. */
  71720. normalize(): Vector4;
  71721. /**
  71722. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  71723. * @returns this converted to a new vector3
  71724. */
  71725. toVector3(): Vector3;
  71726. /**
  71727. * Returns a new Vector4 copied from the current one.
  71728. * @returns the new cloned vector
  71729. */
  71730. clone(): Vector4;
  71731. /**
  71732. * Updates the current Vector4 with the given one coordinates.
  71733. * @param source the source vector to copy from
  71734. * @returns the updated Vector4.
  71735. */
  71736. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  71737. /**
  71738. * Updates the current Vector4 coordinates with the given floats.
  71739. * @param x float to copy from
  71740. * @param y float to copy from
  71741. * @param z float to copy from
  71742. * @param w float to copy from
  71743. * @returns the updated Vector4.
  71744. */
  71745. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  71746. /**
  71747. * Updates the current Vector4 coordinates with the given floats.
  71748. * @param x float to set from
  71749. * @param y float to set from
  71750. * @param z float to set from
  71751. * @param w float to set from
  71752. * @returns the updated Vector4.
  71753. */
  71754. set(x: number, y: number, z: number, w: number): Vector4;
  71755. /**
  71756. * Copies the given float to the current Vector3 coordinates
  71757. * @param v defines the x, y, z and w coordinates of the operand
  71758. * @returns the current updated Vector3
  71759. */
  71760. setAll(v: number): Vector4;
  71761. /**
  71762. * Returns a new Vector4 set from the starting index of the given array.
  71763. * @param array the array to pull values from
  71764. * @param offset the offset into the array to start at
  71765. * @returns the new vector
  71766. */
  71767. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  71768. /**
  71769. * Updates the given vector "result" from the starting index of the given array.
  71770. * @param array the array to pull values from
  71771. * @param offset the offset into the array to start at
  71772. * @param result the vector to store the result in
  71773. */
  71774. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  71775. /**
  71776. * Updates the given vector "result" from the starting index of the given Float32Array.
  71777. * @param array the array to pull values from
  71778. * @param offset the offset into the array to start at
  71779. * @param result the vector to store the result in
  71780. */
  71781. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  71782. /**
  71783. * Updates the given vector "result" coordinates from the given floats.
  71784. * @param x float to set from
  71785. * @param y float to set from
  71786. * @param z float to set from
  71787. * @param w float to set from
  71788. * @param result the vector to the floats in
  71789. */
  71790. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  71791. /**
  71792. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  71793. * @returns the new vector
  71794. */
  71795. static Zero(): Vector4;
  71796. /**
  71797. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  71798. * @returns the new vector
  71799. */
  71800. static One(): Vector4;
  71801. /**
  71802. * Returns a new normalized Vector4 from the given one.
  71803. * @param vector the vector to normalize
  71804. * @returns the vector
  71805. */
  71806. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  71807. /**
  71808. * Updates the given vector "result" from the normalization of the given one.
  71809. * @param vector the vector to normalize
  71810. * @param result the vector to store the result in
  71811. */
  71812. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  71813. /**
  71814. * Returns a vector with the minimum values from the left and right vectors
  71815. * @param left left vector to minimize
  71816. * @param right right vector to minimize
  71817. * @returns a new vector with the minimum of the left and right vector values
  71818. */
  71819. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  71820. /**
  71821. * Returns a vector with the maximum values from the left and right vectors
  71822. * @param left left vector to maximize
  71823. * @param right right vector to maximize
  71824. * @returns a new vector with the maximum of the left and right vector values
  71825. */
  71826. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  71827. /**
  71828. * Returns the distance (float) between the vectors "value1" and "value2".
  71829. * @param value1 value to calulate the distance between
  71830. * @param value2 value to calulate the distance between
  71831. * @return the distance between the two vectors
  71832. */
  71833. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  71834. /**
  71835. * Returns the squared distance (float) between the vectors "value1" and "value2".
  71836. * @param value1 value to calulate the distance between
  71837. * @param value2 value to calulate the distance between
  71838. * @return the distance between the two vectors squared
  71839. */
  71840. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  71841. /**
  71842. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  71843. * @param value1 value to calulate the center between
  71844. * @param value2 value to calulate the center between
  71845. * @return the center between the two vectors
  71846. */
  71847. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  71848. /**
  71849. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  71850. * This methods computes transformed normalized direction vectors only.
  71851. * @param vector the vector to transform
  71852. * @param transformation the transformation matrix to apply
  71853. * @returns the new vector
  71854. */
  71855. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  71856. /**
  71857. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  71858. * This methods computes transformed normalized direction vectors only.
  71859. * @param vector the vector to transform
  71860. * @param transformation the transformation matrix to apply
  71861. * @param result the vector to store the result in
  71862. */
  71863. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  71864. /**
  71865. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  71866. * This methods computes transformed normalized direction vectors only.
  71867. * @param x value to transform
  71868. * @param y value to transform
  71869. * @param z value to transform
  71870. * @param w value to transform
  71871. * @param transformation the transformation matrix to apply
  71872. * @param result the vector to store the results in
  71873. */
  71874. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  71875. /**
  71876. * Creates a new Vector4 from a Vector3
  71877. * @param source defines the source data
  71878. * @param w defines the 4th component (default is 0)
  71879. * @returns a new Vector4
  71880. */
  71881. static FromVector3(source: Vector3, w?: number): Vector4;
  71882. }
  71883. /**
  71884. * Class used to store quaternion data
  71885. * @see https://en.wikipedia.org/wiki/Quaternion
  71886. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  71887. */
  71888. export class Quaternion {
  71889. /** defines the first component (0 by default) */
  71890. x: number;
  71891. /** defines the second component (0 by default) */
  71892. y: number;
  71893. /** defines the third component (0 by default) */
  71894. z: number;
  71895. /** defines the fourth component (1.0 by default) */
  71896. w: number;
  71897. /**
  71898. * Creates a new Quaternion from the given floats
  71899. * @param x defines the first component (0 by default)
  71900. * @param y defines the second component (0 by default)
  71901. * @param z defines the third component (0 by default)
  71902. * @param w defines the fourth component (1.0 by default)
  71903. */
  71904. constructor(
  71905. /** defines the first component (0 by default) */
  71906. x?: number,
  71907. /** defines the second component (0 by default) */
  71908. y?: number,
  71909. /** defines the third component (0 by default) */
  71910. z?: number,
  71911. /** defines the fourth component (1.0 by default) */
  71912. w?: number);
  71913. /**
  71914. * Gets a string representation for the current quaternion
  71915. * @returns a string with the Quaternion coordinates
  71916. */
  71917. toString(): string;
  71918. /**
  71919. * Gets the class name of the quaternion
  71920. * @returns the string "Quaternion"
  71921. */
  71922. getClassName(): string;
  71923. /**
  71924. * Gets a hash code for this quaternion
  71925. * @returns the quaternion hash code
  71926. */
  71927. getHashCode(): number;
  71928. /**
  71929. * Copy the quaternion to an array
  71930. * @returns a new array populated with 4 elements from the quaternion coordinates
  71931. */
  71932. asArray(): number[];
  71933. /**
  71934. * Check if two quaternions are equals
  71935. * @param otherQuaternion defines the second operand
  71936. * @return true if the current quaternion and the given one coordinates are strictly equals
  71937. */
  71938. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  71939. /**
  71940. * Clone the current quaternion
  71941. * @returns a new quaternion copied from the current one
  71942. */
  71943. clone(): Quaternion;
  71944. /**
  71945. * Copy a quaternion to the current one
  71946. * @param other defines the other quaternion
  71947. * @returns the updated current quaternion
  71948. */
  71949. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  71950. /**
  71951. * Updates the current quaternion with the given float coordinates
  71952. * @param x defines the x coordinate
  71953. * @param y defines the y coordinate
  71954. * @param z defines the z coordinate
  71955. * @param w defines the w coordinate
  71956. * @returns the updated current quaternion
  71957. */
  71958. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  71959. /**
  71960. * Updates the current quaternion from the given float coordinates
  71961. * @param x defines the x coordinate
  71962. * @param y defines the y coordinate
  71963. * @param z defines the z coordinate
  71964. * @param w defines the w coordinate
  71965. * @returns the updated current quaternion
  71966. */
  71967. set(x: number, y: number, z: number, w: number): Quaternion;
  71968. /**
  71969. * Adds two quaternions
  71970. * @param other defines the second operand
  71971. * @returns a new quaternion as the addition result of the given one and the current quaternion
  71972. */
  71973. add(other: DeepImmutable<Quaternion>): Quaternion;
  71974. /**
  71975. * Add a quaternion to the current one
  71976. * @param other defines the quaternion to add
  71977. * @returns the current quaternion
  71978. */
  71979. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  71980. /**
  71981. * Subtract two quaternions
  71982. * @param other defines the second operand
  71983. * @returns a new quaternion as the subtraction result of the given one from the current one
  71984. */
  71985. subtract(other: Quaternion): Quaternion;
  71986. /**
  71987. * Multiplies the current quaternion by a scale factor
  71988. * @param value defines the scale factor
  71989. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  71990. */
  71991. scale(value: number): Quaternion;
  71992. /**
  71993. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  71994. * @param scale defines the scale factor
  71995. * @param result defines the Quaternion object where to store the result
  71996. * @returns the unmodified current quaternion
  71997. */
  71998. scaleToRef(scale: number, result: Quaternion): Quaternion;
  71999. /**
  72000. * Multiplies in place the current quaternion by a scale factor
  72001. * @param value defines the scale factor
  72002. * @returns the current modified quaternion
  72003. */
  72004. scaleInPlace(value: number): Quaternion;
  72005. /**
  72006. * Scale the current quaternion values by a factor and add the result to a given quaternion
  72007. * @param scale defines the scale factor
  72008. * @param result defines the Quaternion object where to store the result
  72009. * @returns the unmodified current quaternion
  72010. */
  72011. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  72012. /**
  72013. * Multiplies two quaternions
  72014. * @param q1 defines the second operand
  72015. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  72016. */
  72017. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  72018. /**
  72019. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  72020. * @param q1 defines the second operand
  72021. * @param result defines the target quaternion
  72022. * @returns the current quaternion
  72023. */
  72024. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  72025. /**
  72026. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  72027. * @param q1 defines the second operand
  72028. * @returns the currentupdated quaternion
  72029. */
  72030. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  72031. /**
  72032. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  72033. * @param ref defines the target quaternion
  72034. * @returns the current quaternion
  72035. */
  72036. conjugateToRef(ref: Quaternion): Quaternion;
  72037. /**
  72038. * Conjugates in place (1-q) the current quaternion
  72039. * @returns the current updated quaternion
  72040. */
  72041. conjugateInPlace(): Quaternion;
  72042. /**
  72043. * Conjugates in place (1-q) the current quaternion
  72044. * @returns a new quaternion
  72045. */
  72046. conjugate(): Quaternion;
  72047. /**
  72048. * Gets length of current quaternion
  72049. * @returns the quaternion length (float)
  72050. */
  72051. length(): number;
  72052. /**
  72053. * Normalize in place the current quaternion
  72054. * @returns the current updated quaternion
  72055. */
  72056. normalize(): Quaternion;
  72057. /**
  72058. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  72059. * @param order is a reserved parameter and is ignore for now
  72060. * @returns a new Vector3 containing the Euler angles
  72061. */
  72062. toEulerAngles(order?: string): Vector3;
  72063. /**
  72064. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  72065. * @param result defines the vector which will be filled with the Euler angles
  72066. * @param order is a reserved parameter and is ignore for now
  72067. * @returns the current unchanged quaternion
  72068. */
  72069. toEulerAnglesToRef(result: Vector3): Quaternion;
  72070. /**
  72071. * Updates the given rotation matrix with the current quaternion values
  72072. * @param result defines the target matrix
  72073. * @returns the current unchanged quaternion
  72074. */
  72075. toRotationMatrix(result: Matrix): Quaternion;
  72076. /**
  72077. * Updates the current quaternion from the given rotation matrix values
  72078. * @param matrix defines the source matrix
  72079. * @returns the current updated quaternion
  72080. */
  72081. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  72082. /**
  72083. * Creates a new quaternion from a rotation matrix
  72084. * @param matrix defines the source matrix
  72085. * @returns a new quaternion created from the given rotation matrix values
  72086. */
  72087. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  72088. /**
  72089. * Updates the given quaternion with the given rotation matrix values
  72090. * @param matrix defines the source matrix
  72091. * @param result defines the target quaternion
  72092. */
  72093. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  72094. /**
  72095. * Returns the dot product (float) between the quaternions "left" and "right"
  72096. * @param left defines the left operand
  72097. * @param right defines the right operand
  72098. * @returns the dot product
  72099. */
  72100. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  72101. /**
  72102. * Checks if the two quaternions are close to each other
  72103. * @param quat0 defines the first quaternion to check
  72104. * @param quat1 defines the second quaternion to check
  72105. * @returns true if the two quaternions are close to each other
  72106. */
  72107. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  72108. /**
  72109. * Creates an empty quaternion
  72110. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  72111. */
  72112. static Zero(): Quaternion;
  72113. /**
  72114. * Inverse a given quaternion
  72115. * @param q defines the source quaternion
  72116. * @returns a new quaternion as the inverted current quaternion
  72117. */
  72118. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  72119. /**
  72120. * Inverse a given quaternion
  72121. * @param q defines the source quaternion
  72122. * @param result the quaternion the result will be stored in
  72123. * @returns the result quaternion
  72124. */
  72125. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  72126. /**
  72127. * Creates an identity quaternion
  72128. * @returns the identity quaternion
  72129. */
  72130. static Identity(): Quaternion;
  72131. /**
  72132. * Gets a boolean indicating if the given quaternion is identity
  72133. * @param quaternion defines the quaternion to check
  72134. * @returns true if the quaternion is identity
  72135. */
  72136. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  72137. /**
  72138. * Creates a quaternion from a rotation around an axis
  72139. * @param axis defines the axis to use
  72140. * @param angle defines the angle to use
  72141. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  72142. */
  72143. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  72144. /**
  72145. * Creates a rotation around an axis and stores it into the given quaternion
  72146. * @param axis defines the axis to use
  72147. * @param angle defines the angle to use
  72148. * @param result defines the target quaternion
  72149. * @returns the target quaternion
  72150. */
  72151. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  72152. /**
  72153. * Creates a new quaternion from data stored into an array
  72154. * @param array defines the data source
  72155. * @param offset defines the offset in the source array where the data starts
  72156. * @returns a new quaternion
  72157. */
  72158. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  72159. /**
  72160. * Create a quaternion from Euler rotation angles
  72161. * @param x Pitch
  72162. * @param y Yaw
  72163. * @param z Roll
  72164. * @returns the new Quaternion
  72165. */
  72166. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  72167. /**
  72168. * Updates a quaternion from Euler rotation angles
  72169. * @param x Pitch
  72170. * @param y Yaw
  72171. * @param z Roll
  72172. * @param result the quaternion to store the result
  72173. * @returns the updated quaternion
  72174. */
  72175. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  72176. /**
  72177. * Create a quaternion from Euler rotation vector
  72178. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  72179. * @returns the new Quaternion
  72180. */
  72181. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  72182. /**
  72183. * Updates a quaternion from Euler rotation vector
  72184. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  72185. * @param result the quaternion to store the result
  72186. * @returns the updated quaternion
  72187. */
  72188. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  72189. /**
  72190. * Creates a new quaternion from the given Euler float angles (y, x, z)
  72191. * @param yaw defines the rotation around Y axis
  72192. * @param pitch defines the rotation around X axis
  72193. * @param roll defines the rotation around Z axis
  72194. * @returns the new quaternion
  72195. */
  72196. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  72197. /**
  72198. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  72199. * @param yaw defines the rotation around Y axis
  72200. * @param pitch defines the rotation around X axis
  72201. * @param roll defines the rotation around Z axis
  72202. * @param result defines the target quaternion
  72203. */
  72204. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  72205. /**
  72206. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  72207. * @param alpha defines the rotation around first axis
  72208. * @param beta defines the rotation around second axis
  72209. * @param gamma defines the rotation around third axis
  72210. * @returns the new quaternion
  72211. */
  72212. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  72213. /**
  72214. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  72215. * @param alpha defines the rotation around first axis
  72216. * @param beta defines the rotation around second axis
  72217. * @param gamma defines the rotation around third axis
  72218. * @param result defines the target quaternion
  72219. */
  72220. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  72221. /**
  72222. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  72223. * @param axis1 defines the first axis
  72224. * @param axis2 defines the second axis
  72225. * @param axis3 defines the third axis
  72226. * @returns the new quaternion
  72227. */
  72228. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  72229. /**
  72230. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  72231. * @param axis1 defines the first axis
  72232. * @param axis2 defines the second axis
  72233. * @param axis3 defines the third axis
  72234. * @param ref defines the target quaternion
  72235. */
  72236. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  72237. /**
  72238. * Interpolates between two quaternions
  72239. * @param left defines first quaternion
  72240. * @param right defines second quaternion
  72241. * @param amount defines the gradient to use
  72242. * @returns the new interpolated quaternion
  72243. */
  72244. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  72245. /**
  72246. * Interpolates between two quaternions and stores it into a target quaternion
  72247. * @param left defines first quaternion
  72248. * @param right defines second quaternion
  72249. * @param amount defines the gradient to use
  72250. * @param result defines the target quaternion
  72251. */
  72252. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  72253. /**
  72254. * Interpolate between two quaternions using Hermite interpolation
  72255. * @param value1 defines first quaternion
  72256. * @param tangent1 defines the incoming tangent
  72257. * @param value2 defines second quaternion
  72258. * @param tangent2 defines the outgoing tangent
  72259. * @param amount defines the target quaternion
  72260. * @returns the new interpolated quaternion
  72261. */
  72262. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  72263. }
  72264. /**
  72265. * Class used to store matrix data (4x4)
  72266. */
  72267. export class Matrix {
  72268. private static _updateFlagSeed;
  72269. private static _identityReadOnly;
  72270. private _isIdentity;
  72271. private _isIdentityDirty;
  72272. private _isIdentity3x2;
  72273. private _isIdentity3x2Dirty;
  72274. /**
  72275. * Gets the update flag of the matrix which is an unique number for the matrix.
  72276. * It will be incremented every time the matrix data change.
  72277. * You can use it to speed the comparison between two versions of the same matrix.
  72278. */
  72279. updateFlag: number;
  72280. private readonly _m;
  72281. /**
  72282. * Gets the internal data of the matrix
  72283. */
  72284. readonly m: DeepImmutable<Float32Array>;
  72285. /** @hidden */
  72286. _markAsUpdated(): void;
  72287. /** @hidden */
  72288. private _updateIdentityStatus;
  72289. /**
  72290. * Creates an empty matrix (filled with zeros)
  72291. */
  72292. constructor();
  72293. /**
  72294. * Check if the current matrix is identity
  72295. * @returns true is the matrix is the identity matrix
  72296. */
  72297. isIdentity(): boolean;
  72298. /**
  72299. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  72300. * @returns true is the matrix is the identity matrix
  72301. */
  72302. isIdentityAs3x2(): boolean;
  72303. /**
  72304. * Gets the determinant of the matrix
  72305. * @returns the matrix determinant
  72306. */
  72307. determinant(): number;
  72308. /**
  72309. * Returns the matrix as a Float32Array
  72310. * @returns the matrix underlying array
  72311. */
  72312. toArray(): DeepImmutable<Float32Array>;
  72313. /**
  72314. * Returns the matrix as a Float32Array
  72315. * @returns the matrix underlying array.
  72316. */
  72317. asArray(): DeepImmutable<Float32Array>;
  72318. /**
  72319. * Inverts the current matrix in place
  72320. * @returns the current inverted matrix
  72321. */
  72322. invert(): Matrix;
  72323. /**
  72324. * Sets all the matrix elements to zero
  72325. * @returns the current matrix
  72326. */
  72327. reset(): Matrix;
  72328. /**
  72329. * Adds the current matrix with a second one
  72330. * @param other defines the matrix to add
  72331. * @returns a new matrix as the addition of the current matrix and the given one
  72332. */
  72333. add(other: DeepImmutable<Matrix>): Matrix;
  72334. /**
  72335. * Sets the given matrix "result" to the addition of the current matrix and the given one
  72336. * @param other defines the matrix to add
  72337. * @param result defines the target matrix
  72338. * @returns the current matrix
  72339. */
  72340. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  72341. /**
  72342. * Adds in place the given matrix to the current matrix
  72343. * @param other defines the second operand
  72344. * @returns the current updated matrix
  72345. */
  72346. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  72347. /**
  72348. * Sets the given matrix to the current inverted Matrix
  72349. * @param other defines the target matrix
  72350. * @returns the unmodified current matrix
  72351. */
  72352. invertToRef(other: Matrix): Matrix;
  72353. /**
  72354. * add a value at the specified position in the current Matrix
  72355. * @param index the index of the value within the matrix. between 0 and 15.
  72356. * @param value the value to be added
  72357. * @returns the current updated matrix
  72358. */
  72359. addAtIndex(index: number, value: number): Matrix;
  72360. /**
  72361. * mutiply the specified position in the current Matrix by a value
  72362. * @param index the index of the value within the matrix. between 0 and 15.
  72363. * @param value the value to be added
  72364. * @returns the current updated matrix
  72365. */
  72366. multiplyAtIndex(index: number, value: number): Matrix;
  72367. /**
  72368. * Inserts the translation vector (using 3 floats) in the current matrix
  72369. * @param x defines the 1st component of the translation
  72370. * @param y defines the 2nd component of the translation
  72371. * @param z defines the 3rd component of the translation
  72372. * @returns the current updated matrix
  72373. */
  72374. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  72375. /**
  72376. * Adds the translation vector (using 3 floats) in the current matrix
  72377. * @param x defines the 1st component of the translation
  72378. * @param y defines the 2nd component of the translation
  72379. * @param z defines the 3rd component of the translation
  72380. * @returns the current updated matrix
  72381. */
  72382. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  72383. /**
  72384. * Inserts the translation vector in the current matrix
  72385. * @param vector3 defines the translation to insert
  72386. * @returns the current updated matrix
  72387. */
  72388. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  72389. /**
  72390. * Gets the translation value of the current matrix
  72391. * @returns a new Vector3 as the extracted translation from the matrix
  72392. */
  72393. getTranslation(): Vector3;
  72394. /**
  72395. * Fill a Vector3 with the extracted translation from the matrix
  72396. * @param result defines the Vector3 where to store the translation
  72397. * @returns the current matrix
  72398. */
  72399. getTranslationToRef(result: Vector3): Matrix;
  72400. /**
  72401. * Remove rotation and scaling part from the matrix
  72402. * @returns the updated matrix
  72403. */
  72404. removeRotationAndScaling(): Matrix;
  72405. /**
  72406. * Multiply two matrices
  72407. * @param other defines the second operand
  72408. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  72409. */
  72410. multiply(other: DeepImmutable<Matrix>): Matrix;
  72411. /**
  72412. * Copy the current matrix from the given one
  72413. * @param other defines the source matrix
  72414. * @returns the current updated matrix
  72415. */
  72416. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  72417. /**
  72418. * Populates the given array from the starting index with the current matrix values
  72419. * @param array defines the target array
  72420. * @param offset defines the offset in the target array where to start storing values
  72421. * @returns the current matrix
  72422. */
  72423. copyToArray(array: Float32Array, offset?: number): Matrix;
  72424. /**
  72425. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  72426. * @param other defines the second operand
  72427. * @param result defines the matrix where to store the multiplication
  72428. * @returns the current matrix
  72429. */
  72430. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  72431. /**
  72432. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  72433. * @param other defines the second operand
  72434. * @param result defines the array where to store the multiplication
  72435. * @param offset defines the offset in the target array where to start storing values
  72436. * @returns the current matrix
  72437. */
  72438. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  72439. /**
  72440. * Check equality between this matrix and a second one
  72441. * @param value defines the second matrix to compare
  72442. * @returns true is the current matrix and the given one values are strictly equal
  72443. */
  72444. equals(value: DeepImmutable<Matrix>): boolean;
  72445. /**
  72446. * Clone the current matrix
  72447. * @returns a new matrix from the current matrix
  72448. */
  72449. clone(): Matrix;
  72450. /**
  72451. * Returns the name of the current matrix class
  72452. * @returns the string "Matrix"
  72453. */
  72454. getClassName(): string;
  72455. /**
  72456. * Gets the hash code of the current matrix
  72457. * @returns the hash code
  72458. */
  72459. getHashCode(): number;
  72460. /**
  72461. * Decomposes the current Matrix into a translation, rotation and scaling components
  72462. * @param scale defines the scale vector3 given as a reference to update
  72463. * @param rotation defines the rotation quaternion given as a reference to update
  72464. * @param translation defines the translation vector3 given as a reference to update
  72465. * @returns true if operation was successful
  72466. */
  72467. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  72468. /**
  72469. * Gets specific row of the matrix
  72470. * @param index defines the number of the row to get
  72471. * @returns the index-th row of the current matrix as a new Vector4
  72472. */
  72473. getRow(index: number): Nullable<Vector4>;
  72474. /**
  72475. * Sets the index-th row of the current matrix to the vector4 values
  72476. * @param index defines the number of the row to set
  72477. * @param row defines the target vector4
  72478. * @returns the updated current matrix
  72479. */
  72480. setRow(index: number, row: Vector4): Matrix;
  72481. /**
  72482. * Compute the transpose of the matrix
  72483. * @returns the new transposed matrix
  72484. */
  72485. transpose(): Matrix;
  72486. /**
  72487. * Compute the transpose of the matrix and store it in a given matrix
  72488. * @param result defines the target matrix
  72489. * @returns the current matrix
  72490. */
  72491. transposeToRef(result: Matrix): Matrix;
  72492. /**
  72493. * Sets the index-th row of the current matrix with the given 4 x float values
  72494. * @param index defines the row index
  72495. * @param x defines the x component to set
  72496. * @param y defines the y component to set
  72497. * @param z defines the z component to set
  72498. * @param w defines the w component to set
  72499. * @returns the updated current matrix
  72500. */
  72501. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  72502. /**
  72503. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  72504. * @param scale defines the scale factor
  72505. * @returns a new matrix
  72506. */
  72507. scale(scale: number): Matrix;
  72508. /**
  72509. * Scale the current matrix values by a factor to a given result matrix
  72510. * @param scale defines the scale factor
  72511. * @param result defines the matrix to store the result
  72512. * @returns the current matrix
  72513. */
  72514. scaleToRef(scale: number, result: Matrix): Matrix;
  72515. /**
  72516. * Scale the current matrix values by a factor and add the result to a given matrix
  72517. * @param scale defines the scale factor
  72518. * @param result defines the Matrix to store the result
  72519. * @returns the current matrix
  72520. */
  72521. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  72522. /**
  72523. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  72524. * @param ref matrix to store the result
  72525. */
  72526. toNormalMatrix(ref: Matrix): void;
  72527. /**
  72528. * Gets only rotation part of the current matrix
  72529. * @returns a new matrix sets to the extracted rotation matrix from the current one
  72530. */
  72531. getRotationMatrix(): Matrix;
  72532. /**
  72533. * Extracts the rotation matrix from the current one and sets it as the given "result"
  72534. * @param result defines the target matrix to store data to
  72535. * @returns the current matrix
  72536. */
  72537. getRotationMatrixToRef(result: Matrix): Matrix;
  72538. /**
  72539. * Toggles model matrix from being right handed to left handed in place and vice versa
  72540. */
  72541. toggleModelMatrixHandInPlace(): void;
  72542. /**
  72543. * Toggles projection matrix from being right handed to left handed in place and vice versa
  72544. */
  72545. toggleProjectionMatrixHandInPlace(): void;
  72546. /**
  72547. * Creates a matrix from an array
  72548. * @param array defines the source array
  72549. * @param offset defines an offset in the source array
  72550. * @returns a new Matrix set from the starting index of the given array
  72551. */
  72552. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  72553. /**
  72554. * Copy the content of an array into a given matrix
  72555. * @param array defines the source array
  72556. * @param offset defines an offset in the source array
  72557. * @param result defines the target matrix
  72558. */
  72559. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  72560. /**
  72561. * Stores an array into a matrix after having multiplied each component by a given factor
  72562. * @param array defines the source array
  72563. * @param offset defines the offset in the source array
  72564. * @param scale defines the scaling factor
  72565. * @param result defines the target matrix
  72566. */
  72567. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  72568. /**
  72569. * Gets an identity matrix that must not be updated
  72570. */
  72571. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  72572. /**
  72573. * Stores a list of values (16) inside a given matrix
  72574. * @param initialM11 defines 1st value of 1st row
  72575. * @param initialM12 defines 2nd value of 1st row
  72576. * @param initialM13 defines 3rd value of 1st row
  72577. * @param initialM14 defines 4th value of 1st row
  72578. * @param initialM21 defines 1st value of 2nd row
  72579. * @param initialM22 defines 2nd value of 2nd row
  72580. * @param initialM23 defines 3rd value of 2nd row
  72581. * @param initialM24 defines 4th value of 2nd row
  72582. * @param initialM31 defines 1st value of 3rd row
  72583. * @param initialM32 defines 2nd value of 3rd row
  72584. * @param initialM33 defines 3rd value of 3rd row
  72585. * @param initialM34 defines 4th value of 3rd row
  72586. * @param initialM41 defines 1st value of 4th row
  72587. * @param initialM42 defines 2nd value of 4th row
  72588. * @param initialM43 defines 3rd value of 4th row
  72589. * @param initialM44 defines 4th value of 4th row
  72590. * @param result defines the target matrix
  72591. */
  72592. 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;
  72593. /**
  72594. * Creates new matrix from a list of values (16)
  72595. * @param initialM11 defines 1st value of 1st row
  72596. * @param initialM12 defines 2nd value of 1st row
  72597. * @param initialM13 defines 3rd value of 1st row
  72598. * @param initialM14 defines 4th value of 1st row
  72599. * @param initialM21 defines 1st value of 2nd row
  72600. * @param initialM22 defines 2nd value of 2nd row
  72601. * @param initialM23 defines 3rd value of 2nd row
  72602. * @param initialM24 defines 4th value of 2nd row
  72603. * @param initialM31 defines 1st value of 3rd row
  72604. * @param initialM32 defines 2nd value of 3rd row
  72605. * @param initialM33 defines 3rd value of 3rd row
  72606. * @param initialM34 defines 4th value of 3rd row
  72607. * @param initialM41 defines 1st value of 4th row
  72608. * @param initialM42 defines 2nd value of 4th row
  72609. * @param initialM43 defines 3rd value of 4th row
  72610. * @param initialM44 defines 4th value of 4th row
  72611. * @returns the new matrix
  72612. */
  72613. 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;
  72614. /**
  72615. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  72616. * @param scale defines the scale vector3
  72617. * @param rotation defines the rotation quaternion
  72618. * @param translation defines the translation vector3
  72619. * @returns a new matrix
  72620. */
  72621. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  72622. /**
  72623. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  72624. * @param scale defines the scale vector3
  72625. * @param rotation defines the rotation quaternion
  72626. * @param translation defines the translation vector3
  72627. * @param result defines the target matrix
  72628. */
  72629. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  72630. /**
  72631. * Creates a new identity matrix
  72632. * @returns a new identity matrix
  72633. */
  72634. static Identity(): Matrix;
  72635. /**
  72636. * Creates a new identity matrix and stores the result in a given matrix
  72637. * @param result defines the target matrix
  72638. */
  72639. static IdentityToRef(result: Matrix): void;
  72640. /**
  72641. * Creates a new zero matrix
  72642. * @returns a new zero matrix
  72643. */
  72644. static Zero(): Matrix;
  72645. /**
  72646. * Creates a new rotation matrix for "angle" radians around the X axis
  72647. * @param angle defines the angle (in radians) to use
  72648. * @return the new matrix
  72649. */
  72650. static RotationX(angle: number): Matrix;
  72651. /**
  72652. * Creates a new matrix as the invert of a given matrix
  72653. * @param source defines the source matrix
  72654. * @returns the new matrix
  72655. */
  72656. static Invert(source: DeepImmutable<Matrix>): Matrix;
  72657. /**
  72658. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  72659. * @param angle defines the angle (in radians) to use
  72660. * @param result defines the target matrix
  72661. */
  72662. static RotationXToRef(angle: number, result: Matrix): void;
  72663. /**
  72664. * Creates a new rotation matrix for "angle" radians around the Y axis
  72665. * @param angle defines the angle (in radians) to use
  72666. * @return the new matrix
  72667. */
  72668. static RotationY(angle: number): Matrix;
  72669. /**
  72670. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  72671. * @param angle defines the angle (in radians) to use
  72672. * @param result defines the target matrix
  72673. */
  72674. static RotationYToRef(angle: number, result: Matrix): void;
  72675. /**
  72676. * Creates a new rotation matrix for "angle" radians around the Z axis
  72677. * @param angle defines the angle (in radians) to use
  72678. * @return the new matrix
  72679. */
  72680. static RotationZ(angle: number): Matrix;
  72681. /**
  72682. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  72683. * @param angle defines the angle (in radians) to use
  72684. * @param result defines the target matrix
  72685. */
  72686. static RotationZToRef(angle: number, result: Matrix): void;
  72687. /**
  72688. * Creates a new rotation matrix for "angle" radians around the given axis
  72689. * @param axis defines the axis to use
  72690. * @param angle defines the angle (in radians) to use
  72691. * @return the new matrix
  72692. */
  72693. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  72694. /**
  72695. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  72696. * @param axis defines the axis to use
  72697. * @param angle defines the angle (in radians) to use
  72698. * @param result defines the target matrix
  72699. */
  72700. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  72701. /**
  72702. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  72703. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  72704. * @param from defines the vector to align
  72705. * @param to defines the vector to align to
  72706. * @param result defines the target matrix
  72707. */
  72708. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  72709. /**
  72710. * Creates a rotation matrix
  72711. * @param yaw defines the yaw angle in radians (Y axis)
  72712. * @param pitch defines the pitch angle in radians (X axis)
  72713. * @param roll defines the roll angle in radians (X axis)
  72714. * @returns the new rotation matrix
  72715. */
  72716. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  72717. /**
  72718. * Creates a rotation matrix and stores it in a given matrix
  72719. * @param yaw defines the yaw angle in radians (Y axis)
  72720. * @param pitch defines the pitch angle in radians (X axis)
  72721. * @param roll defines the roll angle in radians (X axis)
  72722. * @param result defines the target matrix
  72723. */
  72724. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  72725. /**
  72726. * Creates a scaling matrix
  72727. * @param x defines the scale factor on X axis
  72728. * @param y defines the scale factor on Y axis
  72729. * @param z defines the scale factor on Z axis
  72730. * @returns the new matrix
  72731. */
  72732. static Scaling(x: number, y: number, z: number): Matrix;
  72733. /**
  72734. * Creates a scaling matrix and stores it in a given matrix
  72735. * @param x defines the scale factor on X axis
  72736. * @param y defines the scale factor on Y axis
  72737. * @param z defines the scale factor on Z axis
  72738. * @param result defines the target matrix
  72739. */
  72740. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  72741. /**
  72742. * Creates a translation matrix
  72743. * @param x defines the translation on X axis
  72744. * @param y defines the translation on Y axis
  72745. * @param z defines the translationon Z axis
  72746. * @returns the new matrix
  72747. */
  72748. static Translation(x: number, y: number, z: number): Matrix;
  72749. /**
  72750. * Creates a translation matrix and stores it in a given matrix
  72751. * @param x defines the translation on X axis
  72752. * @param y defines the translation on Y axis
  72753. * @param z defines the translationon Z axis
  72754. * @param result defines the target matrix
  72755. */
  72756. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  72757. /**
  72758. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  72759. * @param startValue defines the start value
  72760. * @param endValue defines the end value
  72761. * @param gradient defines the gradient factor
  72762. * @returns the new matrix
  72763. */
  72764. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  72765. /**
  72766. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  72767. * @param startValue defines the start value
  72768. * @param endValue defines the end value
  72769. * @param gradient defines the gradient factor
  72770. * @param result defines the Matrix object where to store data
  72771. */
  72772. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  72773. /**
  72774. * Builds a new matrix whose values are computed by:
  72775. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  72776. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  72777. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  72778. * @param startValue defines the first matrix
  72779. * @param endValue defines the second matrix
  72780. * @param gradient defines the gradient between the two matrices
  72781. * @returns the new matrix
  72782. */
  72783. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  72784. /**
  72785. * Update a matrix to values which are computed by:
  72786. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  72787. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  72788. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  72789. * @param startValue defines the first matrix
  72790. * @param endValue defines the second matrix
  72791. * @param gradient defines the gradient between the two matrices
  72792. * @param result defines the target matrix
  72793. */
  72794. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  72795. /**
  72796. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  72797. * This function works in left handed mode
  72798. * @param eye defines the final position of the entity
  72799. * @param target defines where the entity should look at
  72800. * @param up defines the up vector for the entity
  72801. * @returns the new matrix
  72802. */
  72803. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  72804. /**
  72805. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  72806. * This function works in left handed mode
  72807. * @param eye defines the final position of the entity
  72808. * @param target defines where the entity should look at
  72809. * @param up defines the up vector for the entity
  72810. * @param result defines the target matrix
  72811. */
  72812. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  72813. /**
  72814. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  72815. * This function works in right handed mode
  72816. * @param eye defines the final position of the entity
  72817. * @param target defines where the entity should look at
  72818. * @param up defines the up vector for the entity
  72819. * @returns the new matrix
  72820. */
  72821. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  72822. /**
  72823. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  72824. * This function works in right handed mode
  72825. * @param eye defines the final position of the entity
  72826. * @param target defines where the entity should look at
  72827. * @param up defines the up vector for the entity
  72828. * @param result defines the target matrix
  72829. */
  72830. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  72831. /**
  72832. * Create a left-handed orthographic projection matrix
  72833. * @param width defines the viewport width
  72834. * @param height defines the viewport height
  72835. * @param znear defines the near clip plane
  72836. * @param zfar defines the far clip plane
  72837. * @returns a new matrix as a left-handed orthographic projection matrix
  72838. */
  72839. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  72840. /**
  72841. * Store a left-handed orthographic projection to a given matrix
  72842. * @param width defines the viewport width
  72843. * @param height defines the viewport height
  72844. * @param znear defines the near clip plane
  72845. * @param zfar defines the far clip plane
  72846. * @param result defines the target matrix
  72847. */
  72848. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  72849. /**
  72850. * Create a left-handed orthographic projection matrix
  72851. * @param left defines the viewport left coordinate
  72852. * @param right defines the viewport right coordinate
  72853. * @param bottom defines the viewport bottom coordinate
  72854. * @param top defines the viewport top coordinate
  72855. * @param znear defines the near clip plane
  72856. * @param zfar defines the far clip plane
  72857. * @returns a new matrix as a left-handed orthographic projection matrix
  72858. */
  72859. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  72860. /**
  72861. * Stores a left-handed orthographic projection into a given matrix
  72862. * @param left defines the viewport left coordinate
  72863. * @param right defines the viewport right coordinate
  72864. * @param bottom defines the viewport bottom coordinate
  72865. * @param top defines the viewport top coordinate
  72866. * @param znear defines the near clip plane
  72867. * @param zfar defines the far clip plane
  72868. * @param result defines the target matrix
  72869. */
  72870. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  72871. /**
  72872. * Creates a right-handed orthographic projection matrix
  72873. * @param left defines the viewport left coordinate
  72874. * @param right defines the viewport right coordinate
  72875. * @param bottom defines the viewport bottom coordinate
  72876. * @param top defines the viewport top coordinate
  72877. * @param znear defines the near clip plane
  72878. * @param zfar defines the far clip plane
  72879. * @returns a new matrix as a right-handed orthographic projection matrix
  72880. */
  72881. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  72882. /**
  72883. * Stores a right-handed orthographic projection into a given matrix
  72884. * @param left defines the viewport left coordinate
  72885. * @param right defines the viewport right coordinate
  72886. * @param bottom defines the viewport bottom coordinate
  72887. * @param top defines the viewport top coordinate
  72888. * @param znear defines the near clip plane
  72889. * @param zfar defines the far clip plane
  72890. * @param result defines the target matrix
  72891. */
  72892. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  72893. /**
  72894. * Creates a left-handed perspective projection matrix
  72895. * @param width defines the viewport width
  72896. * @param height defines the viewport height
  72897. * @param znear defines the near clip plane
  72898. * @param zfar defines the far clip plane
  72899. * @returns a new matrix as a left-handed perspective projection matrix
  72900. */
  72901. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  72902. /**
  72903. * Creates a left-handed perspective projection matrix
  72904. * @param fov defines the horizontal field of view
  72905. * @param aspect defines the aspect ratio
  72906. * @param znear defines the near clip plane
  72907. * @param zfar defines the far clip plane
  72908. * @returns a new matrix as a left-handed perspective projection matrix
  72909. */
  72910. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  72911. /**
  72912. * Stores a left-handed perspective projection into a given matrix
  72913. * @param fov defines the horizontal field of view
  72914. * @param aspect defines the aspect ratio
  72915. * @param znear defines the near clip plane
  72916. * @param zfar defines the far clip plane
  72917. * @param result defines the target matrix
  72918. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  72919. */
  72920. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  72921. /**
  72922. * Stores a left-handed perspective projection into a given matrix with depth reversed
  72923. * @param fov defines the horizontal field of view
  72924. * @param aspect defines the aspect ratio
  72925. * @param znear defines the near clip plane
  72926. * @param zfar not used as infinity is used as far clip
  72927. * @param result defines the target matrix
  72928. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  72929. */
  72930. static PerspectiveFovReverseLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  72931. /**
  72932. * Creates a right-handed perspective projection matrix
  72933. * @param fov defines the horizontal field of view
  72934. * @param aspect defines the aspect ratio
  72935. * @param znear defines the near clip plane
  72936. * @param zfar defines the far clip plane
  72937. * @returns a new matrix as a right-handed perspective projection matrix
  72938. */
  72939. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  72940. /**
  72941. * Stores a right-handed perspective projection into a given matrix
  72942. * @param fov defines the horizontal field of view
  72943. * @param aspect defines the aspect ratio
  72944. * @param znear defines the near clip plane
  72945. * @param zfar defines the far clip plane
  72946. * @param result defines the target matrix
  72947. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  72948. */
  72949. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  72950. /**
  72951. * Stores a right-handed perspective projection into a given matrix
  72952. * @param fov defines the horizontal field of view
  72953. * @param aspect defines the aspect ratio
  72954. * @param znear defines the near clip plane
  72955. * @param zfar not used as infinity is used as far clip
  72956. * @param result defines the target matrix
  72957. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  72958. */
  72959. static PerspectiveFovReverseRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  72960. /**
  72961. * Stores a perspective projection for WebVR info a given matrix
  72962. * @param fov defines the field of view
  72963. * @param znear defines the near clip plane
  72964. * @param zfar defines the far clip plane
  72965. * @param result defines the target matrix
  72966. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  72967. */
  72968. static PerspectiveFovWebVRToRef(fov: {
  72969. upDegrees: number;
  72970. downDegrees: number;
  72971. leftDegrees: number;
  72972. rightDegrees: number;
  72973. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  72974. /**
  72975. * Computes a complete transformation matrix
  72976. * @param viewport defines the viewport to use
  72977. * @param world defines the world matrix
  72978. * @param view defines the view matrix
  72979. * @param projection defines the projection matrix
  72980. * @param zmin defines the near clip plane
  72981. * @param zmax defines the far clip plane
  72982. * @returns the transformation matrix
  72983. */
  72984. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  72985. /**
  72986. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  72987. * @param matrix defines the matrix to use
  72988. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  72989. */
  72990. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  72991. /**
  72992. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  72993. * @param matrix defines the matrix to use
  72994. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  72995. */
  72996. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  72997. /**
  72998. * Compute the transpose of a given matrix
  72999. * @param matrix defines the matrix to transpose
  73000. * @returns the new matrix
  73001. */
  73002. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  73003. /**
  73004. * Compute the transpose of a matrix and store it in a target matrix
  73005. * @param matrix defines the matrix to transpose
  73006. * @param result defines the target matrix
  73007. */
  73008. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  73009. /**
  73010. * Computes a reflection matrix from a plane
  73011. * @param plane defines the reflection plane
  73012. * @returns a new matrix
  73013. */
  73014. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  73015. /**
  73016. * Computes a reflection matrix from a plane
  73017. * @param plane defines the reflection plane
  73018. * @param result defines the target matrix
  73019. */
  73020. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  73021. /**
  73022. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  73023. * @param xaxis defines the value of the 1st axis
  73024. * @param yaxis defines the value of the 2nd axis
  73025. * @param zaxis defines the value of the 3rd axis
  73026. * @param result defines the target matrix
  73027. */
  73028. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  73029. /**
  73030. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  73031. * @param quat defines the quaternion to use
  73032. * @param result defines the target matrix
  73033. */
  73034. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  73035. }
  73036. /**
  73037. * @hidden
  73038. */
  73039. export class TmpVectors {
  73040. static Vector2: Vector2[];
  73041. static Vector3: Vector3[];
  73042. static Vector4: Vector4[];
  73043. static Quaternion: Quaternion[];
  73044. static Matrix: Matrix[];
  73045. }
  73046. }
  73047. declare module BABYLON {
  73048. /**
  73049. * Defines potential orientation for back face culling
  73050. */
  73051. export enum Orientation {
  73052. /**
  73053. * Clockwise
  73054. */
  73055. CW = 0,
  73056. /** Counter clockwise */
  73057. CCW = 1
  73058. }
  73059. /** Class used to represent a Bezier curve */
  73060. export class BezierCurve {
  73061. /**
  73062. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  73063. * @param t defines the time
  73064. * @param x1 defines the left coordinate on X axis
  73065. * @param y1 defines the left coordinate on Y axis
  73066. * @param x2 defines the right coordinate on X axis
  73067. * @param y2 defines the right coordinate on Y axis
  73068. * @returns the interpolated value
  73069. */
  73070. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  73071. }
  73072. /**
  73073. * Defines angle representation
  73074. */
  73075. export class Angle {
  73076. private _radians;
  73077. /**
  73078. * Creates an Angle object of "radians" radians (float).
  73079. * @param radians the angle in radians
  73080. */
  73081. constructor(radians: number);
  73082. /**
  73083. * Get value in degrees
  73084. * @returns the Angle value in degrees (float)
  73085. */
  73086. degrees(): number;
  73087. /**
  73088. * Get value in radians
  73089. * @returns the Angle value in radians (float)
  73090. */
  73091. radians(): number;
  73092. /**
  73093. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  73094. * @param a defines first vector
  73095. * @param b defines second vector
  73096. * @returns a new Angle
  73097. */
  73098. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  73099. /**
  73100. * Gets a new Angle object from the given float in radians
  73101. * @param radians defines the angle value in radians
  73102. * @returns a new Angle
  73103. */
  73104. static FromRadians(radians: number): Angle;
  73105. /**
  73106. * Gets a new Angle object from the given float in degrees
  73107. * @param degrees defines the angle value in degrees
  73108. * @returns a new Angle
  73109. */
  73110. static FromDegrees(degrees: number): Angle;
  73111. }
  73112. /**
  73113. * This represents an arc in a 2d space.
  73114. */
  73115. export class Arc2 {
  73116. /** Defines the start point of the arc */
  73117. startPoint: Vector2;
  73118. /** Defines the mid point of the arc */
  73119. midPoint: Vector2;
  73120. /** Defines the end point of the arc */
  73121. endPoint: Vector2;
  73122. /**
  73123. * Defines the center point of the arc.
  73124. */
  73125. centerPoint: Vector2;
  73126. /**
  73127. * Defines the radius of the arc.
  73128. */
  73129. radius: number;
  73130. /**
  73131. * Defines the angle of the arc (from mid point to end point).
  73132. */
  73133. angle: Angle;
  73134. /**
  73135. * Defines the start angle of the arc (from start point to middle point).
  73136. */
  73137. startAngle: Angle;
  73138. /**
  73139. * Defines the orientation of the arc (clock wise/counter clock wise).
  73140. */
  73141. orientation: Orientation;
  73142. /**
  73143. * Creates an Arc object from the three given points : start, middle and end.
  73144. * @param startPoint Defines the start point of the arc
  73145. * @param midPoint Defines the midlle point of the arc
  73146. * @param endPoint Defines the end point of the arc
  73147. */
  73148. constructor(
  73149. /** Defines the start point of the arc */
  73150. startPoint: Vector2,
  73151. /** Defines the mid point of the arc */
  73152. midPoint: Vector2,
  73153. /** Defines the end point of the arc */
  73154. endPoint: Vector2);
  73155. }
  73156. /**
  73157. * Represents a 2D path made up of multiple 2D points
  73158. */
  73159. export class Path2 {
  73160. private _points;
  73161. private _length;
  73162. /**
  73163. * If the path start and end point are the same
  73164. */
  73165. closed: boolean;
  73166. /**
  73167. * Creates a Path2 object from the starting 2D coordinates x and y.
  73168. * @param x the starting points x value
  73169. * @param y the starting points y value
  73170. */
  73171. constructor(x: number, y: number);
  73172. /**
  73173. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  73174. * @param x the added points x value
  73175. * @param y the added points y value
  73176. * @returns the updated Path2.
  73177. */
  73178. addLineTo(x: number, y: number): Path2;
  73179. /**
  73180. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  73181. * @param midX middle point x value
  73182. * @param midY middle point y value
  73183. * @param endX end point x value
  73184. * @param endY end point y value
  73185. * @param numberOfSegments (default: 36)
  73186. * @returns the updated Path2.
  73187. */
  73188. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  73189. /**
  73190. * Closes the Path2.
  73191. * @returns the Path2.
  73192. */
  73193. close(): Path2;
  73194. /**
  73195. * Gets the sum of the distance between each sequential point in the path
  73196. * @returns the Path2 total length (float).
  73197. */
  73198. length(): number;
  73199. /**
  73200. * Gets the points which construct the path
  73201. * @returns the Path2 internal array of points.
  73202. */
  73203. getPoints(): Vector2[];
  73204. /**
  73205. * Retreives the point at the distance aways from the starting point
  73206. * @param normalizedLengthPosition the length along the path to retreive the point from
  73207. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  73208. */
  73209. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  73210. /**
  73211. * Creates a new path starting from an x and y position
  73212. * @param x starting x value
  73213. * @param y starting y value
  73214. * @returns a new Path2 starting at the coordinates (x, y).
  73215. */
  73216. static StartingAt(x: number, y: number): Path2;
  73217. }
  73218. /**
  73219. * Represents a 3D path made up of multiple 3D points
  73220. */
  73221. export class Path3D {
  73222. /**
  73223. * an array of Vector3, the curve axis of the Path3D
  73224. */
  73225. path: Vector3[];
  73226. private _curve;
  73227. private _distances;
  73228. private _tangents;
  73229. private _normals;
  73230. private _binormals;
  73231. private _raw;
  73232. private _alignTangentsWithPath;
  73233. private readonly _pointAtData;
  73234. /**
  73235. * new Path3D(path, normal, raw)
  73236. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  73237. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  73238. * @param path an array of Vector3, the curve axis of the Path3D
  73239. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  73240. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  73241. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path.
  73242. */
  73243. constructor(
  73244. /**
  73245. * an array of Vector3, the curve axis of the Path3D
  73246. */
  73247. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean, alignTangentsWithPath?: boolean);
  73248. /**
  73249. * Returns the Path3D array of successive Vector3 designing its curve.
  73250. * @returns the Path3D array of successive Vector3 designing its curve.
  73251. */
  73252. getCurve(): Vector3[];
  73253. /**
  73254. * Returns the Path3D array of successive Vector3 designing its curve.
  73255. * @returns the Path3D array of successive Vector3 designing its curve.
  73256. */
  73257. getPoints(): Vector3[];
  73258. /**
  73259. * @returns the computed length (float) of the path.
  73260. */
  73261. length(): number;
  73262. /**
  73263. * Returns an array populated with tangent vectors on each Path3D curve point.
  73264. * @returns an array populated with tangent vectors on each Path3D curve point.
  73265. */
  73266. getTangents(): Vector3[];
  73267. /**
  73268. * Returns an array populated with normal vectors on each Path3D curve point.
  73269. * @returns an array populated with normal vectors on each Path3D curve point.
  73270. */
  73271. getNormals(): Vector3[];
  73272. /**
  73273. * Returns an array populated with binormal vectors on each Path3D curve point.
  73274. * @returns an array populated with binormal vectors on each Path3D curve point.
  73275. */
  73276. getBinormals(): Vector3[];
  73277. /**
  73278. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  73279. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  73280. */
  73281. getDistances(): number[];
  73282. /**
  73283. * Returns an interpolated point along this path
  73284. * @param position the position of the point along this path, from 0.0 to 1.0
  73285. * @returns a new Vector3 as the point
  73286. */
  73287. getPointAt(position: number): Vector3;
  73288. /**
  73289. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  73290. * @param position the position of the point along this path, from 0.0 to 1.0
  73291. * @param interpolated (optional, default false) : boolean, if true returns an interpolated tangent instead of the tangent of the previous path point.
  73292. * @returns a tangent vector corresponding to the interpolated Path3D curve point, if not interpolated, the tangent is taken from the precomputed tangents array.
  73293. */
  73294. getTangentAt(position: number, interpolated?: boolean): Vector3;
  73295. /**
  73296. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  73297. * @param position the position of the point along this path, from 0.0 to 1.0
  73298. * @param interpolated (optional, default false) : boolean, if true returns an interpolated normal instead of the normal of the previous path point.
  73299. * @returns a normal vector corresponding to the interpolated Path3D curve point, if not interpolated, the normal is taken from the precomputed normals array.
  73300. */
  73301. getNormalAt(position: number, interpolated?: boolean): Vector3;
  73302. /**
  73303. * Returns the binormal vector of an interpolated Path3D curve point at the specified position along this path.
  73304. * @param position the position of the point along this path, from 0.0 to 1.0
  73305. * @param interpolated (optional, default false) : boolean, if true returns an interpolated binormal instead of the binormal of the previous path point.
  73306. * @returns a binormal vector corresponding to the interpolated Path3D curve point, if not interpolated, the binormal is taken from the precomputed binormals array.
  73307. */
  73308. getBinormalAt(position: number, interpolated?: boolean): Vector3;
  73309. /**
  73310. * Returns the distance (float) of an interpolated Path3D curve point at the specified position along this path.
  73311. * @param position the position of the point along this path, from 0.0 to 1.0
  73312. * @returns the distance of the interpolated Path3D curve point at the specified position along this path.
  73313. */
  73314. getDistanceAt(position: number): number;
  73315. /**
  73316. * Returns the array index of the previous point of an interpolated point along this path
  73317. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  73318. * @returns the array index
  73319. */
  73320. getPreviousPointIndexAt(position: number): number;
  73321. /**
  73322. * Returns the position of an interpolated point relative to the two path points it lies between, from 0.0 (point A) to 1.0 (point B)
  73323. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  73324. * @returns the sub position
  73325. */
  73326. getSubPositionAt(position: number): number;
  73327. /**
  73328. * Returns the position of the closest virtual point on this path to an arbitrary Vector3, from 0.0 to 1.0
  73329. * @param target the vector of which to get the closest position to
  73330. * @returns the position of the closest virtual point on this path to the target vector
  73331. */
  73332. getClosestPositionTo(target: Vector3): number;
  73333. /**
  73334. * Returns a sub path (slice) of this path
  73335. * @param start the position of the fist path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  73336. * @param end the position of the last path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  73337. * @returns a sub path (slice) of this path
  73338. */
  73339. slice(start?: number, end?: number): Path3D;
  73340. /**
  73341. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  73342. * @param path path which all values are copied into the curves points
  73343. * @param firstNormal which should be projected onto the curve
  73344. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path
  73345. * @returns the same object updated.
  73346. */
  73347. update(path: Vector3[], firstNormal?: Nullable<Vector3>, alignTangentsWithPath?: boolean): Path3D;
  73348. private _compute;
  73349. private _getFirstNonNullVector;
  73350. private _getLastNonNullVector;
  73351. private _normalVector;
  73352. /**
  73353. * Updates the point at data for an interpolated point along this curve
  73354. * @param position the position of the point along this curve, from 0.0 to 1.0
  73355. * @interpolateTNB wether to compute the interpolated tangent, normal and binormal
  73356. * @returns the (updated) point at data
  73357. */
  73358. private _updatePointAtData;
  73359. /**
  73360. * Updates the point at data from the specified parameters
  73361. * @param position where along the path the interpolated point is, from 0.0 to 1.0
  73362. * @param point the interpolated point
  73363. * @param parentIndex the index of an existing curve point that is on, or else positionally the first behind, the interpolated point
  73364. */
  73365. private _setPointAtData;
  73366. /**
  73367. * Updates the point at interpolation matrix for the tangents, normals and binormals
  73368. */
  73369. private _updateInterpolationMatrix;
  73370. }
  73371. /**
  73372. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  73373. * A Curve3 is designed from a series of successive Vector3.
  73374. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  73375. */
  73376. export class Curve3 {
  73377. private _points;
  73378. private _length;
  73379. /**
  73380. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  73381. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  73382. * @param v1 (Vector3) the control point
  73383. * @param v2 (Vector3) the end point of the Quadratic Bezier
  73384. * @param nbPoints (integer) the wanted number of points in the curve
  73385. * @returns the created Curve3
  73386. */
  73387. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  73388. /**
  73389. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  73390. * @param v0 (Vector3) the origin point of the Cubic Bezier
  73391. * @param v1 (Vector3) the first control point
  73392. * @param v2 (Vector3) the second control point
  73393. * @param v3 (Vector3) the end point of the Cubic Bezier
  73394. * @param nbPoints (integer) the wanted number of points in the curve
  73395. * @returns the created Curve3
  73396. */
  73397. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  73398. /**
  73399. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  73400. * @param p1 (Vector3) the origin point of the Hermite Spline
  73401. * @param t1 (Vector3) the tangent vector at the origin point
  73402. * @param p2 (Vector3) the end point of the Hermite Spline
  73403. * @param t2 (Vector3) the tangent vector at the end point
  73404. * @param nbPoints (integer) the wanted number of points in the curve
  73405. * @returns the created Curve3
  73406. */
  73407. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  73408. /**
  73409. * Returns a Curve3 object along a CatmullRom Spline curve :
  73410. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  73411. * @param nbPoints (integer) the wanted number of points between each curve control points
  73412. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  73413. * @returns the created Curve3
  73414. */
  73415. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  73416. /**
  73417. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  73418. * A Curve3 is designed from a series of successive Vector3.
  73419. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  73420. * @param points points which make up the curve
  73421. */
  73422. constructor(points: Vector3[]);
  73423. /**
  73424. * @returns the Curve3 stored array of successive Vector3
  73425. */
  73426. getPoints(): Vector3[];
  73427. /**
  73428. * @returns the computed length (float) of the curve.
  73429. */
  73430. length(): number;
  73431. /**
  73432. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  73433. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  73434. * curveA and curveB keep unchanged.
  73435. * @param curve the curve to continue from this curve
  73436. * @returns the newly constructed curve
  73437. */
  73438. continue(curve: DeepImmutable<Curve3>): Curve3;
  73439. private _computeLength;
  73440. }
  73441. }
  73442. declare module BABYLON {
  73443. /**
  73444. * This represents the main contract an easing function should follow.
  73445. * Easing functions are used throughout the animation system.
  73446. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73447. */
  73448. export interface IEasingFunction {
  73449. /**
  73450. * Given an input gradient between 0 and 1, this returns the corrseponding value
  73451. * of the easing function.
  73452. * The link below provides some of the most common examples of easing functions.
  73453. * @see https://easings.net/
  73454. * @param gradient Defines the value between 0 and 1 we want the easing value for
  73455. * @returns the corresponding value on the curve defined by the easing function
  73456. */
  73457. ease(gradient: number): number;
  73458. }
  73459. /**
  73460. * Base class used for every default easing function.
  73461. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73462. */
  73463. export class EasingFunction implements IEasingFunction {
  73464. /**
  73465. * Interpolation follows the mathematical formula associated with the easing function.
  73466. */
  73467. static readonly EASINGMODE_EASEIN: number;
  73468. /**
  73469. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  73470. */
  73471. static readonly EASINGMODE_EASEOUT: number;
  73472. /**
  73473. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  73474. */
  73475. static readonly EASINGMODE_EASEINOUT: number;
  73476. private _easingMode;
  73477. /**
  73478. * Sets the easing mode of the current function.
  73479. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  73480. */
  73481. setEasingMode(easingMode: number): void;
  73482. /**
  73483. * Gets the current easing mode.
  73484. * @returns the easing mode
  73485. */
  73486. getEasingMode(): number;
  73487. /**
  73488. * @hidden
  73489. */
  73490. easeInCore(gradient: number): number;
  73491. /**
  73492. * Given an input gradient between 0 and 1, this returns the corresponding value
  73493. * of the easing function.
  73494. * @param gradient Defines the value between 0 and 1 we want the easing value for
  73495. * @returns the corresponding value on the curve defined by the easing function
  73496. */
  73497. ease(gradient: number): number;
  73498. }
  73499. /**
  73500. * Easing function with a circle shape (see link below).
  73501. * @see https://easings.net/#easeInCirc
  73502. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73503. */
  73504. export class CircleEase extends EasingFunction implements IEasingFunction {
  73505. /** @hidden */
  73506. easeInCore(gradient: number): number;
  73507. }
  73508. /**
  73509. * Easing function with a ease back shape (see link below).
  73510. * @see https://easings.net/#easeInBack
  73511. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73512. */
  73513. export class BackEase extends EasingFunction implements IEasingFunction {
  73514. /** Defines the amplitude of the function */
  73515. amplitude: number;
  73516. /**
  73517. * Instantiates a back ease easing
  73518. * @see https://easings.net/#easeInBack
  73519. * @param amplitude Defines the amplitude of the function
  73520. */
  73521. constructor(
  73522. /** Defines the amplitude of the function */
  73523. amplitude?: number);
  73524. /** @hidden */
  73525. easeInCore(gradient: number): number;
  73526. }
  73527. /**
  73528. * Easing function with a bouncing shape (see link below).
  73529. * @see https://easings.net/#easeInBounce
  73530. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73531. */
  73532. export class BounceEase extends EasingFunction implements IEasingFunction {
  73533. /** Defines the number of bounces */
  73534. bounces: number;
  73535. /** Defines the amplitude of the bounce */
  73536. bounciness: number;
  73537. /**
  73538. * Instantiates a bounce easing
  73539. * @see https://easings.net/#easeInBounce
  73540. * @param bounces Defines the number of bounces
  73541. * @param bounciness Defines the amplitude of the bounce
  73542. */
  73543. constructor(
  73544. /** Defines the number of bounces */
  73545. bounces?: number,
  73546. /** Defines the amplitude of the bounce */
  73547. bounciness?: number);
  73548. /** @hidden */
  73549. easeInCore(gradient: number): number;
  73550. }
  73551. /**
  73552. * Easing function with a power of 3 shape (see link below).
  73553. * @see https://easings.net/#easeInCubic
  73554. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73555. */
  73556. export class CubicEase extends EasingFunction implements IEasingFunction {
  73557. /** @hidden */
  73558. easeInCore(gradient: number): number;
  73559. }
  73560. /**
  73561. * Easing function with an elastic shape (see link below).
  73562. * @see https://easings.net/#easeInElastic
  73563. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73564. */
  73565. export class ElasticEase extends EasingFunction implements IEasingFunction {
  73566. /** Defines the number of oscillations*/
  73567. oscillations: number;
  73568. /** Defines the amplitude of the oscillations*/
  73569. springiness: number;
  73570. /**
  73571. * Instantiates an elastic easing function
  73572. * @see https://easings.net/#easeInElastic
  73573. * @param oscillations Defines the number of oscillations
  73574. * @param springiness Defines the amplitude of the oscillations
  73575. */
  73576. constructor(
  73577. /** Defines the number of oscillations*/
  73578. oscillations?: number,
  73579. /** Defines the amplitude of the oscillations*/
  73580. springiness?: number);
  73581. /** @hidden */
  73582. easeInCore(gradient: number): number;
  73583. }
  73584. /**
  73585. * Easing function with an exponential shape (see link below).
  73586. * @see https://easings.net/#easeInExpo
  73587. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73588. */
  73589. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  73590. /** Defines the exponent of the function */
  73591. exponent: number;
  73592. /**
  73593. * Instantiates an exponential easing function
  73594. * @see https://easings.net/#easeInExpo
  73595. * @param exponent Defines the exponent of the function
  73596. */
  73597. constructor(
  73598. /** Defines the exponent of the function */
  73599. exponent?: number);
  73600. /** @hidden */
  73601. easeInCore(gradient: number): number;
  73602. }
  73603. /**
  73604. * Easing function with a power shape (see link below).
  73605. * @see https://easings.net/#easeInQuad
  73606. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73607. */
  73608. export class PowerEase extends EasingFunction implements IEasingFunction {
  73609. /** Defines the power of the function */
  73610. power: number;
  73611. /**
  73612. * Instantiates an power base easing function
  73613. * @see https://easings.net/#easeInQuad
  73614. * @param power Defines the power of the function
  73615. */
  73616. constructor(
  73617. /** Defines the power of the function */
  73618. power?: number);
  73619. /** @hidden */
  73620. easeInCore(gradient: number): number;
  73621. }
  73622. /**
  73623. * Easing function with a power of 2 shape (see link below).
  73624. * @see https://easings.net/#easeInQuad
  73625. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73626. */
  73627. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  73628. /** @hidden */
  73629. easeInCore(gradient: number): number;
  73630. }
  73631. /**
  73632. * Easing function with a power of 4 shape (see link below).
  73633. * @see https://easings.net/#easeInQuart
  73634. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73635. */
  73636. export class QuarticEase extends EasingFunction implements IEasingFunction {
  73637. /** @hidden */
  73638. easeInCore(gradient: number): number;
  73639. }
  73640. /**
  73641. * Easing function with a power of 5 shape (see link below).
  73642. * @see https://easings.net/#easeInQuint
  73643. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73644. */
  73645. export class QuinticEase extends EasingFunction implements IEasingFunction {
  73646. /** @hidden */
  73647. easeInCore(gradient: number): number;
  73648. }
  73649. /**
  73650. * Easing function with a sin shape (see link below).
  73651. * @see https://easings.net/#easeInSine
  73652. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73653. */
  73654. export class SineEase extends EasingFunction implements IEasingFunction {
  73655. /** @hidden */
  73656. easeInCore(gradient: number): number;
  73657. }
  73658. /**
  73659. * Easing function with a bezier shape (see link below).
  73660. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  73661. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73662. */
  73663. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  73664. /** Defines the x component of the start tangent in the bezier curve */
  73665. x1: number;
  73666. /** Defines the y component of the start tangent in the bezier curve */
  73667. y1: number;
  73668. /** Defines the x component of the end tangent in the bezier curve */
  73669. x2: number;
  73670. /** Defines the y component of the end tangent in the bezier curve */
  73671. y2: number;
  73672. /**
  73673. * Instantiates a bezier function
  73674. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  73675. * @param x1 Defines the x component of the start tangent in the bezier curve
  73676. * @param y1 Defines the y component of the start tangent in the bezier curve
  73677. * @param x2 Defines the x component of the end tangent in the bezier curve
  73678. * @param y2 Defines the y component of the end tangent in the bezier curve
  73679. */
  73680. constructor(
  73681. /** Defines the x component of the start tangent in the bezier curve */
  73682. x1?: number,
  73683. /** Defines the y component of the start tangent in the bezier curve */
  73684. y1?: number,
  73685. /** Defines the x component of the end tangent in the bezier curve */
  73686. x2?: number,
  73687. /** Defines the y component of the end tangent in the bezier curve */
  73688. y2?: number);
  73689. /** @hidden */
  73690. easeInCore(gradient: number): number;
  73691. }
  73692. }
  73693. declare module BABYLON {
  73694. /**
  73695. * Class used to hold a RBG color
  73696. */
  73697. export class Color3 {
  73698. /**
  73699. * Defines the red component (between 0 and 1, default is 0)
  73700. */
  73701. r: number;
  73702. /**
  73703. * Defines the green component (between 0 and 1, default is 0)
  73704. */
  73705. g: number;
  73706. /**
  73707. * Defines the blue component (between 0 and 1, default is 0)
  73708. */
  73709. b: number;
  73710. /**
  73711. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  73712. * @param r defines the red component (between 0 and 1, default is 0)
  73713. * @param g defines the green component (between 0 and 1, default is 0)
  73714. * @param b defines the blue component (between 0 and 1, default is 0)
  73715. */
  73716. constructor(
  73717. /**
  73718. * Defines the red component (between 0 and 1, default is 0)
  73719. */
  73720. r?: number,
  73721. /**
  73722. * Defines the green component (between 0 and 1, default is 0)
  73723. */
  73724. g?: number,
  73725. /**
  73726. * Defines the blue component (between 0 and 1, default is 0)
  73727. */
  73728. b?: number);
  73729. /**
  73730. * Creates a string with the Color3 current values
  73731. * @returns the string representation of the Color3 object
  73732. */
  73733. toString(): string;
  73734. /**
  73735. * Returns the string "Color3"
  73736. * @returns "Color3"
  73737. */
  73738. getClassName(): string;
  73739. /**
  73740. * Compute the Color3 hash code
  73741. * @returns an unique number that can be used to hash Color3 objects
  73742. */
  73743. getHashCode(): number;
  73744. /**
  73745. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  73746. * @param array defines the array where to store the r,g,b components
  73747. * @param index defines an optional index in the target array to define where to start storing values
  73748. * @returns the current Color3 object
  73749. */
  73750. toArray(array: FloatArray, index?: number): Color3;
  73751. /**
  73752. * Returns a new Color4 object from the current Color3 and the given alpha
  73753. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  73754. * @returns a new Color4 object
  73755. */
  73756. toColor4(alpha?: number): Color4;
  73757. /**
  73758. * Returns a new array populated with 3 numeric elements : red, green and blue values
  73759. * @returns the new array
  73760. */
  73761. asArray(): number[];
  73762. /**
  73763. * Returns the luminance value
  73764. * @returns a float value
  73765. */
  73766. toLuminance(): number;
  73767. /**
  73768. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  73769. * @param otherColor defines the second operand
  73770. * @returns the new Color3 object
  73771. */
  73772. multiply(otherColor: DeepImmutable<Color3>): Color3;
  73773. /**
  73774. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  73775. * @param otherColor defines the second operand
  73776. * @param result defines the Color3 object where to store the result
  73777. * @returns the current Color3
  73778. */
  73779. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73780. /**
  73781. * Determines equality between Color3 objects
  73782. * @param otherColor defines the second operand
  73783. * @returns true if the rgb values are equal to the given ones
  73784. */
  73785. equals(otherColor: DeepImmutable<Color3>): boolean;
  73786. /**
  73787. * Determines equality between the current Color3 object and a set of r,b,g values
  73788. * @param r defines the red component to check
  73789. * @param g defines the green component to check
  73790. * @param b defines the blue component to check
  73791. * @returns true if the rgb values are equal to the given ones
  73792. */
  73793. equalsFloats(r: number, g: number, b: number): boolean;
  73794. /**
  73795. * Multiplies in place each rgb value by scale
  73796. * @param scale defines the scaling factor
  73797. * @returns the updated Color3
  73798. */
  73799. scale(scale: number): Color3;
  73800. /**
  73801. * Multiplies the rgb values by scale and stores the result into "result"
  73802. * @param scale defines the scaling factor
  73803. * @param result defines the Color3 object where to store the result
  73804. * @returns the unmodified current Color3
  73805. */
  73806. scaleToRef(scale: number, result: Color3): Color3;
  73807. /**
  73808. * Scale the current Color3 values by a factor and add the result to a given Color3
  73809. * @param scale defines the scale factor
  73810. * @param result defines color to store the result into
  73811. * @returns the unmodified current Color3
  73812. */
  73813. scaleAndAddToRef(scale: number, result: Color3): Color3;
  73814. /**
  73815. * Clamps the rgb values by the min and max values and stores the result into "result"
  73816. * @param min defines minimum clamping value (default is 0)
  73817. * @param max defines maximum clamping value (default is 1)
  73818. * @param result defines color to store the result into
  73819. * @returns the original Color3
  73820. */
  73821. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  73822. /**
  73823. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  73824. * @param otherColor defines the second operand
  73825. * @returns the new Color3
  73826. */
  73827. add(otherColor: DeepImmutable<Color3>): Color3;
  73828. /**
  73829. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  73830. * @param otherColor defines the second operand
  73831. * @param result defines Color3 object to store the result into
  73832. * @returns the unmodified current Color3
  73833. */
  73834. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73835. /**
  73836. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  73837. * @param otherColor defines the second operand
  73838. * @returns the new Color3
  73839. */
  73840. subtract(otherColor: DeepImmutable<Color3>): Color3;
  73841. /**
  73842. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  73843. * @param otherColor defines the second operand
  73844. * @param result defines Color3 object to store the result into
  73845. * @returns the unmodified current Color3
  73846. */
  73847. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73848. /**
  73849. * Copy the current object
  73850. * @returns a new Color3 copied the current one
  73851. */
  73852. clone(): Color3;
  73853. /**
  73854. * Copies the rgb values from the source in the current Color3
  73855. * @param source defines the source Color3 object
  73856. * @returns the updated Color3 object
  73857. */
  73858. copyFrom(source: DeepImmutable<Color3>): Color3;
  73859. /**
  73860. * Updates the Color3 rgb values from the given floats
  73861. * @param r defines the red component to read from
  73862. * @param g defines the green component to read from
  73863. * @param b defines the blue component to read from
  73864. * @returns the current Color3 object
  73865. */
  73866. copyFromFloats(r: number, g: number, b: number): Color3;
  73867. /**
  73868. * Updates the Color3 rgb values from the given floats
  73869. * @param r defines the red component to read from
  73870. * @param g defines the green component to read from
  73871. * @param b defines the blue component to read from
  73872. * @returns the current Color3 object
  73873. */
  73874. set(r: number, g: number, b: number): Color3;
  73875. /**
  73876. * Compute the Color3 hexadecimal code as a string
  73877. * @returns a string containing the hexadecimal representation of the Color3 object
  73878. */
  73879. toHexString(): string;
  73880. /**
  73881. * Computes a new Color3 converted from the current one to linear space
  73882. * @returns a new Color3 object
  73883. */
  73884. toLinearSpace(): Color3;
  73885. /**
  73886. * Converts current color in rgb space to HSV values
  73887. * @returns a new color3 representing the HSV values
  73888. */
  73889. toHSV(): Color3;
  73890. /**
  73891. * Converts current color in rgb space to HSV values
  73892. * @param result defines the Color3 where to store the HSV values
  73893. */
  73894. toHSVToRef(result: Color3): void;
  73895. /**
  73896. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  73897. * @param convertedColor defines the Color3 object where to store the linear space version
  73898. * @returns the unmodified Color3
  73899. */
  73900. toLinearSpaceToRef(convertedColor: Color3): Color3;
  73901. /**
  73902. * Computes a new Color3 converted from the current one to gamma space
  73903. * @returns a new Color3 object
  73904. */
  73905. toGammaSpace(): Color3;
  73906. /**
  73907. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  73908. * @param convertedColor defines the Color3 object where to store the gamma space version
  73909. * @returns the unmodified Color3
  73910. */
  73911. toGammaSpaceToRef(convertedColor: Color3): Color3;
  73912. private static _BlackReadOnly;
  73913. /**
  73914. * Convert Hue, saturation and value to a Color3 (RGB)
  73915. * @param hue defines the hue
  73916. * @param saturation defines the saturation
  73917. * @param value defines the value
  73918. * @param result defines the Color3 where to store the RGB values
  73919. */
  73920. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  73921. /**
  73922. * Creates a new Color3 from the string containing valid hexadecimal values
  73923. * @param hex defines a string containing valid hexadecimal values
  73924. * @returns a new Color3 object
  73925. */
  73926. static FromHexString(hex: string): Color3;
  73927. /**
  73928. * Creates a new Color3 from the starting index of the given array
  73929. * @param array defines the source array
  73930. * @param offset defines an offset in the source array
  73931. * @returns a new Color3 object
  73932. */
  73933. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  73934. /**
  73935. * Creates a new Color3 from integer values (< 256)
  73936. * @param r defines the red component to read from (value between 0 and 255)
  73937. * @param g defines the green component to read from (value between 0 and 255)
  73938. * @param b defines the blue component to read from (value between 0 and 255)
  73939. * @returns a new Color3 object
  73940. */
  73941. static FromInts(r: number, g: number, b: number): Color3;
  73942. /**
  73943. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  73944. * @param start defines the start Color3 value
  73945. * @param end defines the end Color3 value
  73946. * @param amount defines the gradient value between start and end
  73947. * @returns a new Color3 object
  73948. */
  73949. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  73950. /**
  73951. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  73952. * @param left defines the start value
  73953. * @param right defines the end value
  73954. * @param amount defines the gradient factor
  73955. * @param result defines the Color3 object where to store the result
  73956. */
  73957. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  73958. /**
  73959. * Returns a Color3 value containing a red color
  73960. * @returns a new Color3 object
  73961. */
  73962. static Red(): Color3;
  73963. /**
  73964. * Returns a Color3 value containing a green color
  73965. * @returns a new Color3 object
  73966. */
  73967. static Green(): Color3;
  73968. /**
  73969. * Returns a Color3 value containing a blue color
  73970. * @returns a new Color3 object
  73971. */
  73972. static Blue(): Color3;
  73973. /**
  73974. * Returns a Color3 value containing a black color
  73975. * @returns a new Color3 object
  73976. */
  73977. static Black(): Color3;
  73978. /**
  73979. * Gets a Color3 value containing a black color that must not be updated
  73980. */
  73981. static readonly BlackReadOnly: DeepImmutable<Color3>;
  73982. /**
  73983. * Returns a Color3 value containing a white color
  73984. * @returns a new Color3 object
  73985. */
  73986. static White(): Color3;
  73987. /**
  73988. * Returns a Color3 value containing a purple color
  73989. * @returns a new Color3 object
  73990. */
  73991. static Purple(): Color3;
  73992. /**
  73993. * Returns a Color3 value containing a magenta color
  73994. * @returns a new Color3 object
  73995. */
  73996. static Magenta(): Color3;
  73997. /**
  73998. * Returns a Color3 value containing a yellow color
  73999. * @returns a new Color3 object
  74000. */
  74001. static Yellow(): Color3;
  74002. /**
  74003. * Returns a Color3 value containing a gray color
  74004. * @returns a new Color3 object
  74005. */
  74006. static Gray(): Color3;
  74007. /**
  74008. * Returns a Color3 value containing a teal color
  74009. * @returns a new Color3 object
  74010. */
  74011. static Teal(): Color3;
  74012. /**
  74013. * Returns a Color3 value containing a random color
  74014. * @returns a new Color3 object
  74015. */
  74016. static Random(): Color3;
  74017. }
  74018. /**
  74019. * Class used to hold a RBGA color
  74020. */
  74021. export class Color4 {
  74022. /**
  74023. * Defines the red component (between 0 and 1, default is 0)
  74024. */
  74025. r: number;
  74026. /**
  74027. * Defines the green component (between 0 and 1, default is 0)
  74028. */
  74029. g: number;
  74030. /**
  74031. * Defines the blue component (between 0 and 1, default is 0)
  74032. */
  74033. b: number;
  74034. /**
  74035. * Defines the alpha component (between 0 and 1, default is 1)
  74036. */
  74037. a: number;
  74038. /**
  74039. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  74040. * @param r defines the red component (between 0 and 1, default is 0)
  74041. * @param g defines the green component (between 0 and 1, default is 0)
  74042. * @param b defines the blue component (between 0 and 1, default is 0)
  74043. * @param a defines the alpha component (between 0 and 1, default is 1)
  74044. */
  74045. constructor(
  74046. /**
  74047. * Defines the red component (between 0 and 1, default is 0)
  74048. */
  74049. r?: number,
  74050. /**
  74051. * Defines the green component (between 0 and 1, default is 0)
  74052. */
  74053. g?: number,
  74054. /**
  74055. * Defines the blue component (between 0 and 1, default is 0)
  74056. */
  74057. b?: number,
  74058. /**
  74059. * Defines the alpha component (between 0 and 1, default is 1)
  74060. */
  74061. a?: number);
  74062. /**
  74063. * Adds in place the given Color4 values to the current Color4 object
  74064. * @param right defines the second operand
  74065. * @returns the current updated Color4 object
  74066. */
  74067. addInPlace(right: DeepImmutable<Color4>): Color4;
  74068. /**
  74069. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  74070. * @returns the new array
  74071. */
  74072. asArray(): number[];
  74073. /**
  74074. * Stores from the starting index in the given array the Color4 successive values
  74075. * @param array defines the array where to store the r,g,b components
  74076. * @param index defines an optional index in the target array to define where to start storing values
  74077. * @returns the current Color4 object
  74078. */
  74079. toArray(array: number[], index?: number): Color4;
  74080. /**
  74081. * Determines equality between Color4 objects
  74082. * @param otherColor defines the second operand
  74083. * @returns true if the rgba values are equal to the given ones
  74084. */
  74085. equals(otherColor: DeepImmutable<Color4>): boolean;
  74086. /**
  74087. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  74088. * @param right defines the second operand
  74089. * @returns a new Color4 object
  74090. */
  74091. add(right: DeepImmutable<Color4>): Color4;
  74092. /**
  74093. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  74094. * @param right defines the second operand
  74095. * @returns a new Color4 object
  74096. */
  74097. subtract(right: DeepImmutable<Color4>): Color4;
  74098. /**
  74099. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  74100. * @param right defines the second operand
  74101. * @param result defines the Color4 object where to store the result
  74102. * @returns the current Color4 object
  74103. */
  74104. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  74105. /**
  74106. * Creates a new Color4 with the current Color4 values multiplied by scale
  74107. * @param scale defines the scaling factor to apply
  74108. * @returns a new Color4 object
  74109. */
  74110. scale(scale: number): Color4;
  74111. /**
  74112. * Multiplies the current Color4 values by scale and stores the result in "result"
  74113. * @param scale defines the scaling factor to apply
  74114. * @param result defines the Color4 object where to store the result
  74115. * @returns the current unmodified Color4
  74116. */
  74117. scaleToRef(scale: number, result: Color4): Color4;
  74118. /**
  74119. * Scale the current Color4 values by a factor and add the result to a given Color4
  74120. * @param scale defines the scale factor
  74121. * @param result defines the Color4 object where to store the result
  74122. * @returns the unmodified current Color4
  74123. */
  74124. scaleAndAddToRef(scale: number, result: Color4): Color4;
  74125. /**
  74126. * Clamps the rgb values by the min and max values and stores the result into "result"
  74127. * @param min defines minimum clamping value (default is 0)
  74128. * @param max defines maximum clamping value (default is 1)
  74129. * @param result defines color to store the result into.
  74130. * @returns the cuurent Color4
  74131. */
  74132. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  74133. /**
  74134. * Multipy an Color4 value by another and return a new Color4 object
  74135. * @param color defines the Color4 value to multiply by
  74136. * @returns a new Color4 object
  74137. */
  74138. multiply(color: Color4): Color4;
  74139. /**
  74140. * Multipy a Color4 value by another and push the result in a reference value
  74141. * @param color defines the Color4 value to multiply by
  74142. * @param result defines the Color4 to fill the result in
  74143. * @returns the result Color4
  74144. */
  74145. multiplyToRef(color: Color4, result: Color4): Color4;
  74146. /**
  74147. * Creates a string with the Color4 current values
  74148. * @returns the string representation of the Color4 object
  74149. */
  74150. toString(): string;
  74151. /**
  74152. * Returns the string "Color4"
  74153. * @returns "Color4"
  74154. */
  74155. getClassName(): string;
  74156. /**
  74157. * Compute the Color4 hash code
  74158. * @returns an unique number that can be used to hash Color4 objects
  74159. */
  74160. getHashCode(): number;
  74161. /**
  74162. * Creates a new Color4 copied from the current one
  74163. * @returns a new Color4 object
  74164. */
  74165. clone(): Color4;
  74166. /**
  74167. * Copies the given Color4 values into the current one
  74168. * @param source defines the source Color4 object
  74169. * @returns the current updated Color4 object
  74170. */
  74171. copyFrom(source: Color4): Color4;
  74172. /**
  74173. * Copies the given float values into the current one
  74174. * @param r defines the red component to read from
  74175. * @param g defines the green component to read from
  74176. * @param b defines the blue component to read from
  74177. * @param a defines the alpha component to read from
  74178. * @returns the current updated Color4 object
  74179. */
  74180. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  74181. /**
  74182. * Copies the given float values into the current one
  74183. * @param r defines the red component to read from
  74184. * @param g defines the green component to read from
  74185. * @param b defines the blue component to read from
  74186. * @param a defines the alpha component to read from
  74187. * @returns the current updated Color4 object
  74188. */
  74189. set(r: number, g: number, b: number, a: number): Color4;
  74190. /**
  74191. * Compute the Color4 hexadecimal code as a string
  74192. * @returns a string containing the hexadecimal representation of the Color4 object
  74193. */
  74194. toHexString(): string;
  74195. /**
  74196. * Computes a new Color4 converted from the current one to linear space
  74197. * @returns a new Color4 object
  74198. */
  74199. toLinearSpace(): Color4;
  74200. /**
  74201. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  74202. * @param convertedColor defines the Color4 object where to store the linear space version
  74203. * @returns the unmodified Color4
  74204. */
  74205. toLinearSpaceToRef(convertedColor: Color4): Color4;
  74206. /**
  74207. * Computes a new Color4 converted from the current one to gamma space
  74208. * @returns a new Color4 object
  74209. */
  74210. toGammaSpace(): Color4;
  74211. /**
  74212. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  74213. * @param convertedColor defines the Color4 object where to store the gamma space version
  74214. * @returns the unmodified Color4
  74215. */
  74216. toGammaSpaceToRef(convertedColor: Color4): Color4;
  74217. /**
  74218. * Creates a new Color4 from the string containing valid hexadecimal values
  74219. * @param hex defines a string containing valid hexadecimal values
  74220. * @returns a new Color4 object
  74221. */
  74222. static FromHexString(hex: string): Color4;
  74223. /**
  74224. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  74225. * @param left defines the start value
  74226. * @param right defines the end value
  74227. * @param amount defines the gradient factor
  74228. * @returns a new Color4 object
  74229. */
  74230. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  74231. /**
  74232. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  74233. * @param left defines the start value
  74234. * @param right defines the end value
  74235. * @param amount defines the gradient factor
  74236. * @param result defines the Color4 object where to store data
  74237. */
  74238. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  74239. /**
  74240. * Creates a new Color4 from a Color3 and an alpha value
  74241. * @param color3 defines the source Color3 to read from
  74242. * @param alpha defines the alpha component (1.0 by default)
  74243. * @returns a new Color4 object
  74244. */
  74245. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  74246. /**
  74247. * Creates a new Color4 from the starting index element of the given array
  74248. * @param array defines the source array to read from
  74249. * @param offset defines the offset in the source array
  74250. * @returns a new Color4 object
  74251. */
  74252. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  74253. /**
  74254. * Creates a new Color3 from integer values (< 256)
  74255. * @param r defines the red component to read from (value between 0 and 255)
  74256. * @param g defines the green component to read from (value between 0 and 255)
  74257. * @param b defines the blue component to read from (value between 0 and 255)
  74258. * @param a defines the alpha component to read from (value between 0 and 255)
  74259. * @returns a new Color3 object
  74260. */
  74261. static FromInts(r: number, g: number, b: number, a: number): Color4;
  74262. /**
  74263. * Check the content of a given array and convert it to an array containing RGBA data
  74264. * If the original array was already containing count * 4 values then it is returned directly
  74265. * @param colors defines the array to check
  74266. * @param count defines the number of RGBA data to expect
  74267. * @returns an array containing count * 4 values (RGBA)
  74268. */
  74269. static CheckColors4(colors: number[], count: number): number[];
  74270. }
  74271. /**
  74272. * @hidden
  74273. */
  74274. export class TmpColors {
  74275. static Color3: Color3[];
  74276. static Color4: Color4[];
  74277. }
  74278. }
  74279. declare module BABYLON {
  74280. /**
  74281. * Defines an interface which represents an animation key frame
  74282. */
  74283. export interface IAnimationKey {
  74284. /**
  74285. * Frame of the key frame
  74286. */
  74287. frame: number;
  74288. /**
  74289. * Value at the specifies key frame
  74290. */
  74291. value: any;
  74292. /**
  74293. * The input tangent for the cubic hermite spline
  74294. */
  74295. inTangent?: any;
  74296. /**
  74297. * The output tangent for the cubic hermite spline
  74298. */
  74299. outTangent?: any;
  74300. /**
  74301. * The animation interpolation type
  74302. */
  74303. interpolation?: AnimationKeyInterpolation;
  74304. }
  74305. /**
  74306. * Enum for the animation key frame interpolation type
  74307. */
  74308. export enum AnimationKeyInterpolation {
  74309. /**
  74310. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  74311. */
  74312. STEP = 1
  74313. }
  74314. }
  74315. declare module BABYLON {
  74316. /**
  74317. * Represents the range of an animation
  74318. */
  74319. export class AnimationRange {
  74320. /**The name of the animation range**/
  74321. name: string;
  74322. /**The starting frame of the animation */
  74323. from: number;
  74324. /**The ending frame of the animation*/
  74325. to: number;
  74326. /**
  74327. * Initializes the range of an animation
  74328. * @param name The name of the animation range
  74329. * @param from The starting frame of the animation
  74330. * @param to The ending frame of the animation
  74331. */
  74332. constructor(
  74333. /**The name of the animation range**/
  74334. name: string,
  74335. /**The starting frame of the animation */
  74336. from: number,
  74337. /**The ending frame of the animation*/
  74338. to: number);
  74339. /**
  74340. * Makes a copy of the animation range
  74341. * @returns A copy of the animation range
  74342. */
  74343. clone(): AnimationRange;
  74344. }
  74345. }
  74346. declare module BABYLON {
  74347. /**
  74348. * Composed of a frame, and an action function
  74349. */
  74350. export class AnimationEvent {
  74351. /** The frame for which the event is triggered **/
  74352. frame: number;
  74353. /** The event to perform when triggered **/
  74354. action: (currentFrame: number) => void;
  74355. /** Specifies if the event should be triggered only once**/
  74356. onlyOnce?: boolean | undefined;
  74357. /**
  74358. * Specifies if the animation event is done
  74359. */
  74360. isDone: boolean;
  74361. /**
  74362. * Initializes the animation event
  74363. * @param frame The frame for which the event is triggered
  74364. * @param action The event to perform when triggered
  74365. * @param onlyOnce Specifies if the event should be triggered only once
  74366. */
  74367. constructor(
  74368. /** The frame for which the event is triggered **/
  74369. frame: number,
  74370. /** The event to perform when triggered **/
  74371. action: (currentFrame: number) => void,
  74372. /** Specifies if the event should be triggered only once**/
  74373. onlyOnce?: boolean | undefined);
  74374. /** @hidden */
  74375. _clone(): AnimationEvent;
  74376. }
  74377. }
  74378. declare module BABYLON {
  74379. /**
  74380. * Interface used to define a behavior
  74381. */
  74382. export interface Behavior<T> {
  74383. /** gets or sets behavior's name */
  74384. name: string;
  74385. /**
  74386. * Function called when the behavior needs to be initialized (after attaching it to a target)
  74387. */
  74388. init(): void;
  74389. /**
  74390. * Called when the behavior is attached to a target
  74391. * @param target defines the target where the behavior is attached to
  74392. */
  74393. attach(target: T): void;
  74394. /**
  74395. * Called when the behavior is detached from its target
  74396. */
  74397. detach(): void;
  74398. }
  74399. /**
  74400. * Interface implemented by classes supporting behaviors
  74401. */
  74402. export interface IBehaviorAware<T> {
  74403. /**
  74404. * Attach a behavior
  74405. * @param behavior defines the behavior to attach
  74406. * @returns the current host
  74407. */
  74408. addBehavior(behavior: Behavior<T>): T;
  74409. /**
  74410. * Remove a behavior from the current object
  74411. * @param behavior defines the behavior to detach
  74412. * @returns the current host
  74413. */
  74414. removeBehavior(behavior: Behavior<T>): T;
  74415. /**
  74416. * Gets a behavior using its name to search
  74417. * @param name defines the name to search
  74418. * @returns the behavior or null if not found
  74419. */
  74420. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  74421. }
  74422. }
  74423. declare module BABYLON {
  74424. /**
  74425. * Defines an array and its length.
  74426. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  74427. */
  74428. export interface ISmartArrayLike<T> {
  74429. /**
  74430. * The data of the array.
  74431. */
  74432. data: Array<T>;
  74433. /**
  74434. * The active length of the array.
  74435. */
  74436. length: number;
  74437. }
  74438. /**
  74439. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  74440. */
  74441. export class SmartArray<T> implements ISmartArrayLike<T> {
  74442. /**
  74443. * The full set of data from the array.
  74444. */
  74445. data: Array<T>;
  74446. /**
  74447. * The active length of the array.
  74448. */
  74449. length: number;
  74450. protected _id: number;
  74451. /**
  74452. * Instantiates a Smart Array.
  74453. * @param capacity defines the default capacity of the array.
  74454. */
  74455. constructor(capacity: number);
  74456. /**
  74457. * Pushes a value at the end of the active data.
  74458. * @param value defines the object to push in the array.
  74459. */
  74460. push(value: T): void;
  74461. /**
  74462. * Iterates over the active data and apply the lambda to them.
  74463. * @param func defines the action to apply on each value.
  74464. */
  74465. forEach(func: (content: T) => void): void;
  74466. /**
  74467. * Sorts the full sets of data.
  74468. * @param compareFn defines the comparison function to apply.
  74469. */
  74470. sort(compareFn: (a: T, b: T) => number): void;
  74471. /**
  74472. * Resets the active data to an empty array.
  74473. */
  74474. reset(): void;
  74475. /**
  74476. * Releases all the data from the array as well as the array.
  74477. */
  74478. dispose(): void;
  74479. /**
  74480. * Concats the active data with a given array.
  74481. * @param array defines the data to concatenate with.
  74482. */
  74483. concat(array: any): void;
  74484. /**
  74485. * Returns the position of a value in the active data.
  74486. * @param value defines the value to find the index for
  74487. * @returns the index if found in the active data otherwise -1
  74488. */
  74489. indexOf(value: T): number;
  74490. /**
  74491. * Returns whether an element is part of the active data.
  74492. * @param value defines the value to look for
  74493. * @returns true if found in the active data otherwise false
  74494. */
  74495. contains(value: T): boolean;
  74496. private static _GlobalId;
  74497. }
  74498. /**
  74499. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  74500. * The data in this array can only be present once
  74501. */
  74502. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  74503. private _duplicateId;
  74504. /**
  74505. * Pushes a value at the end of the active data.
  74506. * THIS DOES NOT PREVENT DUPPLICATE DATA
  74507. * @param value defines the object to push in the array.
  74508. */
  74509. push(value: T): void;
  74510. /**
  74511. * Pushes a value at the end of the active data.
  74512. * If the data is already present, it won t be added again
  74513. * @param value defines the object to push in the array.
  74514. * @returns true if added false if it was already present
  74515. */
  74516. pushNoDuplicate(value: T): boolean;
  74517. /**
  74518. * Resets the active data to an empty array.
  74519. */
  74520. reset(): void;
  74521. /**
  74522. * Concats the active data with a given array.
  74523. * This ensures no dupplicate will be present in the result.
  74524. * @param array defines the data to concatenate with.
  74525. */
  74526. concatWithNoDuplicate(array: any): void;
  74527. }
  74528. }
  74529. declare module BABYLON {
  74530. /**
  74531. * @ignore
  74532. * This is a list of all the different input types that are available in the application.
  74533. * Fo instance: ArcRotateCameraGamepadInput...
  74534. */
  74535. export var CameraInputTypes: {};
  74536. /**
  74537. * This is the contract to implement in order to create a new input class.
  74538. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  74539. */
  74540. export interface ICameraInput<TCamera extends Camera> {
  74541. /**
  74542. * Defines the camera the input is attached to.
  74543. */
  74544. camera: Nullable<TCamera>;
  74545. /**
  74546. * Gets the class name of the current intput.
  74547. * @returns the class name
  74548. */
  74549. getClassName(): string;
  74550. /**
  74551. * Get the friendly name associated with the input class.
  74552. * @returns the input friendly name
  74553. */
  74554. getSimpleName(): string;
  74555. /**
  74556. * Attach the input controls to a specific dom element to get the input from.
  74557. * @param element Defines the element the controls should be listened from
  74558. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74559. */
  74560. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  74561. /**
  74562. * Detach the current controls from the specified dom element.
  74563. * @param element Defines the element to stop listening the inputs from
  74564. */
  74565. detachControl(element: Nullable<HTMLElement>): void;
  74566. /**
  74567. * Update the current camera state depending on the inputs that have been used this frame.
  74568. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  74569. */
  74570. checkInputs?: () => void;
  74571. }
  74572. /**
  74573. * Represents a map of input types to input instance or input index to input instance.
  74574. */
  74575. export interface CameraInputsMap<TCamera extends Camera> {
  74576. /**
  74577. * Accessor to the input by input type.
  74578. */
  74579. [name: string]: ICameraInput<TCamera>;
  74580. /**
  74581. * Accessor to the input by input index.
  74582. */
  74583. [idx: number]: ICameraInput<TCamera>;
  74584. }
  74585. /**
  74586. * This represents the input manager used within a camera.
  74587. * It helps dealing with all the different kind of input attached to a camera.
  74588. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  74589. */
  74590. export class CameraInputsManager<TCamera extends Camera> {
  74591. /**
  74592. * Defines the list of inputs attahed to the camera.
  74593. */
  74594. attached: CameraInputsMap<TCamera>;
  74595. /**
  74596. * Defines the dom element the camera is collecting inputs from.
  74597. * This is null if the controls have not been attached.
  74598. */
  74599. attachedElement: Nullable<HTMLElement>;
  74600. /**
  74601. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74602. */
  74603. noPreventDefault: boolean;
  74604. /**
  74605. * Defined the camera the input manager belongs to.
  74606. */
  74607. camera: TCamera;
  74608. /**
  74609. * Update the current camera state depending on the inputs that have been used this frame.
  74610. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  74611. */
  74612. checkInputs: () => void;
  74613. /**
  74614. * Instantiate a new Camera Input Manager.
  74615. * @param camera Defines the camera the input manager blongs to
  74616. */
  74617. constructor(camera: TCamera);
  74618. /**
  74619. * Add an input method to a camera
  74620. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  74621. * @param input camera input method
  74622. */
  74623. add(input: ICameraInput<TCamera>): void;
  74624. /**
  74625. * Remove a specific input method from a camera
  74626. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  74627. * @param inputToRemove camera input method
  74628. */
  74629. remove(inputToRemove: ICameraInput<TCamera>): void;
  74630. /**
  74631. * Remove a specific input type from a camera
  74632. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  74633. * @param inputType the type of the input to remove
  74634. */
  74635. removeByType(inputType: string): void;
  74636. private _addCheckInputs;
  74637. /**
  74638. * Attach the input controls to the currently attached dom element to listen the events from.
  74639. * @param input Defines the input to attach
  74640. */
  74641. attachInput(input: ICameraInput<TCamera>): void;
  74642. /**
  74643. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  74644. * @param element Defines the dom element to collect the events from
  74645. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74646. */
  74647. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  74648. /**
  74649. * Detach the current manager inputs controls from a specific dom element.
  74650. * @param element Defines the dom element to collect the events from
  74651. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  74652. */
  74653. detachElement(element: HTMLElement, disconnect?: boolean): void;
  74654. /**
  74655. * Rebuild the dynamic inputCheck function from the current list of
  74656. * defined inputs in the manager.
  74657. */
  74658. rebuildInputCheck(): void;
  74659. /**
  74660. * Remove all attached input methods from a camera
  74661. */
  74662. clear(): void;
  74663. /**
  74664. * Serialize the current input manager attached to a camera.
  74665. * This ensures than once parsed,
  74666. * the input associated to the camera will be identical to the current ones
  74667. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  74668. */
  74669. serialize(serializedCamera: any): void;
  74670. /**
  74671. * Parses an input manager serialized JSON to restore the previous list of inputs
  74672. * and states associated to a camera.
  74673. * @param parsedCamera Defines the JSON to parse
  74674. */
  74675. parse(parsedCamera: any): void;
  74676. }
  74677. }
  74678. declare module BABYLON {
  74679. /**
  74680. * Class used to store data that will be store in GPU memory
  74681. */
  74682. export class Buffer {
  74683. private _engine;
  74684. private _buffer;
  74685. /** @hidden */
  74686. _data: Nullable<DataArray>;
  74687. private _updatable;
  74688. private _instanced;
  74689. private _divisor;
  74690. /**
  74691. * Gets the byte stride.
  74692. */
  74693. readonly byteStride: number;
  74694. /**
  74695. * Constructor
  74696. * @param engine the engine
  74697. * @param data the data to use for this buffer
  74698. * @param updatable whether the data is updatable
  74699. * @param stride the stride (optional)
  74700. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  74701. * @param instanced whether the buffer is instanced (optional)
  74702. * @param useBytes set to true if the stride in in bytes (optional)
  74703. * @param divisor sets an optional divisor for instances (1 by default)
  74704. */
  74705. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  74706. /**
  74707. * Create a new VertexBuffer based on the current buffer
  74708. * @param kind defines the vertex buffer kind (position, normal, etc.)
  74709. * @param offset defines offset in the buffer (0 by default)
  74710. * @param size defines the size in floats of attributes (position is 3 for instance)
  74711. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  74712. * @param instanced defines if the vertex buffer contains indexed data
  74713. * @param useBytes defines if the offset and stride are in bytes *
  74714. * @param divisor sets an optional divisor for instances (1 by default)
  74715. * @returns the new vertex buffer
  74716. */
  74717. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  74718. /**
  74719. * Gets a boolean indicating if the Buffer is updatable?
  74720. * @returns true if the buffer is updatable
  74721. */
  74722. isUpdatable(): boolean;
  74723. /**
  74724. * Gets current buffer's data
  74725. * @returns a DataArray or null
  74726. */
  74727. getData(): Nullable<DataArray>;
  74728. /**
  74729. * Gets underlying native buffer
  74730. * @returns underlying native buffer
  74731. */
  74732. getBuffer(): Nullable<DataBuffer>;
  74733. /**
  74734. * Gets the stride in float32 units (i.e. byte stride / 4).
  74735. * May not be an integer if the byte stride is not divisible by 4.
  74736. * DEPRECATED. Use byteStride instead.
  74737. * @returns the stride in float32 units
  74738. */
  74739. getStrideSize(): number;
  74740. /**
  74741. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  74742. * @param data defines the data to store
  74743. */
  74744. create(data?: Nullable<DataArray>): void;
  74745. /** @hidden */
  74746. _rebuild(): void;
  74747. /**
  74748. * Update current buffer data
  74749. * @param data defines the data to store
  74750. */
  74751. update(data: DataArray): void;
  74752. /**
  74753. * Updates the data directly.
  74754. * @param data the new data
  74755. * @param offset the new offset
  74756. * @param vertexCount the vertex count (optional)
  74757. * @param useBytes set to true if the offset is in bytes
  74758. */
  74759. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  74760. /**
  74761. * Release all resources
  74762. */
  74763. dispose(): void;
  74764. }
  74765. /**
  74766. * Specialized buffer used to store vertex data
  74767. */
  74768. export class VertexBuffer {
  74769. /** @hidden */
  74770. _buffer: Buffer;
  74771. private _kind;
  74772. private _size;
  74773. private _ownsBuffer;
  74774. private _instanced;
  74775. private _instanceDivisor;
  74776. /**
  74777. * The byte type.
  74778. */
  74779. static readonly BYTE: number;
  74780. /**
  74781. * The unsigned byte type.
  74782. */
  74783. static readonly UNSIGNED_BYTE: number;
  74784. /**
  74785. * The short type.
  74786. */
  74787. static readonly SHORT: number;
  74788. /**
  74789. * The unsigned short type.
  74790. */
  74791. static readonly UNSIGNED_SHORT: number;
  74792. /**
  74793. * The integer type.
  74794. */
  74795. static readonly INT: number;
  74796. /**
  74797. * The unsigned integer type.
  74798. */
  74799. static readonly UNSIGNED_INT: number;
  74800. /**
  74801. * The float type.
  74802. */
  74803. static readonly FLOAT: number;
  74804. /**
  74805. * Gets or sets the instance divisor when in instanced mode
  74806. */
  74807. instanceDivisor: number;
  74808. /**
  74809. * Gets the byte stride.
  74810. */
  74811. readonly byteStride: number;
  74812. /**
  74813. * Gets the byte offset.
  74814. */
  74815. readonly byteOffset: number;
  74816. /**
  74817. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  74818. */
  74819. readonly normalized: boolean;
  74820. /**
  74821. * Gets the data type of each component in the array.
  74822. */
  74823. readonly type: number;
  74824. /**
  74825. * Constructor
  74826. * @param engine the engine
  74827. * @param data the data to use for this vertex buffer
  74828. * @param kind the vertex buffer kind
  74829. * @param updatable whether the data is updatable
  74830. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  74831. * @param stride the stride (optional)
  74832. * @param instanced whether the buffer is instanced (optional)
  74833. * @param offset the offset of the data (optional)
  74834. * @param size the number of components (optional)
  74835. * @param type the type of the component (optional)
  74836. * @param normalized whether the data contains normalized data (optional)
  74837. * @param useBytes set to true if stride and offset are in bytes (optional)
  74838. * @param divisor defines the instance divisor to use (1 by default)
  74839. */
  74840. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean, divisor?: number);
  74841. /** @hidden */
  74842. _rebuild(): void;
  74843. /**
  74844. * Returns the kind of the VertexBuffer (string)
  74845. * @returns a string
  74846. */
  74847. getKind(): string;
  74848. /**
  74849. * Gets a boolean indicating if the VertexBuffer is updatable?
  74850. * @returns true if the buffer is updatable
  74851. */
  74852. isUpdatable(): boolean;
  74853. /**
  74854. * Gets current buffer's data
  74855. * @returns a DataArray or null
  74856. */
  74857. getData(): Nullable<DataArray>;
  74858. /**
  74859. * Gets underlying native buffer
  74860. * @returns underlying native buffer
  74861. */
  74862. getBuffer(): Nullable<DataBuffer>;
  74863. /**
  74864. * Gets the stride in float32 units (i.e. byte stride / 4).
  74865. * May not be an integer if the byte stride is not divisible by 4.
  74866. * DEPRECATED. Use byteStride instead.
  74867. * @returns the stride in float32 units
  74868. */
  74869. getStrideSize(): number;
  74870. /**
  74871. * Returns the offset as a multiple of the type byte length.
  74872. * DEPRECATED. Use byteOffset instead.
  74873. * @returns the offset in bytes
  74874. */
  74875. getOffset(): number;
  74876. /**
  74877. * Returns the number of components per vertex attribute (integer)
  74878. * @returns the size in float
  74879. */
  74880. getSize(): number;
  74881. /**
  74882. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  74883. * @returns true if this buffer is instanced
  74884. */
  74885. getIsInstanced(): boolean;
  74886. /**
  74887. * Returns the instancing divisor, zero for non-instanced (integer).
  74888. * @returns a number
  74889. */
  74890. getInstanceDivisor(): number;
  74891. /**
  74892. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  74893. * @param data defines the data to store
  74894. */
  74895. create(data?: DataArray): void;
  74896. /**
  74897. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  74898. * This function will create a new buffer if the current one is not updatable
  74899. * @param data defines the data to store
  74900. */
  74901. update(data: DataArray): void;
  74902. /**
  74903. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  74904. * Returns the directly updated WebGLBuffer.
  74905. * @param data the new data
  74906. * @param offset the new offset
  74907. * @param useBytes set to true if the offset is in bytes
  74908. */
  74909. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  74910. /**
  74911. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  74912. */
  74913. dispose(): void;
  74914. /**
  74915. * Enumerates each value of this vertex buffer as numbers.
  74916. * @param count the number of values to enumerate
  74917. * @param callback the callback function called for each value
  74918. */
  74919. forEach(count: number, callback: (value: number, index: number) => void): void;
  74920. /**
  74921. * Positions
  74922. */
  74923. static readonly PositionKind: string;
  74924. /**
  74925. * Normals
  74926. */
  74927. static readonly NormalKind: string;
  74928. /**
  74929. * Tangents
  74930. */
  74931. static readonly TangentKind: string;
  74932. /**
  74933. * Texture coordinates
  74934. */
  74935. static readonly UVKind: string;
  74936. /**
  74937. * Texture coordinates 2
  74938. */
  74939. static readonly UV2Kind: string;
  74940. /**
  74941. * Texture coordinates 3
  74942. */
  74943. static readonly UV3Kind: string;
  74944. /**
  74945. * Texture coordinates 4
  74946. */
  74947. static readonly UV4Kind: string;
  74948. /**
  74949. * Texture coordinates 5
  74950. */
  74951. static readonly UV5Kind: string;
  74952. /**
  74953. * Texture coordinates 6
  74954. */
  74955. static readonly UV6Kind: string;
  74956. /**
  74957. * Colors
  74958. */
  74959. static readonly ColorKind: string;
  74960. /**
  74961. * Matrix indices (for bones)
  74962. */
  74963. static readonly MatricesIndicesKind: string;
  74964. /**
  74965. * Matrix weights (for bones)
  74966. */
  74967. static readonly MatricesWeightsKind: string;
  74968. /**
  74969. * Additional matrix indices (for bones)
  74970. */
  74971. static readonly MatricesIndicesExtraKind: string;
  74972. /**
  74973. * Additional matrix weights (for bones)
  74974. */
  74975. static readonly MatricesWeightsExtraKind: string;
  74976. /**
  74977. * Deduces the stride given a kind.
  74978. * @param kind The kind string to deduce
  74979. * @returns The deduced stride
  74980. */
  74981. static DeduceStride(kind: string): number;
  74982. /**
  74983. * Gets the byte length of the given type.
  74984. * @param type the type
  74985. * @returns the number of bytes
  74986. */
  74987. static GetTypeByteLength(type: number): number;
  74988. /**
  74989. * Enumerates each value of the given parameters as numbers.
  74990. * @param data the data to enumerate
  74991. * @param byteOffset the byte offset of the data
  74992. * @param byteStride the byte stride of the data
  74993. * @param componentCount the number of components per element
  74994. * @param componentType the type of the component
  74995. * @param count the number of values to enumerate
  74996. * @param normalized whether the data is normalized
  74997. * @param callback the callback function called for each value
  74998. */
  74999. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  75000. private static _GetFloatValue;
  75001. }
  75002. }
  75003. declare module BABYLON {
  75004. /**
  75005. * @hidden
  75006. */
  75007. export class IntersectionInfo {
  75008. bu: Nullable<number>;
  75009. bv: Nullable<number>;
  75010. distance: number;
  75011. faceId: number;
  75012. subMeshId: number;
  75013. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  75014. }
  75015. }
  75016. declare module BABYLON {
  75017. /**
  75018. * Represens a plane by the equation ax + by + cz + d = 0
  75019. */
  75020. export class Plane {
  75021. private static _TmpMatrix;
  75022. /**
  75023. * Normal of the plane (a,b,c)
  75024. */
  75025. normal: Vector3;
  75026. /**
  75027. * d component of the plane
  75028. */
  75029. d: number;
  75030. /**
  75031. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  75032. * @param a a component of the plane
  75033. * @param b b component of the plane
  75034. * @param c c component of the plane
  75035. * @param d d component of the plane
  75036. */
  75037. constructor(a: number, b: number, c: number, d: number);
  75038. /**
  75039. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  75040. */
  75041. asArray(): number[];
  75042. /**
  75043. * @returns a new plane copied from the current Plane.
  75044. */
  75045. clone(): Plane;
  75046. /**
  75047. * @returns the string "Plane".
  75048. */
  75049. getClassName(): string;
  75050. /**
  75051. * @returns the Plane hash code.
  75052. */
  75053. getHashCode(): number;
  75054. /**
  75055. * Normalize the current Plane in place.
  75056. * @returns the updated Plane.
  75057. */
  75058. normalize(): Plane;
  75059. /**
  75060. * Applies a transformation the plane and returns the result
  75061. * @param transformation the transformation matrix to be applied to the plane
  75062. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  75063. */
  75064. transform(transformation: DeepImmutable<Matrix>): Plane;
  75065. /**
  75066. * Calcualtte the dot product between the point and the plane normal
  75067. * @param point point to calculate the dot product with
  75068. * @returns the dot product (float) of the point coordinates and the plane normal.
  75069. */
  75070. dotCoordinate(point: DeepImmutable<Vector3>): number;
  75071. /**
  75072. * Updates the current Plane from the plane defined by the three given points.
  75073. * @param point1 one of the points used to contruct the plane
  75074. * @param point2 one of the points used to contruct the plane
  75075. * @param point3 one of the points used to contruct the plane
  75076. * @returns the updated Plane.
  75077. */
  75078. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  75079. /**
  75080. * Checks if the plane is facing a given direction
  75081. * @param direction the direction to check if the plane is facing
  75082. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  75083. * @returns True is the vector "direction" is the same side than the plane normal.
  75084. */
  75085. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  75086. /**
  75087. * Calculates the distance to a point
  75088. * @param point point to calculate distance to
  75089. * @returns the signed distance (float) from the given point to the Plane.
  75090. */
  75091. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  75092. /**
  75093. * Creates a plane from an array
  75094. * @param array the array to create a plane from
  75095. * @returns a new Plane from the given array.
  75096. */
  75097. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  75098. /**
  75099. * Creates a plane from three points
  75100. * @param point1 point used to create the plane
  75101. * @param point2 point used to create the plane
  75102. * @param point3 point used to create the plane
  75103. * @returns a new Plane defined by the three given points.
  75104. */
  75105. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  75106. /**
  75107. * Creates a plane from an origin point and a normal
  75108. * @param origin origin of the plane to be constructed
  75109. * @param normal normal of the plane to be constructed
  75110. * @returns a new Plane the normal vector to this plane at the given origin point.
  75111. * Note : the vector "normal" is updated because normalized.
  75112. */
  75113. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  75114. /**
  75115. * Calculates the distance from a plane and a point
  75116. * @param origin origin of the plane to be constructed
  75117. * @param normal normal of the plane to be constructed
  75118. * @param point point to calculate distance to
  75119. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  75120. */
  75121. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  75122. }
  75123. }
  75124. declare module BABYLON {
  75125. /**
  75126. * Class used to store bounding sphere information
  75127. */
  75128. export class BoundingSphere {
  75129. /**
  75130. * Gets the center of the bounding sphere in local space
  75131. */
  75132. readonly center: Vector3;
  75133. /**
  75134. * Radius of the bounding sphere in local space
  75135. */
  75136. radius: number;
  75137. /**
  75138. * Gets the center of the bounding sphere in world space
  75139. */
  75140. readonly centerWorld: Vector3;
  75141. /**
  75142. * Radius of the bounding sphere in world space
  75143. */
  75144. radiusWorld: number;
  75145. /**
  75146. * Gets the minimum vector in local space
  75147. */
  75148. readonly minimum: Vector3;
  75149. /**
  75150. * Gets the maximum vector in local space
  75151. */
  75152. readonly maximum: Vector3;
  75153. private _worldMatrix;
  75154. private static readonly TmpVector3;
  75155. /**
  75156. * Creates a new bounding sphere
  75157. * @param min defines the minimum vector (in local space)
  75158. * @param max defines the maximum vector (in local space)
  75159. * @param worldMatrix defines the new world matrix
  75160. */
  75161. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  75162. /**
  75163. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  75164. * @param min defines the new minimum vector (in local space)
  75165. * @param max defines the new maximum vector (in local space)
  75166. * @param worldMatrix defines the new world matrix
  75167. */
  75168. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  75169. /**
  75170. * Scale the current bounding sphere by applying a scale factor
  75171. * @param factor defines the scale factor to apply
  75172. * @returns the current bounding box
  75173. */
  75174. scale(factor: number): BoundingSphere;
  75175. /**
  75176. * Gets the world matrix of the bounding box
  75177. * @returns a matrix
  75178. */
  75179. getWorldMatrix(): DeepImmutable<Matrix>;
  75180. /** @hidden */
  75181. _update(worldMatrix: DeepImmutable<Matrix>): void;
  75182. /**
  75183. * Tests if the bounding sphere is intersecting the frustum planes
  75184. * @param frustumPlanes defines the frustum planes to test
  75185. * @returns true if there is an intersection
  75186. */
  75187. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75188. /**
  75189. * Tests if the bounding sphere center is in between the frustum planes.
  75190. * Used for optimistic fast inclusion.
  75191. * @param frustumPlanes defines the frustum planes to test
  75192. * @returns true if the sphere center is in between the frustum planes
  75193. */
  75194. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75195. /**
  75196. * Tests if a point is inside the bounding sphere
  75197. * @param point defines the point to test
  75198. * @returns true if the point is inside the bounding sphere
  75199. */
  75200. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  75201. /**
  75202. * Checks if two sphere intersct
  75203. * @param sphere0 sphere 0
  75204. * @param sphere1 sphere 1
  75205. * @returns true if the speres intersect
  75206. */
  75207. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  75208. }
  75209. }
  75210. declare module BABYLON {
  75211. /**
  75212. * Class used to store bounding box information
  75213. */
  75214. export class BoundingBox implements ICullable {
  75215. /**
  75216. * Gets the 8 vectors representing the bounding box in local space
  75217. */
  75218. readonly vectors: Vector3[];
  75219. /**
  75220. * Gets the center of the bounding box in local space
  75221. */
  75222. readonly center: Vector3;
  75223. /**
  75224. * Gets the center of the bounding box in world space
  75225. */
  75226. readonly centerWorld: Vector3;
  75227. /**
  75228. * Gets the extend size in local space
  75229. */
  75230. readonly extendSize: Vector3;
  75231. /**
  75232. * Gets the extend size in world space
  75233. */
  75234. readonly extendSizeWorld: Vector3;
  75235. /**
  75236. * Gets the OBB (object bounding box) directions
  75237. */
  75238. readonly directions: Vector3[];
  75239. /**
  75240. * Gets the 8 vectors representing the bounding box in world space
  75241. */
  75242. readonly vectorsWorld: Vector3[];
  75243. /**
  75244. * Gets the minimum vector in world space
  75245. */
  75246. readonly minimumWorld: Vector3;
  75247. /**
  75248. * Gets the maximum vector in world space
  75249. */
  75250. readonly maximumWorld: Vector3;
  75251. /**
  75252. * Gets the minimum vector in local space
  75253. */
  75254. readonly minimum: Vector3;
  75255. /**
  75256. * Gets the maximum vector in local space
  75257. */
  75258. readonly maximum: Vector3;
  75259. private _worldMatrix;
  75260. private static readonly TmpVector3;
  75261. /**
  75262. * @hidden
  75263. */
  75264. _tag: number;
  75265. /**
  75266. * Creates a new bounding box
  75267. * @param min defines the minimum vector (in local space)
  75268. * @param max defines the maximum vector (in local space)
  75269. * @param worldMatrix defines the new world matrix
  75270. */
  75271. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  75272. /**
  75273. * Recreates the entire bounding box from scratch as if we call the constructor in place
  75274. * @param min defines the new minimum vector (in local space)
  75275. * @param max defines the new maximum vector (in local space)
  75276. * @param worldMatrix defines the new world matrix
  75277. */
  75278. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  75279. /**
  75280. * Scale the current bounding box by applying a scale factor
  75281. * @param factor defines the scale factor to apply
  75282. * @returns the current bounding box
  75283. */
  75284. scale(factor: number): BoundingBox;
  75285. /**
  75286. * Gets the world matrix of the bounding box
  75287. * @returns a matrix
  75288. */
  75289. getWorldMatrix(): DeepImmutable<Matrix>;
  75290. /** @hidden */
  75291. _update(world: DeepImmutable<Matrix>): void;
  75292. /**
  75293. * Tests if the bounding box is intersecting the frustum planes
  75294. * @param frustumPlanes defines the frustum planes to test
  75295. * @returns true if there is an intersection
  75296. */
  75297. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75298. /**
  75299. * Tests if the bounding box is entirely inside the frustum planes
  75300. * @param frustumPlanes defines the frustum planes to test
  75301. * @returns true if there is an inclusion
  75302. */
  75303. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75304. /**
  75305. * Tests if a point is inside the bounding box
  75306. * @param point defines the point to test
  75307. * @returns true if the point is inside the bounding box
  75308. */
  75309. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  75310. /**
  75311. * Tests if the bounding box intersects with a bounding sphere
  75312. * @param sphere defines the sphere to test
  75313. * @returns true if there is an intersection
  75314. */
  75315. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  75316. /**
  75317. * Tests if the bounding box intersects with a box defined by a min and max vectors
  75318. * @param min defines the min vector to use
  75319. * @param max defines the max vector to use
  75320. * @returns true if there is an intersection
  75321. */
  75322. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  75323. /**
  75324. * Tests if two bounding boxes are intersections
  75325. * @param box0 defines the first box to test
  75326. * @param box1 defines the second box to test
  75327. * @returns true if there is an intersection
  75328. */
  75329. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  75330. /**
  75331. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  75332. * @param minPoint defines the minimum vector of the bounding box
  75333. * @param maxPoint defines the maximum vector of the bounding box
  75334. * @param sphereCenter defines the sphere center
  75335. * @param sphereRadius defines the sphere radius
  75336. * @returns true if there is an intersection
  75337. */
  75338. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  75339. /**
  75340. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  75341. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  75342. * @param frustumPlanes defines the frustum planes to test
  75343. * @return true if there is an inclusion
  75344. */
  75345. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75346. /**
  75347. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  75348. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  75349. * @param frustumPlanes defines the frustum planes to test
  75350. * @return true if there is an intersection
  75351. */
  75352. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75353. }
  75354. }
  75355. declare module BABYLON {
  75356. /** @hidden */
  75357. export class Collider {
  75358. /** Define if a collision was found */
  75359. collisionFound: boolean;
  75360. /**
  75361. * Define last intersection point in local space
  75362. */
  75363. intersectionPoint: Vector3;
  75364. /**
  75365. * Define last collided mesh
  75366. */
  75367. collidedMesh: Nullable<AbstractMesh>;
  75368. private _collisionPoint;
  75369. private _planeIntersectionPoint;
  75370. private _tempVector;
  75371. private _tempVector2;
  75372. private _tempVector3;
  75373. private _tempVector4;
  75374. private _edge;
  75375. private _baseToVertex;
  75376. private _destinationPoint;
  75377. private _slidePlaneNormal;
  75378. private _displacementVector;
  75379. /** @hidden */
  75380. _radius: Vector3;
  75381. /** @hidden */
  75382. _retry: number;
  75383. private _velocity;
  75384. private _basePoint;
  75385. private _epsilon;
  75386. /** @hidden */
  75387. _velocityWorldLength: number;
  75388. /** @hidden */
  75389. _basePointWorld: Vector3;
  75390. private _velocityWorld;
  75391. private _normalizedVelocity;
  75392. /** @hidden */
  75393. _initialVelocity: Vector3;
  75394. /** @hidden */
  75395. _initialPosition: Vector3;
  75396. private _nearestDistance;
  75397. private _collisionMask;
  75398. collisionMask: number;
  75399. /**
  75400. * Gets the plane normal used to compute the sliding response (in local space)
  75401. */
  75402. readonly slidePlaneNormal: Vector3;
  75403. /** @hidden */
  75404. _initialize(source: Vector3, dir: Vector3, e: number): void;
  75405. /** @hidden */
  75406. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  75407. /** @hidden */
  75408. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  75409. /** @hidden */
  75410. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  75411. /** @hidden */
  75412. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  75413. /** @hidden */
  75414. _getResponse(pos: Vector3, vel: Vector3): void;
  75415. }
  75416. }
  75417. declare module BABYLON {
  75418. /**
  75419. * Interface for cullable objects
  75420. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  75421. */
  75422. export interface ICullable {
  75423. /**
  75424. * Checks if the object or part of the object is in the frustum
  75425. * @param frustumPlanes Camera near/planes
  75426. * @returns true if the object is in frustum otherwise false
  75427. */
  75428. isInFrustum(frustumPlanes: Plane[]): boolean;
  75429. /**
  75430. * Checks if a cullable object (mesh...) is in the camera frustum
  75431. * Unlike isInFrustum this cheks the full bounding box
  75432. * @param frustumPlanes Camera near/planes
  75433. * @returns true if the object is in frustum otherwise false
  75434. */
  75435. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  75436. }
  75437. /**
  75438. * Info for a bounding data of a mesh
  75439. */
  75440. export class BoundingInfo implements ICullable {
  75441. /**
  75442. * Bounding box for the mesh
  75443. */
  75444. readonly boundingBox: BoundingBox;
  75445. /**
  75446. * Bounding sphere for the mesh
  75447. */
  75448. readonly boundingSphere: BoundingSphere;
  75449. private _isLocked;
  75450. private static readonly TmpVector3;
  75451. /**
  75452. * Constructs bounding info
  75453. * @param minimum min vector of the bounding box/sphere
  75454. * @param maximum max vector of the bounding box/sphere
  75455. * @param worldMatrix defines the new world matrix
  75456. */
  75457. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  75458. /**
  75459. * Recreates the entire bounding info from scratch as if we call the constructor in place
  75460. * @param min defines the new minimum vector (in local space)
  75461. * @param max defines the new maximum vector (in local space)
  75462. * @param worldMatrix defines the new world matrix
  75463. */
  75464. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  75465. /**
  75466. * min vector of the bounding box/sphere
  75467. */
  75468. readonly minimum: Vector3;
  75469. /**
  75470. * max vector of the bounding box/sphere
  75471. */
  75472. readonly maximum: Vector3;
  75473. /**
  75474. * If the info is locked and won't be updated to avoid perf overhead
  75475. */
  75476. isLocked: boolean;
  75477. /**
  75478. * Updates the bounding sphere and box
  75479. * @param world world matrix to be used to update
  75480. */
  75481. update(world: DeepImmutable<Matrix>): void;
  75482. /**
  75483. * Recreate the bounding info to be centered around a specific point given a specific extend.
  75484. * @param center New center of the bounding info
  75485. * @param extend New extend of the bounding info
  75486. * @returns the current bounding info
  75487. */
  75488. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  75489. /**
  75490. * Scale the current bounding info by applying a scale factor
  75491. * @param factor defines the scale factor to apply
  75492. * @returns the current bounding info
  75493. */
  75494. scale(factor: number): BoundingInfo;
  75495. /**
  75496. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  75497. * @param frustumPlanes defines the frustum to test
  75498. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  75499. * @returns true if the bounding info is in the frustum planes
  75500. */
  75501. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  75502. /**
  75503. * Gets the world distance between the min and max points of the bounding box
  75504. */
  75505. readonly diagonalLength: number;
  75506. /**
  75507. * Checks if a cullable object (mesh...) is in the camera frustum
  75508. * Unlike isInFrustum this cheks the full bounding box
  75509. * @param frustumPlanes Camera near/planes
  75510. * @returns true if the object is in frustum otherwise false
  75511. */
  75512. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75513. /** @hidden */
  75514. _checkCollision(collider: Collider): boolean;
  75515. /**
  75516. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  75517. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  75518. * @param point the point to check intersection with
  75519. * @returns if the point intersects
  75520. */
  75521. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  75522. /**
  75523. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  75524. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  75525. * @param boundingInfo the bounding info to check intersection with
  75526. * @param precise if the intersection should be done using OBB
  75527. * @returns if the bounding info intersects
  75528. */
  75529. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  75530. }
  75531. }
  75532. declare module BABYLON {
  75533. /**
  75534. * Extracts minimum and maximum values from a list of indexed positions
  75535. * @param positions defines the positions to use
  75536. * @param indices defines the indices to the positions
  75537. * @param indexStart defines the start index
  75538. * @param indexCount defines the end index
  75539. * @param bias defines bias value to add to the result
  75540. * @return minimum and maximum values
  75541. */
  75542. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  75543. minimum: Vector3;
  75544. maximum: Vector3;
  75545. };
  75546. /**
  75547. * Extracts minimum and maximum values from a list of positions
  75548. * @param positions defines the positions to use
  75549. * @param start defines the start index in the positions array
  75550. * @param count defines the number of positions to handle
  75551. * @param bias defines bias value to add to the result
  75552. * @param stride defines the stride size to use (distance between two positions in the positions array)
  75553. * @return minimum and maximum values
  75554. */
  75555. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  75556. minimum: Vector3;
  75557. maximum: Vector3;
  75558. };
  75559. }
  75560. declare module BABYLON {
  75561. /** @hidden */
  75562. export class WebGLDataBuffer extends DataBuffer {
  75563. private _buffer;
  75564. constructor(resource: WebGLBuffer);
  75565. readonly underlyingResource: any;
  75566. }
  75567. }
  75568. declare module BABYLON {
  75569. /** @hidden */
  75570. export class WebGLPipelineContext implements IPipelineContext {
  75571. engine: ThinEngine;
  75572. program: Nullable<WebGLProgram>;
  75573. context?: WebGLRenderingContext;
  75574. vertexShader?: WebGLShader;
  75575. fragmentShader?: WebGLShader;
  75576. isParallelCompiled: boolean;
  75577. onCompiled?: () => void;
  75578. transformFeedback?: WebGLTransformFeedback | null;
  75579. readonly isAsync: boolean;
  75580. readonly isReady: boolean;
  75581. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  75582. }
  75583. }
  75584. declare module BABYLON {
  75585. interface ThinEngine {
  75586. /**
  75587. * Create an uniform buffer
  75588. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  75589. * @param elements defines the content of the uniform buffer
  75590. * @returns the webGL uniform buffer
  75591. */
  75592. createUniformBuffer(elements: FloatArray): DataBuffer;
  75593. /**
  75594. * Create a dynamic uniform buffer
  75595. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  75596. * @param elements defines the content of the uniform buffer
  75597. * @returns the webGL uniform buffer
  75598. */
  75599. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  75600. /**
  75601. * Update an existing uniform buffer
  75602. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  75603. * @param uniformBuffer defines the target uniform buffer
  75604. * @param elements defines the content to update
  75605. * @param offset defines the offset in the uniform buffer where update should start
  75606. * @param count defines the size of the data to update
  75607. */
  75608. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  75609. /**
  75610. * Bind an uniform buffer to the current webGL context
  75611. * @param buffer defines the buffer to bind
  75612. */
  75613. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  75614. /**
  75615. * Bind a buffer to the current webGL context at a given location
  75616. * @param buffer defines the buffer to bind
  75617. * @param location defines the index where to bind the buffer
  75618. */
  75619. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  75620. /**
  75621. * Bind a specific block at a given index in a specific shader program
  75622. * @param pipelineContext defines the pipeline context to use
  75623. * @param blockName defines the block name
  75624. * @param index defines the index where to bind the block
  75625. */
  75626. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  75627. }
  75628. }
  75629. declare module BABYLON {
  75630. /**
  75631. * Uniform buffer objects.
  75632. *
  75633. * Handles blocks of uniform on the GPU.
  75634. *
  75635. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  75636. *
  75637. * For more information, please refer to :
  75638. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  75639. */
  75640. export class UniformBuffer {
  75641. private _engine;
  75642. private _buffer;
  75643. private _data;
  75644. private _bufferData;
  75645. private _dynamic?;
  75646. private _uniformLocations;
  75647. private _uniformSizes;
  75648. private _uniformLocationPointer;
  75649. private _needSync;
  75650. private _noUBO;
  75651. private _currentEffect;
  75652. /** @hidden */
  75653. _alreadyBound: boolean;
  75654. private static _MAX_UNIFORM_SIZE;
  75655. private static _tempBuffer;
  75656. /**
  75657. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  75658. * This is dynamic to allow compat with webgl 1 and 2.
  75659. * You will need to pass the name of the uniform as well as the value.
  75660. */
  75661. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  75662. /**
  75663. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  75664. * This is dynamic to allow compat with webgl 1 and 2.
  75665. * You will need to pass the name of the uniform as well as the value.
  75666. */
  75667. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  75668. /**
  75669. * Lambda to Update a single float in a uniform buffer.
  75670. * This is dynamic to allow compat with webgl 1 and 2.
  75671. * You will need to pass the name of the uniform as well as the value.
  75672. */
  75673. updateFloat: (name: string, x: number) => void;
  75674. /**
  75675. * Lambda to Update a vec2 of float in a uniform buffer.
  75676. * This is dynamic to allow compat with webgl 1 and 2.
  75677. * You will need to pass the name of the uniform as well as the value.
  75678. */
  75679. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  75680. /**
  75681. * Lambda to Update a vec3 of float in a uniform buffer.
  75682. * This is dynamic to allow compat with webgl 1 and 2.
  75683. * You will need to pass the name of the uniform as well as the value.
  75684. */
  75685. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  75686. /**
  75687. * Lambda to Update a vec4 of float in a uniform buffer.
  75688. * This is dynamic to allow compat with webgl 1 and 2.
  75689. * You will need to pass the name of the uniform as well as the value.
  75690. */
  75691. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  75692. /**
  75693. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  75694. * This is dynamic to allow compat with webgl 1 and 2.
  75695. * You will need to pass the name of the uniform as well as the value.
  75696. */
  75697. updateMatrix: (name: string, mat: Matrix) => void;
  75698. /**
  75699. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  75700. * This is dynamic to allow compat with webgl 1 and 2.
  75701. * You will need to pass the name of the uniform as well as the value.
  75702. */
  75703. updateVector3: (name: string, vector: Vector3) => void;
  75704. /**
  75705. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  75706. * This is dynamic to allow compat with webgl 1 and 2.
  75707. * You will need to pass the name of the uniform as well as the value.
  75708. */
  75709. updateVector4: (name: string, vector: Vector4) => void;
  75710. /**
  75711. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  75712. * This is dynamic to allow compat with webgl 1 and 2.
  75713. * You will need to pass the name of the uniform as well as the value.
  75714. */
  75715. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  75716. /**
  75717. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  75718. * This is dynamic to allow compat with webgl 1 and 2.
  75719. * You will need to pass the name of the uniform as well as the value.
  75720. */
  75721. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  75722. /**
  75723. * Instantiates a new Uniform buffer objects.
  75724. *
  75725. * Handles blocks of uniform on the GPU.
  75726. *
  75727. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  75728. *
  75729. * For more information, please refer to :
  75730. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  75731. * @param engine Define the engine the buffer is associated with
  75732. * @param data Define the data contained in the buffer
  75733. * @param dynamic Define if the buffer is updatable
  75734. */
  75735. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  75736. /**
  75737. * Indicates if the buffer is using the WebGL2 UBO implementation,
  75738. * or just falling back on setUniformXXX calls.
  75739. */
  75740. readonly useUbo: boolean;
  75741. /**
  75742. * Indicates if the WebGL underlying uniform buffer is in sync
  75743. * with the javascript cache data.
  75744. */
  75745. readonly isSync: boolean;
  75746. /**
  75747. * Indicates if the WebGL underlying uniform buffer is dynamic.
  75748. * Also, a dynamic UniformBuffer will disable cache verification and always
  75749. * update the underlying WebGL uniform buffer to the GPU.
  75750. * @returns if Dynamic, otherwise false
  75751. */
  75752. isDynamic(): boolean;
  75753. /**
  75754. * The data cache on JS side.
  75755. * @returns the underlying data as a float array
  75756. */
  75757. getData(): Float32Array;
  75758. /**
  75759. * The underlying WebGL Uniform buffer.
  75760. * @returns the webgl buffer
  75761. */
  75762. getBuffer(): Nullable<DataBuffer>;
  75763. /**
  75764. * std140 layout specifies how to align data within an UBO structure.
  75765. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  75766. * for specs.
  75767. */
  75768. private _fillAlignment;
  75769. /**
  75770. * Adds an uniform in the buffer.
  75771. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  75772. * for the layout to be correct !
  75773. * @param name Name of the uniform, as used in the uniform block in the shader.
  75774. * @param size Data size, or data directly.
  75775. */
  75776. addUniform(name: string, size: number | number[]): void;
  75777. /**
  75778. * Adds a Matrix 4x4 to the uniform buffer.
  75779. * @param name Name of the uniform, as used in the uniform block in the shader.
  75780. * @param mat A 4x4 matrix.
  75781. */
  75782. addMatrix(name: string, mat: Matrix): void;
  75783. /**
  75784. * Adds a vec2 to the uniform buffer.
  75785. * @param name Name of the uniform, as used in the uniform block in the shader.
  75786. * @param x Define the x component value of the vec2
  75787. * @param y Define the y component value of the vec2
  75788. */
  75789. addFloat2(name: string, x: number, y: number): void;
  75790. /**
  75791. * Adds a vec3 to the uniform buffer.
  75792. * @param name Name of the uniform, as used in the uniform block in the shader.
  75793. * @param x Define the x component value of the vec3
  75794. * @param y Define the y component value of the vec3
  75795. * @param z Define the z component value of the vec3
  75796. */
  75797. addFloat3(name: string, x: number, y: number, z: number): void;
  75798. /**
  75799. * Adds a vec3 to the uniform buffer.
  75800. * @param name Name of the uniform, as used in the uniform block in the shader.
  75801. * @param color Define the vec3 from a Color
  75802. */
  75803. addColor3(name: string, color: Color3): void;
  75804. /**
  75805. * Adds a vec4 to the uniform buffer.
  75806. * @param name Name of the uniform, as used in the uniform block in the shader.
  75807. * @param color Define the rgb components from a Color
  75808. * @param alpha Define the a component of the vec4
  75809. */
  75810. addColor4(name: string, color: Color3, alpha: number): void;
  75811. /**
  75812. * Adds a vec3 to the uniform buffer.
  75813. * @param name Name of the uniform, as used in the uniform block in the shader.
  75814. * @param vector Define the vec3 components from a Vector
  75815. */
  75816. addVector3(name: string, vector: Vector3): void;
  75817. /**
  75818. * Adds a Matrix 3x3 to the uniform buffer.
  75819. * @param name Name of the uniform, as used in the uniform block in the shader.
  75820. */
  75821. addMatrix3x3(name: string): void;
  75822. /**
  75823. * Adds a Matrix 2x2 to the uniform buffer.
  75824. * @param name Name of the uniform, as used in the uniform block in the shader.
  75825. */
  75826. addMatrix2x2(name: string): void;
  75827. /**
  75828. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  75829. */
  75830. create(): void;
  75831. /** @hidden */
  75832. _rebuild(): void;
  75833. /**
  75834. * Updates the WebGL Uniform Buffer on the GPU.
  75835. * If the `dynamic` flag is set to true, no cache comparison is done.
  75836. * Otherwise, the buffer will be updated only if the cache differs.
  75837. */
  75838. update(): void;
  75839. /**
  75840. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  75841. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  75842. * @param data Define the flattened data
  75843. * @param size Define the size of the data.
  75844. */
  75845. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  75846. private _valueCache;
  75847. private _cacheMatrix;
  75848. private _updateMatrix3x3ForUniform;
  75849. private _updateMatrix3x3ForEffect;
  75850. private _updateMatrix2x2ForEffect;
  75851. private _updateMatrix2x2ForUniform;
  75852. private _updateFloatForEffect;
  75853. private _updateFloatForUniform;
  75854. private _updateFloat2ForEffect;
  75855. private _updateFloat2ForUniform;
  75856. private _updateFloat3ForEffect;
  75857. private _updateFloat3ForUniform;
  75858. private _updateFloat4ForEffect;
  75859. private _updateFloat4ForUniform;
  75860. private _updateMatrixForEffect;
  75861. private _updateMatrixForUniform;
  75862. private _updateVector3ForEffect;
  75863. private _updateVector3ForUniform;
  75864. private _updateVector4ForEffect;
  75865. private _updateVector4ForUniform;
  75866. private _updateColor3ForEffect;
  75867. private _updateColor3ForUniform;
  75868. private _updateColor4ForEffect;
  75869. private _updateColor4ForUniform;
  75870. /**
  75871. * Sets a sampler uniform on the effect.
  75872. * @param name Define the name of the sampler.
  75873. * @param texture Define the texture to set in the sampler
  75874. */
  75875. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  75876. /**
  75877. * Directly updates the value of the uniform in the cache AND on the GPU.
  75878. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  75879. * @param data Define the flattened data
  75880. */
  75881. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  75882. /**
  75883. * Binds this uniform buffer to an effect.
  75884. * @param effect Define the effect to bind the buffer to
  75885. * @param name Name of the uniform block in the shader.
  75886. */
  75887. bindToEffect(effect: Effect, name: string): void;
  75888. /**
  75889. * Disposes the uniform buffer.
  75890. */
  75891. dispose(): void;
  75892. }
  75893. }
  75894. declare module BABYLON {
  75895. /**
  75896. * Enum that determines the text-wrapping mode to use.
  75897. */
  75898. export enum InspectableType {
  75899. /**
  75900. * Checkbox for booleans
  75901. */
  75902. Checkbox = 0,
  75903. /**
  75904. * Sliders for numbers
  75905. */
  75906. Slider = 1,
  75907. /**
  75908. * Vector3
  75909. */
  75910. Vector3 = 2,
  75911. /**
  75912. * Quaternions
  75913. */
  75914. Quaternion = 3,
  75915. /**
  75916. * Color3
  75917. */
  75918. Color3 = 4,
  75919. /**
  75920. * String
  75921. */
  75922. String = 5
  75923. }
  75924. /**
  75925. * Interface used to define custom inspectable properties.
  75926. * This interface is used by the inspector to display custom property grids
  75927. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  75928. */
  75929. export interface IInspectable {
  75930. /**
  75931. * Gets the label to display
  75932. */
  75933. label: string;
  75934. /**
  75935. * Gets the name of the property to edit
  75936. */
  75937. propertyName: string;
  75938. /**
  75939. * Gets the type of the editor to use
  75940. */
  75941. type: InspectableType;
  75942. /**
  75943. * Gets the minimum value of the property when using in "slider" mode
  75944. */
  75945. min?: number;
  75946. /**
  75947. * Gets the maximum value of the property when using in "slider" mode
  75948. */
  75949. max?: number;
  75950. /**
  75951. * Gets the setp to use when using in "slider" mode
  75952. */
  75953. step?: number;
  75954. }
  75955. }
  75956. declare module BABYLON {
  75957. /**
  75958. * Class used to provide helper for timing
  75959. */
  75960. export class TimingTools {
  75961. /**
  75962. * Polyfill for setImmediate
  75963. * @param action defines the action to execute after the current execution block
  75964. */
  75965. static SetImmediate(action: () => void): void;
  75966. }
  75967. }
  75968. declare module BABYLON {
  75969. /**
  75970. * Class used to enable instatition of objects by class name
  75971. */
  75972. export class InstantiationTools {
  75973. /**
  75974. * Use this object to register external classes like custom textures or material
  75975. * to allow the laoders to instantiate them
  75976. */
  75977. static RegisteredExternalClasses: {
  75978. [key: string]: Object;
  75979. };
  75980. /**
  75981. * Tries to instantiate a new object from a given class name
  75982. * @param className defines the class name to instantiate
  75983. * @returns the new object or null if the system was not able to do the instantiation
  75984. */
  75985. static Instantiate(className: string): any;
  75986. }
  75987. }
  75988. declare module BABYLON {
  75989. /**
  75990. * Define options used to create a depth texture
  75991. */
  75992. export class DepthTextureCreationOptions {
  75993. /** Specifies whether or not a stencil should be allocated in the texture */
  75994. generateStencil?: boolean;
  75995. /** Specifies whether or not bilinear filtering is enable on the texture */
  75996. bilinearFiltering?: boolean;
  75997. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  75998. comparisonFunction?: number;
  75999. /** Specifies if the created texture is a cube texture */
  76000. isCube?: boolean;
  76001. }
  76002. }
  76003. declare module BABYLON {
  76004. interface ThinEngine {
  76005. /**
  76006. * Creates a depth stencil cube texture.
  76007. * This is only available in WebGL 2.
  76008. * @param size The size of face edge in the cube texture.
  76009. * @param options The options defining the cube texture.
  76010. * @returns The cube texture
  76011. */
  76012. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  76013. /**
  76014. * Creates a cube texture
  76015. * @param rootUrl defines the url where the files to load is located
  76016. * @param scene defines the current scene
  76017. * @param files defines the list of files to load (1 per face)
  76018. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  76019. * @param onLoad defines an optional callback raised when the texture is loaded
  76020. * @param onError defines an optional callback raised if there is an issue to load the texture
  76021. * @param format defines the format of the data
  76022. * @param forcedExtension defines the extension to use to pick the right loader
  76023. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  76024. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  76025. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  76026. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  76027. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  76028. * @returns the cube texture as an InternalTexture
  76029. */
  76030. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  76031. /**
  76032. * Creates a cube texture
  76033. * @param rootUrl defines the url where the files to load is located
  76034. * @param scene defines the current scene
  76035. * @param files defines the list of files to load (1 per face)
  76036. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  76037. * @param onLoad defines an optional callback raised when the texture is loaded
  76038. * @param onError defines an optional callback raised if there is an issue to load the texture
  76039. * @param format defines the format of the data
  76040. * @param forcedExtension defines the extension to use to pick the right loader
  76041. * @returns the cube texture as an InternalTexture
  76042. */
  76043. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  76044. /**
  76045. * Creates a cube texture
  76046. * @param rootUrl defines the url where the files to load is located
  76047. * @param scene defines the current scene
  76048. * @param files defines the list of files to load (1 per face)
  76049. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  76050. * @param onLoad defines an optional callback raised when the texture is loaded
  76051. * @param onError defines an optional callback raised if there is an issue to load the texture
  76052. * @param format defines the format of the data
  76053. * @param forcedExtension defines the extension to use to pick the right loader
  76054. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  76055. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  76056. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  76057. * @returns the cube texture as an InternalTexture
  76058. */
  76059. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  76060. /** @hidden */
  76061. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  76062. /** @hidden */
  76063. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  76064. /** @hidden */
  76065. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  76066. /** @hidden */
  76067. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  76068. /**
  76069. * @hidden
  76070. */
  76071. _setCubeMapTextureParams(loadMipmap: boolean): void;
  76072. }
  76073. }
  76074. declare module BABYLON {
  76075. /**
  76076. * Class for creating a cube texture
  76077. */
  76078. export class CubeTexture extends BaseTexture {
  76079. private _delayedOnLoad;
  76080. /**
  76081. * The url of the texture
  76082. */
  76083. url: string;
  76084. /**
  76085. * Gets or sets the center of the bounding box associated with the cube texture.
  76086. * It must define where the camera used to render the texture was set
  76087. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  76088. */
  76089. boundingBoxPosition: Vector3;
  76090. private _boundingBoxSize;
  76091. /**
  76092. * Gets or sets the size of the bounding box associated with the cube texture
  76093. * When defined, the cubemap will switch to local mode
  76094. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  76095. * @example https://www.babylonjs-playground.com/#RNASML
  76096. */
  76097. /**
  76098. * Returns the bounding box size
  76099. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  76100. */
  76101. boundingBoxSize: Vector3;
  76102. protected _rotationY: number;
  76103. /**
  76104. * Sets texture matrix rotation angle around Y axis in radians.
  76105. */
  76106. /**
  76107. * Gets texture matrix rotation angle around Y axis radians.
  76108. */
  76109. rotationY: number;
  76110. /**
  76111. * Are mip maps generated for this texture or not.
  76112. */
  76113. readonly noMipmap: boolean;
  76114. private _noMipmap;
  76115. private _files;
  76116. protected _forcedExtension: Nullable<string>;
  76117. private _extensions;
  76118. private _textureMatrix;
  76119. private _format;
  76120. private _createPolynomials;
  76121. /** @hidden */
  76122. _prefiltered: boolean;
  76123. /**
  76124. * Creates a cube texture from an array of image urls
  76125. * @param files defines an array of image urls
  76126. * @param scene defines the hosting scene
  76127. * @param noMipmap specifies if mip maps are not used
  76128. * @returns a cube texture
  76129. */
  76130. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  76131. /**
  76132. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  76133. * @param url defines the url of the prefiltered texture
  76134. * @param scene defines the scene the texture is attached to
  76135. * @param forcedExtension defines the extension of the file if different from the url
  76136. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  76137. * @return the prefiltered texture
  76138. */
  76139. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  76140. /**
  76141. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  76142. * as prefiltered data.
  76143. * @param rootUrl defines the url of the texture or the root name of the six images
  76144. * @param scene defines the scene the texture is attached to
  76145. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  76146. * @param noMipmap defines if mipmaps should be created or not
  76147. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  76148. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  76149. * @param onError defines a callback triggered in case of error during load
  76150. * @param format defines the internal format to use for the texture once loaded
  76151. * @param prefiltered defines whether or not the texture is created from prefiltered data
  76152. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  76153. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  76154. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  76155. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  76156. * @return the cube texture
  76157. */
  76158. constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
  76159. /**
  76160. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  76161. */
  76162. readonly isPrefiltered: boolean;
  76163. /**
  76164. * Get the current class name of the texture useful for serialization or dynamic coding.
  76165. * @returns "CubeTexture"
  76166. */
  76167. getClassName(): string;
  76168. /**
  76169. * Update the url (and optional buffer) of this texture if url was null during construction.
  76170. * @param url the url of the texture
  76171. * @param forcedExtension defines the extension to use
  76172. * @param onLoad callback called when the texture is loaded (defaults to null)
  76173. */
  76174. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  76175. /**
  76176. * Delays loading of the cube texture
  76177. * @param forcedExtension defines the extension to use
  76178. */
  76179. delayLoad(forcedExtension?: string): void;
  76180. /**
  76181. * Returns the reflection texture matrix
  76182. * @returns the reflection texture matrix
  76183. */
  76184. getReflectionTextureMatrix(): Matrix;
  76185. /**
  76186. * Sets the reflection texture matrix
  76187. * @param value Reflection texture matrix
  76188. */
  76189. setReflectionTextureMatrix(value: Matrix): void;
  76190. /**
  76191. * Parses text to create a cube texture
  76192. * @param parsedTexture define the serialized text to read from
  76193. * @param scene defines the hosting scene
  76194. * @param rootUrl defines the root url of the cube texture
  76195. * @returns a cube texture
  76196. */
  76197. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  76198. /**
  76199. * Makes a clone, or deep copy, of the cube texture
  76200. * @returns a new cube texture
  76201. */
  76202. clone(): CubeTexture;
  76203. }
  76204. }
  76205. declare module BABYLON {
  76206. /**
  76207. * Manages the defines for the Material
  76208. */
  76209. export class MaterialDefines {
  76210. /** @hidden */
  76211. protected _keys: string[];
  76212. private _isDirty;
  76213. /** @hidden */
  76214. _renderId: number;
  76215. /** @hidden */
  76216. _areLightsDirty: boolean;
  76217. /** @hidden */
  76218. _areLightsDisposed: boolean;
  76219. /** @hidden */
  76220. _areAttributesDirty: boolean;
  76221. /** @hidden */
  76222. _areTexturesDirty: boolean;
  76223. /** @hidden */
  76224. _areFresnelDirty: boolean;
  76225. /** @hidden */
  76226. _areMiscDirty: boolean;
  76227. /** @hidden */
  76228. _areImageProcessingDirty: boolean;
  76229. /** @hidden */
  76230. _normals: boolean;
  76231. /** @hidden */
  76232. _uvs: boolean;
  76233. /** @hidden */
  76234. _needNormals: boolean;
  76235. /** @hidden */
  76236. _needUVs: boolean;
  76237. [id: string]: any;
  76238. /**
  76239. * Specifies if the material needs to be re-calculated
  76240. */
  76241. readonly isDirty: boolean;
  76242. /**
  76243. * Marks the material to indicate that it has been re-calculated
  76244. */
  76245. markAsProcessed(): void;
  76246. /**
  76247. * Marks the material to indicate that it needs to be re-calculated
  76248. */
  76249. markAsUnprocessed(): void;
  76250. /**
  76251. * Marks the material to indicate all of its defines need to be re-calculated
  76252. */
  76253. markAllAsDirty(): void;
  76254. /**
  76255. * Marks the material to indicate that image processing needs to be re-calculated
  76256. */
  76257. markAsImageProcessingDirty(): void;
  76258. /**
  76259. * Marks the material to indicate the lights need to be re-calculated
  76260. * @param disposed Defines whether the light is dirty due to dispose or not
  76261. */
  76262. markAsLightDirty(disposed?: boolean): void;
  76263. /**
  76264. * Marks the attribute state as changed
  76265. */
  76266. markAsAttributesDirty(): void;
  76267. /**
  76268. * Marks the texture state as changed
  76269. */
  76270. markAsTexturesDirty(): void;
  76271. /**
  76272. * Marks the fresnel state as changed
  76273. */
  76274. markAsFresnelDirty(): void;
  76275. /**
  76276. * Marks the misc state as changed
  76277. */
  76278. markAsMiscDirty(): void;
  76279. /**
  76280. * Rebuilds the material defines
  76281. */
  76282. rebuild(): void;
  76283. /**
  76284. * Specifies if two material defines are equal
  76285. * @param other - A material define instance to compare to
  76286. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  76287. */
  76288. isEqual(other: MaterialDefines): boolean;
  76289. /**
  76290. * Clones this instance's defines to another instance
  76291. * @param other - material defines to clone values to
  76292. */
  76293. cloneTo(other: MaterialDefines): void;
  76294. /**
  76295. * Resets the material define values
  76296. */
  76297. reset(): void;
  76298. /**
  76299. * Converts the material define values to a string
  76300. * @returns - String of material define information
  76301. */
  76302. toString(): string;
  76303. }
  76304. }
  76305. declare module BABYLON {
  76306. /**
  76307. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  76308. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  76309. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  76310. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  76311. */
  76312. export class ColorCurves {
  76313. private _dirty;
  76314. private _tempColor;
  76315. private _globalCurve;
  76316. private _highlightsCurve;
  76317. private _midtonesCurve;
  76318. private _shadowsCurve;
  76319. private _positiveCurve;
  76320. private _negativeCurve;
  76321. private _globalHue;
  76322. private _globalDensity;
  76323. private _globalSaturation;
  76324. private _globalExposure;
  76325. /**
  76326. * Gets the global Hue value.
  76327. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  76328. */
  76329. /**
  76330. * Sets the global Hue value.
  76331. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  76332. */
  76333. globalHue: number;
  76334. /**
  76335. * Gets the global Density value.
  76336. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  76337. * Values less than zero provide a filter of opposite hue.
  76338. */
  76339. /**
  76340. * Sets the global Density value.
  76341. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  76342. * Values less than zero provide a filter of opposite hue.
  76343. */
  76344. globalDensity: number;
  76345. /**
  76346. * Gets the global Saturation value.
  76347. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  76348. */
  76349. /**
  76350. * Sets the global Saturation value.
  76351. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  76352. */
  76353. globalSaturation: number;
  76354. /**
  76355. * Gets the global Exposure value.
  76356. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  76357. */
  76358. /**
  76359. * Sets the global Exposure value.
  76360. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  76361. */
  76362. globalExposure: number;
  76363. private _highlightsHue;
  76364. private _highlightsDensity;
  76365. private _highlightsSaturation;
  76366. private _highlightsExposure;
  76367. /**
  76368. * Gets the highlights Hue value.
  76369. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  76370. */
  76371. /**
  76372. * Sets the highlights Hue value.
  76373. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  76374. */
  76375. highlightsHue: number;
  76376. /**
  76377. * Gets the highlights Density value.
  76378. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  76379. * Values less than zero provide a filter of opposite hue.
  76380. */
  76381. /**
  76382. * Sets the highlights Density value.
  76383. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  76384. * Values less than zero provide a filter of opposite hue.
  76385. */
  76386. highlightsDensity: number;
  76387. /**
  76388. * Gets the highlights Saturation value.
  76389. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  76390. */
  76391. /**
  76392. * Sets the highlights Saturation value.
  76393. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  76394. */
  76395. highlightsSaturation: number;
  76396. /**
  76397. * Gets the highlights Exposure value.
  76398. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  76399. */
  76400. /**
  76401. * Sets the highlights Exposure value.
  76402. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  76403. */
  76404. highlightsExposure: number;
  76405. private _midtonesHue;
  76406. private _midtonesDensity;
  76407. private _midtonesSaturation;
  76408. private _midtonesExposure;
  76409. /**
  76410. * Gets the midtones Hue value.
  76411. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  76412. */
  76413. /**
  76414. * Sets the midtones Hue value.
  76415. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  76416. */
  76417. midtonesHue: number;
  76418. /**
  76419. * Gets the midtones Density value.
  76420. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  76421. * Values less than zero provide a filter of opposite hue.
  76422. */
  76423. /**
  76424. * Sets the midtones Density value.
  76425. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  76426. * Values less than zero provide a filter of opposite hue.
  76427. */
  76428. midtonesDensity: number;
  76429. /**
  76430. * Gets the midtones Saturation value.
  76431. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  76432. */
  76433. /**
  76434. * Sets the midtones Saturation value.
  76435. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  76436. */
  76437. midtonesSaturation: number;
  76438. /**
  76439. * Gets the midtones Exposure value.
  76440. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  76441. */
  76442. /**
  76443. * Sets the midtones Exposure value.
  76444. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  76445. */
  76446. midtonesExposure: number;
  76447. private _shadowsHue;
  76448. private _shadowsDensity;
  76449. private _shadowsSaturation;
  76450. private _shadowsExposure;
  76451. /**
  76452. * Gets the shadows Hue value.
  76453. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  76454. */
  76455. /**
  76456. * Sets the shadows Hue value.
  76457. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  76458. */
  76459. shadowsHue: number;
  76460. /**
  76461. * Gets the shadows Density value.
  76462. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  76463. * Values less than zero provide a filter of opposite hue.
  76464. */
  76465. /**
  76466. * Sets the shadows Density value.
  76467. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  76468. * Values less than zero provide a filter of opposite hue.
  76469. */
  76470. shadowsDensity: number;
  76471. /**
  76472. * Gets the shadows Saturation value.
  76473. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  76474. */
  76475. /**
  76476. * Sets the shadows Saturation value.
  76477. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  76478. */
  76479. shadowsSaturation: number;
  76480. /**
  76481. * Gets the shadows Exposure value.
  76482. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  76483. */
  76484. /**
  76485. * Sets the shadows Exposure value.
  76486. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  76487. */
  76488. shadowsExposure: number;
  76489. /**
  76490. * Returns the class name
  76491. * @returns The class name
  76492. */
  76493. getClassName(): string;
  76494. /**
  76495. * Binds the color curves to the shader.
  76496. * @param colorCurves The color curve to bind
  76497. * @param effect The effect to bind to
  76498. * @param positiveUniform The positive uniform shader parameter
  76499. * @param neutralUniform The neutral uniform shader parameter
  76500. * @param negativeUniform The negative uniform shader parameter
  76501. */
  76502. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  76503. /**
  76504. * Prepare the list of uniforms associated with the ColorCurves effects.
  76505. * @param uniformsList The list of uniforms used in the effect
  76506. */
  76507. static PrepareUniforms(uniformsList: string[]): void;
  76508. /**
  76509. * Returns color grading data based on a hue, density, saturation and exposure value.
  76510. * @param filterHue The hue of the color filter.
  76511. * @param filterDensity The density of the color filter.
  76512. * @param saturation The saturation.
  76513. * @param exposure The exposure.
  76514. * @param result The result data container.
  76515. */
  76516. private getColorGradingDataToRef;
  76517. /**
  76518. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  76519. * @param value The input slider value in range [-100,100].
  76520. * @returns Adjusted value.
  76521. */
  76522. private static applyColorGradingSliderNonlinear;
  76523. /**
  76524. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  76525. * @param hue The hue (H) input.
  76526. * @param saturation The saturation (S) input.
  76527. * @param brightness The brightness (B) input.
  76528. * @result An RGBA color represented as Vector4.
  76529. */
  76530. private static fromHSBToRef;
  76531. /**
  76532. * Returns a value clamped between min and max
  76533. * @param value The value to clamp
  76534. * @param min The minimum of value
  76535. * @param max The maximum of value
  76536. * @returns The clamped value.
  76537. */
  76538. private static clamp;
  76539. /**
  76540. * Clones the current color curve instance.
  76541. * @return The cloned curves
  76542. */
  76543. clone(): ColorCurves;
  76544. /**
  76545. * Serializes the current color curve instance to a json representation.
  76546. * @return a JSON representation
  76547. */
  76548. serialize(): any;
  76549. /**
  76550. * Parses the color curve from a json representation.
  76551. * @param source the JSON source to parse
  76552. * @return The parsed curves
  76553. */
  76554. static Parse(source: any): ColorCurves;
  76555. }
  76556. }
  76557. declare module BABYLON {
  76558. /**
  76559. * Interface to follow in your material defines to integrate easily the
  76560. * Image proccessing functions.
  76561. * @hidden
  76562. */
  76563. export interface IImageProcessingConfigurationDefines {
  76564. IMAGEPROCESSING: boolean;
  76565. VIGNETTE: boolean;
  76566. VIGNETTEBLENDMODEMULTIPLY: boolean;
  76567. VIGNETTEBLENDMODEOPAQUE: boolean;
  76568. TONEMAPPING: boolean;
  76569. TONEMAPPING_ACES: boolean;
  76570. CONTRAST: boolean;
  76571. EXPOSURE: boolean;
  76572. COLORCURVES: boolean;
  76573. COLORGRADING: boolean;
  76574. COLORGRADING3D: boolean;
  76575. SAMPLER3DGREENDEPTH: boolean;
  76576. SAMPLER3DBGRMAP: boolean;
  76577. IMAGEPROCESSINGPOSTPROCESS: boolean;
  76578. }
  76579. /**
  76580. * @hidden
  76581. */
  76582. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  76583. IMAGEPROCESSING: boolean;
  76584. VIGNETTE: boolean;
  76585. VIGNETTEBLENDMODEMULTIPLY: boolean;
  76586. VIGNETTEBLENDMODEOPAQUE: boolean;
  76587. TONEMAPPING: boolean;
  76588. TONEMAPPING_ACES: boolean;
  76589. CONTRAST: boolean;
  76590. COLORCURVES: boolean;
  76591. COLORGRADING: boolean;
  76592. COLORGRADING3D: boolean;
  76593. SAMPLER3DGREENDEPTH: boolean;
  76594. SAMPLER3DBGRMAP: boolean;
  76595. IMAGEPROCESSINGPOSTPROCESS: boolean;
  76596. EXPOSURE: boolean;
  76597. constructor();
  76598. }
  76599. /**
  76600. * This groups together the common properties used for image processing either in direct forward pass
  76601. * or through post processing effect depending on the use of the image processing pipeline in your scene
  76602. * or not.
  76603. */
  76604. export class ImageProcessingConfiguration {
  76605. /**
  76606. * Default tone mapping applied in BabylonJS.
  76607. */
  76608. static readonly TONEMAPPING_STANDARD: number;
  76609. /**
  76610. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  76611. * to other engines rendering to increase portability.
  76612. */
  76613. static readonly TONEMAPPING_ACES: number;
  76614. /**
  76615. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  76616. */
  76617. colorCurves: Nullable<ColorCurves>;
  76618. private _colorCurvesEnabled;
  76619. /**
  76620. * Gets wether the color curves effect is enabled.
  76621. */
  76622. /**
  76623. * Sets wether the color curves effect is enabled.
  76624. */
  76625. colorCurvesEnabled: boolean;
  76626. private _colorGradingTexture;
  76627. /**
  76628. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  76629. */
  76630. /**
  76631. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  76632. */
  76633. colorGradingTexture: Nullable<BaseTexture>;
  76634. private _colorGradingEnabled;
  76635. /**
  76636. * Gets wether the color grading effect is enabled.
  76637. */
  76638. /**
  76639. * Sets wether the color grading effect is enabled.
  76640. */
  76641. colorGradingEnabled: boolean;
  76642. private _colorGradingWithGreenDepth;
  76643. /**
  76644. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  76645. */
  76646. /**
  76647. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  76648. */
  76649. colorGradingWithGreenDepth: boolean;
  76650. private _colorGradingBGR;
  76651. /**
  76652. * Gets wether the color grading texture contains BGR values.
  76653. */
  76654. /**
  76655. * Sets wether the color grading texture contains BGR values.
  76656. */
  76657. colorGradingBGR: boolean;
  76658. /** @hidden */
  76659. _exposure: number;
  76660. /**
  76661. * Gets the Exposure used in the effect.
  76662. */
  76663. /**
  76664. * Sets the Exposure used in the effect.
  76665. */
  76666. exposure: number;
  76667. private _toneMappingEnabled;
  76668. /**
  76669. * Gets wether the tone mapping effect is enabled.
  76670. */
  76671. /**
  76672. * Sets wether the tone mapping effect is enabled.
  76673. */
  76674. toneMappingEnabled: boolean;
  76675. private _toneMappingType;
  76676. /**
  76677. * Gets the type of tone mapping effect.
  76678. */
  76679. /**
  76680. * Sets the type of tone mapping effect used in BabylonJS.
  76681. */
  76682. toneMappingType: number;
  76683. protected _contrast: number;
  76684. /**
  76685. * Gets the contrast used in the effect.
  76686. */
  76687. /**
  76688. * Sets the contrast used in the effect.
  76689. */
  76690. contrast: number;
  76691. /**
  76692. * Vignette stretch size.
  76693. */
  76694. vignetteStretch: number;
  76695. /**
  76696. * Vignette centre X Offset.
  76697. */
  76698. vignetteCentreX: number;
  76699. /**
  76700. * Vignette centre Y Offset.
  76701. */
  76702. vignetteCentreY: number;
  76703. /**
  76704. * Vignette weight or intensity of the vignette effect.
  76705. */
  76706. vignetteWeight: number;
  76707. /**
  76708. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  76709. * if vignetteEnabled is set to true.
  76710. */
  76711. vignetteColor: Color4;
  76712. /**
  76713. * Camera field of view used by the Vignette effect.
  76714. */
  76715. vignetteCameraFov: number;
  76716. private _vignetteBlendMode;
  76717. /**
  76718. * Gets the vignette blend mode allowing different kind of effect.
  76719. */
  76720. /**
  76721. * Sets the vignette blend mode allowing different kind of effect.
  76722. */
  76723. vignetteBlendMode: number;
  76724. private _vignetteEnabled;
  76725. /**
  76726. * Gets wether the vignette effect is enabled.
  76727. */
  76728. /**
  76729. * Sets wether the vignette effect is enabled.
  76730. */
  76731. vignetteEnabled: boolean;
  76732. private _applyByPostProcess;
  76733. /**
  76734. * Gets wether the image processing is applied through a post process or not.
  76735. */
  76736. /**
  76737. * Sets wether the image processing is applied through a post process or not.
  76738. */
  76739. applyByPostProcess: boolean;
  76740. private _isEnabled;
  76741. /**
  76742. * Gets wether the image processing is enabled or not.
  76743. */
  76744. /**
  76745. * Sets wether the image processing is enabled or not.
  76746. */
  76747. isEnabled: boolean;
  76748. /**
  76749. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  76750. */
  76751. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  76752. /**
  76753. * Method called each time the image processing information changes requires to recompile the effect.
  76754. */
  76755. protected _updateParameters(): void;
  76756. /**
  76757. * Gets the current class name.
  76758. * @return "ImageProcessingConfiguration"
  76759. */
  76760. getClassName(): string;
  76761. /**
  76762. * Prepare the list of uniforms associated with the Image Processing effects.
  76763. * @param uniforms The list of uniforms used in the effect
  76764. * @param defines the list of defines currently in use
  76765. */
  76766. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  76767. /**
  76768. * Prepare the list of samplers associated with the Image Processing effects.
  76769. * @param samplersList The list of uniforms used in the effect
  76770. * @param defines the list of defines currently in use
  76771. */
  76772. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  76773. /**
  76774. * Prepare the list of defines associated to the shader.
  76775. * @param defines the list of defines to complete
  76776. * @param forPostProcess Define if we are currently in post process mode or not
  76777. */
  76778. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  76779. /**
  76780. * Returns true if all the image processing information are ready.
  76781. * @returns True if ready, otherwise, false
  76782. */
  76783. isReady(): boolean;
  76784. /**
  76785. * Binds the image processing to the shader.
  76786. * @param effect The effect to bind to
  76787. * @param overrideAspectRatio Override the aspect ratio of the effect
  76788. */
  76789. bind(effect: Effect, overrideAspectRatio?: number): void;
  76790. /**
  76791. * Clones the current image processing instance.
  76792. * @return The cloned image processing
  76793. */
  76794. clone(): ImageProcessingConfiguration;
  76795. /**
  76796. * Serializes the current image processing instance to a json representation.
  76797. * @return a JSON representation
  76798. */
  76799. serialize(): any;
  76800. /**
  76801. * Parses the image processing from a json representation.
  76802. * @param source the JSON source to parse
  76803. * @return The parsed image processing
  76804. */
  76805. static Parse(source: any): ImageProcessingConfiguration;
  76806. private static _VIGNETTEMODE_MULTIPLY;
  76807. private static _VIGNETTEMODE_OPAQUE;
  76808. /**
  76809. * Used to apply the vignette as a mix with the pixel color.
  76810. */
  76811. static readonly VIGNETTEMODE_MULTIPLY: number;
  76812. /**
  76813. * Used to apply the vignette as a replacement of the pixel color.
  76814. */
  76815. static readonly VIGNETTEMODE_OPAQUE: number;
  76816. }
  76817. }
  76818. declare module BABYLON {
  76819. /** @hidden */
  76820. export var postprocessVertexShader: {
  76821. name: string;
  76822. shader: string;
  76823. };
  76824. }
  76825. declare module BABYLON {
  76826. interface ThinEngine {
  76827. /**
  76828. * Creates a new render target texture
  76829. * @param size defines the size of the texture
  76830. * @param options defines the options used to create the texture
  76831. * @returns a new render target texture stored in an InternalTexture
  76832. */
  76833. createRenderTargetTexture(size: number | {
  76834. width: number;
  76835. height: number;
  76836. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  76837. /**
  76838. * Creates a depth stencil texture.
  76839. * This is only available in WebGL 2 or with the depth texture extension available.
  76840. * @param size The size of face edge in the texture.
  76841. * @param options The options defining the texture.
  76842. * @returns The texture
  76843. */
  76844. createDepthStencilTexture(size: number | {
  76845. width: number;
  76846. height: number;
  76847. }, options: DepthTextureCreationOptions): InternalTexture;
  76848. /** @hidden */
  76849. _createDepthStencilTexture(size: number | {
  76850. width: number;
  76851. height: number;
  76852. }, options: DepthTextureCreationOptions): InternalTexture;
  76853. }
  76854. }
  76855. declare module BABYLON {
  76856. /** Defines supported spaces */
  76857. export enum Space {
  76858. /** Local (object) space */
  76859. LOCAL = 0,
  76860. /** World space */
  76861. WORLD = 1,
  76862. /** Bone space */
  76863. BONE = 2
  76864. }
  76865. /** Defines the 3 main axes */
  76866. export class Axis {
  76867. /** X axis */
  76868. static X: Vector3;
  76869. /** Y axis */
  76870. static Y: Vector3;
  76871. /** Z axis */
  76872. static Z: Vector3;
  76873. }
  76874. }
  76875. declare module BABYLON {
  76876. /**
  76877. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  76878. * This is the base of the follow, arc rotate cameras and Free camera
  76879. * @see http://doc.babylonjs.com/features/cameras
  76880. */
  76881. export class TargetCamera extends Camera {
  76882. private static _RigCamTransformMatrix;
  76883. private static _TargetTransformMatrix;
  76884. private static _TargetFocalPoint;
  76885. /**
  76886. * Define the current direction the camera is moving to
  76887. */
  76888. cameraDirection: Vector3;
  76889. /**
  76890. * Define the current rotation the camera is rotating to
  76891. */
  76892. cameraRotation: Vector2;
  76893. /**
  76894. * When set, the up vector of the camera will be updated by the rotation of the camera
  76895. */
  76896. updateUpVectorFromRotation: boolean;
  76897. private _tmpQuaternion;
  76898. /**
  76899. * Define the current rotation of the camera
  76900. */
  76901. rotation: Vector3;
  76902. /**
  76903. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  76904. */
  76905. rotationQuaternion: Quaternion;
  76906. /**
  76907. * Define the current speed of the camera
  76908. */
  76909. speed: number;
  76910. /**
  76911. * Add constraint to the camera to prevent it to move freely in all directions and
  76912. * around all axis.
  76913. */
  76914. noRotationConstraint: boolean;
  76915. /**
  76916. * Define the current target of the camera as an object or a position.
  76917. */
  76918. lockedTarget: any;
  76919. /** @hidden */
  76920. _currentTarget: Vector3;
  76921. /** @hidden */
  76922. _initialFocalDistance: number;
  76923. /** @hidden */
  76924. _viewMatrix: Matrix;
  76925. /** @hidden */
  76926. _camMatrix: Matrix;
  76927. /** @hidden */
  76928. _cameraTransformMatrix: Matrix;
  76929. /** @hidden */
  76930. _cameraRotationMatrix: Matrix;
  76931. /** @hidden */
  76932. _referencePoint: Vector3;
  76933. /** @hidden */
  76934. _transformedReferencePoint: Vector3;
  76935. protected _globalCurrentTarget: Vector3;
  76936. protected _globalCurrentUpVector: Vector3;
  76937. /** @hidden */
  76938. _reset: () => void;
  76939. private _defaultUp;
  76940. /**
  76941. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  76942. * This is the base of the follow, arc rotate cameras and Free camera
  76943. * @see http://doc.babylonjs.com/features/cameras
  76944. * @param name Defines the name of the camera in the scene
  76945. * @param position Defines the start position of the camera in the scene
  76946. * @param scene Defines the scene the camera belongs to
  76947. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  76948. */
  76949. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  76950. /**
  76951. * Gets the position in front of the camera at a given distance.
  76952. * @param distance The distance from the camera we want the position to be
  76953. * @returns the position
  76954. */
  76955. getFrontPosition(distance: number): Vector3;
  76956. /** @hidden */
  76957. _getLockedTargetPosition(): Nullable<Vector3>;
  76958. private _storedPosition;
  76959. private _storedRotation;
  76960. private _storedRotationQuaternion;
  76961. /**
  76962. * Store current camera state of the camera (fov, position, rotation, etc..)
  76963. * @returns the camera
  76964. */
  76965. storeState(): Camera;
  76966. /**
  76967. * Restored camera state. You must call storeState() first
  76968. * @returns whether it was successful or not
  76969. * @hidden
  76970. */
  76971. _restoreStateValues(): boolean;
  76972. /** @hidden */
  76973. _initCache(): void;
  76974. /** @hidden */
  76975. _updateCache(ignoreParentClass?: boolean): void;
  76976. /** @hidden */
  76977. _isSynchronizedViewMatrix(): boolean;
  76978. /** @hidden */
  76979. _computeLocalCameraSpeed(): number;
  76980. /**
  76981. * Defines the target the camera should look at.
  76982. * @param target Defines the new target as a Vector or a mesh
  76983. */
  76984. setTarget(target: Vector3): void;
  76985. /**
  76986. * Return the current target position of the camera. This value is expressed in local space.
  76987. * @returns the target position
  76988. */
  76989. getTarget(): Vector3;
  76990. /** @hidden */
  76991. _decideIfNeedsToMove(): boolean;
  76992. /** @hidden */
  76993. _updatePosition(): void;
  76994. /** @hidden */
  76995. _checkInputs(): void;
  76996. protected _updateCameraRotationMatrix(): void;
  76997. /**
  76998. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  76999. * @returns the current camera
  77000. */
  77001. private _rotateUpVectorWithCameraRotationMatrix;
  77002. private _cachedRotationZ;
  77003. private _cachedQuaternionRotationZ;
  77004. /** @hidden */
  77005. _getViewMatrix(): Matrix;
  77006. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  77007. /**
  77008. * @hidden
  77009. */
  77010. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  77011. /**
  77012. * @hidden
  77013. */
  77014. _updateRigCameras(): void;
  77015. private _getRigCamPositionAndTarget;
  77016. /**
  77017. * Gets the current object class name.
  77018. * @return the class name
  77019. */
  77020. getClassName(): string;
  77021. }
  77022. }
  77023. declare module BABYLON {
  77024. /**
  77025. * Gather the list of keyboard event types as constants.
  77026. */
  77027. export class KeyboardEventTypes {
  77028. /**
  77029. * The keydown event is fired when a key becomes active (pressed).
  77030. */
  77031. static readonly KEYDOWN: number;
  77032. /**
  77033. * The keyup event is fired when a key has been released.
  77034. */
  77035. static readonly KEYUP: number;
  77036. }
  77037. /**
  77038. * This class is used to store keyboard related info for the onKeyboardObservable event.
  77039. */
  77040. export class KeyboardInfo {
  77041. /**
  77042. * Defines the type of event (KeyboardEventTypes)
  77043. */
  77044. type: number;
  77045. /**
  77046. * Defines the related dom event
  77047. */
  77048. event: KeyboardEvent;
  77049. /**
  77050. * Instantiates a new keyboard info.
  77051. * This class is used to store keyboard related info for the onKeyboardObservable event.
  77052. * @param type Defines the type of event (KeyboardEventTypes)
  77053. * @param event Defines the related dom event
  77054. */
  77055. constructor(
  77056. /**
  77057. * Defines the type of event (KeyboardEventTypes)
  77058. */
  77059. type: number,
  77060. /**
  77061. * Defines the related dom event
  77062. */
  77063. event: KeyboardEvent);
  77064. }
  77065. /**
  77066. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  77067. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  77068. */
  77069. export class KeyboardInfoPre extends KeyboardInfo {
  77070. /**
  77071. * Defines the type of event (KeyboardEventTypes)
  77072. */
  77073. type: number;
  77074. /**
  77075. * Defines the related dom event
  77076. */
  77077. event: KeyboardEvent;
  77078. /**
  77079. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  77080. */
  77081. skipOnPointerObservable: boolean;
  77082. /**
  77083. * Instantiates a new keyboard pre info.
  77084. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  77085. * @param type Defines the type of event (KeyboardEventTypes)
  77086. * @param event Defines the related dom event
  77087. */
  77088. constructor(
  77089. /**
  77090. * Defines the type of event (KeyboardEventTypes)
  77091. */
  77092. type: number,
  77093. /**
  77094. * Defines the related dom event
  77095. */
  77096. event: KeyboardEvent);
  77097. }
  77098. }
  77099. declare module BABYLON {
  77100. /**
  77101. * Manage the keyboard inputs to control the movement of a free camera.
  77102. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77103. */
  77104. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  77105. /**
  77106. * Defines the camera the input is attached to.
  77107. */
  77108. camera: FreeCamera;
  77109. /**
  77110. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  77111. */
  77112. keysUp: number[];
  77113. /**
  77114. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  77115. */
  77116. keysDown: number[];
  77117. /**
  77118. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  77119. */
  77120. keysLeft: number[];
  77121. /**
  77122. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  77123. */
  77124. keysRight: number[];
  77125. private _keys;
  77126. private _onCanvasBlurObserver;
  77127. private _onKeyboardObserver;
  77128. private _engine;
  77129. private _scene;
  77130. /**
  77131. * Attach the input controls to a specific dom element to get the input from.
  77132. * @param element Defines the element the controls should be listened from
  77133. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77134. */
  77135. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77136. /**
  77137. * Detach the current controls from the specified dom element.
  77138. * @param element Defines the element to stop listening the inputs from
  77139. */
  77140. detachControl(element: Nullable<HTMLElement>): void;
  77141. /**
  77142. * Update the current camera state depending on the inputs that have been used this frame.
  77143. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  77144. */
  77145. checkInputs(): void;
  77146. /**
  77147. * Gets the class name of the current intput.
  77148. * @returns the class name
  77149. */
  77150. getClassName(): string;
  77151. /** @hidden */
  77152. _onLostFocus(): void;
  77153. /**
  77154. * Get the friendly name associated with the input class.
  77155. * @returns the input friendly name
  77156. */
  77157. getSimpleName(): string;
  77158. }
  77159. }
  77160. declare module BABYLON {
  77161. /**
  77162. * Interface describing all the common properties and methods a shadow light needs to implement.
  77163. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  77164. * as well as binding the different shadow properties to the effects.
  77165. */
  77166. export interface IShadowLight extends Light {
  77167. /**
  77168. * The light id in the scene (used in scene.findLighById for instance)
  77169. */
  77170. id: string;
  77171. /**
  77172. * The position the shdow will be casted from.
  77173. */
  77174. position: Vector3;
  77175. /**
  77176. * In 2d mode (needCube being false), the direction used to cast the shadow.
  77177. */
  77178. direction: Vector3;
  77179. /**
  77180. * The transformed position. Position of the light in world space taking parenting in account.
  77181. */
  77182. transformedPosition: Vector3;
  77183. /**
  77184. * The transformed direction. Direction of the light in world space taking parenting in account.
  77185. */
  77186. transformedDirection: Vector3;
  77187. /**
  77188. * The friendly name of the light in the scene.
  77189. */
  77190. name: string;
  77191. /**
  77192. * Defines the shadow projection clipping minimum z value.
  77193. */
  77194. shadowMinZ: number;
  77195. /**
  77196. * Defines the shadow projection clipping maximum z value.
  77197. */
  77198. shadowMaxZ: number;
  77199. /**
  77200. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  77201. * @returns true if the information has been computed, false if it does not need to (no parenting)
  77202. */
  77203. computeTransformedInformation(): boolean;
  77204. /**
  77205. * Gets the scene the light belongs to.
  77206. * @returns The scene
  77207. */
  77208. getScene(): Scene;
  77209. /**
  77210. * Callback defining a custom Projection Matrix Builder.
  77211. * This can be used to override the default projection matrix computation.
  77212. */
  77213. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  77214. /**
  77215. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  77216. * @param matrix The materix to updated with the projection information
  77217. * @param viewMatrix The transform matrix of the light
  77218. * @param renderList The list of mesh to render in the map
  77219. * @returns The current light
  77220. */
  77221. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  77222. /**
  77223. * Gets the current depth scale used in ESM.
  77224. * @returns The scale
  77225. */
  77226. getDepthScale(): number;
  77227. /**
  77228. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  77229. * @returns true if a cube texture needs to be use
  77230. */
  77231. needCube(): boolean;
  77232. /**
  77233. * Detects if the projection matrix requires to be recomputed this frame.
  77234. * @returns true if it requires to be recomputed otherwise, false.
  77235. */
  77236. needProjectionMatrixCompute(): boolean;
  77237. /**
  77238. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  77239. */
  77240. forceProjectionMatrixCompute(): void;
  77241. /**
  77242. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  77243. * @param faceIndex The index of the face we are computed the direction to generate shadow
  77244. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  77245. */
  77246. getShadowDirection(faceIndex?: number): Vector3;
  77247. /**
  77248. * Gets the minZ used for shadow according to both the scene and the light.
  77249. * @param activeCamera The camera we are returning the min for
  77250. * @returns the depth min z
  77251. */
  77252. getDepthMinZ(activeCamera: Camera): number;
  77253. /**
  77254. * Gets the maxZ used for shadow according to both the scene and the light.
  77255. * @param activeCamera The camera we are returning the max for
  77256. * @returns the depth max z
  77257. */
  77258. getDepthMaxZ(activeCamera: Camera): number;
  77259. }
  77260. /**
  77261. * Base implementation IShadowLight
  77262. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  77263. */
  77264. export abstract class ShadowLight extends Light implements IShadowLight {
  77265. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  77266. protected _position: Vector3;
  77267. protected _setPosition(value: Vector3): void;
  77268. /**
  77269. * Sets the position the shadow will be casted from. Also use as the light position for both
  77270. * point and spot lights.
  77271. */
  77272. /**
  77273. * Sets the position the shadow will be casted from. Also use as the light position for both
  77274. * point and spot lights.
  77275. */
  77276. position: Vector3;
  77277. protected _direction: Vector3;
  77278. protected _setDirection(value: Vector3): void;
  77279. /**
  77280. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  77281. * Also use as the light direction on spot and directional lights.
  77282. */
  77283. /**
  77284. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  77285. * Also use as the light direction on spot and directional lights.
  77286. */
  77287. direction: Vector3;
  77288. private _shadowMinZ;
  77289. /**
  77290. * Gets the shadow projection clipping minimum z value.
  77291. */
  77292. /**
  77293. * Sets the shadow projection clipping minimum z value.
  77294. */
  77295. shadowMinZ: number;
  77296. private _shadowMaxZ;
  77297. /**
  77298. * Sets the shadow projection clipping maximum z value.
  77299. */
  77300. /**
  77301. * Gets the shadow projection clipping maximum z value.
  77302. */
  77303. shadowMaxZ: number;
  77304. /**
  77305. * Callback defining a custom Projection Matrix Builder.
  77306. * This can be used to override the default projection matrix computation.
  77307. */
  77308. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  77309. /**
  77310. * The transformed position. Position of the light in world space taking parenting in account.
  77311. */
  77312. transformedPosition: Vector3;
  77313. /**
  77314. * The transformed direction. Direction of the light in world space taking parenting in account.
  77315. */
  77316. transformedDirection: Vector3;
  77317. private _needProjectionMatrixCompute;
  77318. /**
  77319. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  77320. * @returns true if the information has been computed, false if it does not need to (no parenting)
  77321. */
  77322. computeTransformedInformation(): boolean;
  77323. /**
  77324. * Return the depth scale used for the shadow map.
  77325. * @returns the depth scale.
  77326. */
  77327. getDepthScale(): number;
  77328. /**
  77329. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  77330. * @param faceIndex The index of the face we are computed the direction to generate shadow
  77331. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  77332. */
  77333. getShadowDirection(faceIndex?: number): Vector3;
  77334. /**
  77335. * Returns the ShadowLight absolute position in the World.
  77336. * @returns the position vector in world space
  77337. */
  77338. getAbsolutePosition(): Vector3;
  77339. /**
  77340. * Sets the ShadowLight direction toward the passed target.
  77341. * @param target The point to target in local space
  77342. * @returns the updated ShadowLight direction
  77343. */
  77344. setDirectionToTarget(target: Vector3): Vector3;
  77345. /**
  77346. * Returns the light rotation in euler definition.
  77347. * @returns the x y z rotation in local space.
  77348. */
  77349. getRotation(): Vector3;
  77350. /**
  77351. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  77352. * @returns true if a cube texture needs to be use
  77353. */
  77354. needCube(): boolean;
  77355. /**
  77356. * Detects if the projection matrix requires to be recomputed this frame.
  77357. * @returns true if it requires to be recomputed otherwise, false.
  77358. */
  77359. needProjectionMatrixCompute(): boolean;
  77360. /**
  77361. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  77362. */
  77363. forceProjectionMatrixCompute(): void;
  77364. /** @hidden */
  77365. _initCache(): void;
  77366. /** @hidden */
  77367. _isSynchronized(): boolean;
  77368. /**
  77369. * Computes the world matrix of the node
  77370. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  77371. * @returns the world matrix
  77372. */
  77373. computeWorldMatrix(force?: boolean): Matrix;
  77374. /**
  77375. * Gets the minZ used for shadow according to both the scene and the light.
  77376. * @param activeCamera The camera we are returning the min for
  77377. * @returns the depth min z
  77378. */
  77379. getDepthMinZ(activeCamera: Camera): number;
  77380. /**
  77381. * Gets the maxZ used for shadow according to both the scene and the light.
  77382. * @param activeCamera The camera we are returning the max for
  77383. * @returns the depth max z
  77384. */
  77385. getDepthMaxZ(activeCamera: Camera): number;
  77386. /**
  77387. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  77388. * @param matrix The materix to updated with the projection information
  77389. * @param viewMatrix The transform matrix of the light
  77390. * @param renderList The list of mesh to render in the map
  77391. * @returns The current light
  77392. */
  77393. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  77394. }
  77395. }
  77396. declare module BABYLON {
  77397. /**
  77398. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  77399. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  77400. */
  77401. export class EffectFallbacks implements IEffectFallbacks {
  77402. private _defines;
  77403. private _currentRank;
  77404. private _maxRank;
  77405. private _mesh;
  77406. /**
  77407. * Removes the fallback from the bound mesh.
  77408. */
  77409. unBindMesh(): void;
  77410. /**
  77411. * Adds a fallback on the specified property.
  77412. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  77413. * @param define The name of the define in the shader
  77414. */
  77415. addFallback(rank: number, define: string): void;
  77416. /**
  77417. * Sets the mesh to use CPU skinning when needing to fallback.
  77418. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  77419. * @param mesh The mesh to use the fallbacks.
  77420. */
  77421. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  77422. /**
  77423. * Checks to see if more fallbacks are still availible.
  77424. */
  77425. readonly hasMoreFallbacks: boolean;
  77426. /**
  77427. * Removes the defines that should be removed when falling back.
  77428. * @param currentDefines defines the current define statements for the shader.
  77429. * @param effect defines the current effect we try to compile
  77430. * @returns The resulting defines with defines of the current rank removed.
  77431. */
  77432. reduce(currentDefines: string, effect: Effect): string;
  77433. }
  77434. }
  77435. declare module BABYLON {
  77436. /**
  77437. * "Static Class" containing the most commonly used helper while dealing with material for
  77438. * rendering purpose.
  77439. *
  77440. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  77441. *
  77442. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  77443. */
  77444. export class MaterialHelper {
  77445. /**
  77446. * Bind the current view position to an effect.
  77447. * @param effect The effect to be bound
  77448. * @param scene The scene the eyes position is used from
  77449. */
  77450. static BindEyePosition(effect: Effect, scene: Scene): void;
  77451. /**
  77452. * Helps preparing the defines values about the UVs in used in the effect.
  77453. * UVs are shared as much as we can accross channels in the shaders.
  77454. * @param texture The texture we are preparing the UVs for
  77455. * @param defines The defines to update
  77456. * @param key The channel key "diffuse", "specular"... used in the shader
  77457. */
  77458. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  77459. /**
  77460. * Binds a texture matrix value to its corrsponding uniform
  77461. * @param texture The texture to bind the matrix for
  77462. * @param uniformBuffer The uniform buffer receivin the data
  77463. * @param key The channel key "diffuse", "specular"... used in the shader
  77464. */
  77465. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  77466. /**
  77467. * Gets the current status of the fog (should it be enabled?)
  77468. * @param mesh defines the mesh to evaluate for fog support
  77469. * @param scene defines the hosting scene
  77470. * @returns true if fog must be enabled
  77471. */
  77472. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  77473. /**
  77474. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  77475. * @param mesh defines the current mesh
  77476. * @param scene defines the current scene
  77477. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  77478. * @param pointsCloud defines if point cloud rendering has to be turned on
  77479. * @param fogEnabled defines if fog has to be turned on
  77480. * @param alphaTest defines if alpha testing has to be turned on
  77481. * @param defines defines the current list of defines
  77482. */
  77483. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  77484. /**
  77485. * Helper used to prepare the list of defines associated with frame values for shader compilation
  77486. * @param scene defines the current scene
  77487. * @param engine defines the current engine
  77488. * @param defines specifies the list of active defines
  77489. * @param useInstances defines if instances have to be turned on
  77490. * @param useClipPlane defines if clip plane have to be turned on
  77491. */
  77492. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  77493. /**
  77494. * Prepares the defines for bones
  77495. * @param mesh The mesh containing the geometry data we will draw
  77496. * @param defines The defines to update
  77497. */
  77498. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  77499. /**
  77500. * Prepares the defines for morph targets
  77501. * @param mesh The mesh containing the geometry data we will draw
  77502. * @param defines The defines to update
  77503. */
  77504. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  77505. /**
  77506. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  77507. * @param mesh The mesh containing the geometry data we will draw
  77508. * @param defines The defines to update
  77509. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  77510. * @param useBones Precise whether bones should be used or not (override mesh info)
  77511. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  77512. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  77513. * @returns false if defines are considered not dirty and have not been checked
  77514. */
  77515. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  77516. /**
  77517. * Prepares the defines related to multiview
  77518. * @param scene The scene we are intending to draw
  77519. * @param defines The defines to update
  77520. */
  77521. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  77522. /**
  77523. * Prepares the defines related to the light information passed in parameter
  77524. * @param scene The scene we are intending to draw
  77525. * @param mesh The mesh the effect is compiling for
  77526. * @param light The light the effect is compiling for
  77527. * @param lightIndex The index of the light
  77528. * @param defines The defines to update
  77529. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  77530. * @param state Defines the current state regarding what is needed (normals, etc...)
  77531. */
  77532. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  77533. needNormals: boolean;
  77534. needRebuild: boolean;
  77535. shadowEnabled: boolean;
  77536. specularEnabled: boolean;
  77537. lightmapMode: boolean;
  77538. }): void;
  77539. /**
  77540. * Prepares the defines related to the light information passed in parameter
  77541. * @param scene The scene we are intending to draw
  77542. * @param mesh The mesh the effect is compiling for
  77543. * @param defines The defines to update
  77544. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  77545. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  77546. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  77547. * @returns true if normals will be required for the rest of the effect
  77548. */
  77549. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  77550. /**
  77551. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  77552. * @param lightIndex defines the light index
  77553. * @param uniformsList The uniform list
  77554. * @param samplersList The sampler list
  77555. * @param projectedLightTexture defines if projected texture must be used
  77556. * @param uniformBuffersList defines an optional list of uniform buffers
  77557. */
  77558. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  77559. /**
  77560. * Prepares the uniforms and samplers list to be used in the effect
  77561. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  77562. * @param samplersList The sampler list
  77563. * @param defines The defines helping in the list generation
  77564. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  77565. */
  77566. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  77567. /**
  77568. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  77569. * @param defines The defines to update while falling back
  77570. * @param fallbacks The authorized effect fallbacks
  77571. * @param maxSimultaneousLights The maximum number of lights allowed
  77572. * @param rank the current rank of the Effect
  77573. * @returns The newly affected rank
  77574. */
  77575. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  77576. private static _TmpMorphInfluencers;
  77577. /**
  77578. * Prepares the list of attributes required for morph targets according to the effect defines.
  77579. * @param attribs The current list of supported attribs
  77580. * @param mesh The mesh to prepare the morph targets attributes for
  77581. * @param influencers The number of influencers
  77582. */
  77583. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  77584. /**
  77585. * Prepares the list of attributes required for morph targets according to the effect defines.
  77586. * @param attribs The current list of supported attribs
  77587. * @param mesh The mesh to prepare the morph targets attributes for
  77588. * @param defines The current Defines of the effect
  77589. */
  77590. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  77591. /**
  77592. * Prepares the list of attributes required for bones according to the effect defines.
  77593. * @param attribs The current list of supported attribs
  77594. * @param mesh The mesh to prepare the bones attributes for
  77595. * @param defines The current Defines of the effect
  77596. * @param fallbacks The current efffect fallback strategy
  77597. */
  77598. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  77599. /**
  77600. * Check and prepare the list of attributes required for instances according to the effect defines.
  77601. * @param attribs The current list of supported attribs
  77602. * @param defines The current MaterialDefines of the effect
  77603. */
  77604. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  77605. /**
  77606. * Add the list of attributes required for instances to the attribs array.
  77607. * @param attribs The current list of supported attribs
  77608. */
  77609. static PushAttributesForInstances(attribs: string[]): void;
  77610. /**
  77611. * Binds the light information to the effect.
  77612. * @param light The light containing the generator
  77613. * @param effect The effect we are binding the data to
  77614. * @param lightIndex The light index in the effect used to render
  77615. */
  77616. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  77617. /**
  77618. * Binds the lights information from the scene to the effect for the given mesh.
  77619. * @param light Light to bind
  77620. * @param lightIndex Light index
  77621. * @param scene The scene where the light belongs to
  77622. * @param effect The effect we are binding the data to
  77623. * @param useSpecular Defines if specular is supported
  77624. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  77625. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  77626. */
  77627. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  77628. /**
  77629. * Binds the lights information from the scene to the effect for the given mesh.
  77630. * @param scene The scene the lights belongs to
  77631. * @param mesh The mesh we are binding the information to render
  77632. * @param effect The effect we are binding the data to
  77633. * @param defines The generated defines for the effect
  77634. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  77635. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  77636. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  77637. */
  77638. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  77639. private static _tempFogColor;
  77640. /**
  77641. * Binds the fog information from the scene to the effect for the given mesh.
  77642. * @param scene The scene the lights belongs to
  77643. * @param mesh The mesh we are binding the information to render
  77644. * @param effect The effect we are binding the data to
  77645. * @param linearSpace Defines if the fog effect is applied in linear space
  77646. */
  77647. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  77648. /**
  77649. * Binds the bones information from the mesh to the effect.
  77650. * @param mesh The mesh we are binding the information to render
  77651. * @param effect The effect we are binding the data to
  77652. */
  77653. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  77654. /**
  77655. * Binds the morph targets information from the mesh to the effect.
  77656. * @param abstractMesh The mesh we are binding the information to render
  77657. * @param effect The effect we are binding the data to
  77658. */
  77659. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  77660. /**
  77661. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  77662. * @param defines The generated defines used in the effect
  77663. * @param effect The effect we are binding the data to
  77664. * @param scene The scene we are willing to render with logarithmic scale for
  77665. */
  77666. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  77667. /**
  77668. * Binds the clip plane information from the scene to the effect.
  77669. * @param scene The scene the clip plane information are extracted from
  77670. * @param effect The effect we are binding the data to
  77671. */
  77672. static BindClipPlane(effect: Effect, scene: Scene): void;
  77673. }
  77674. }
  77675. declare module BABYLON {
  77676. /** @hidden */
  77677. export var packingFunctions: {
  77678. name: string;
  77679. shader: string;
  77680. };
  77681. }
  77682. declare module BABYLON {
  77683. /** @hidden */
  77684. export var shadowMapPixelShader: {
  77685. name: string;
  77686. shader: string;
  77687. };
  77688. }
  77689. declare module BABYLON {
  77690. /** @hidden */
  77691. export var bonesDeclaration: {
  77692. name: string;
  77693. shader: string;
  77694. };
  77695. }
  77696. declare module BABYLON {
  77697. /** @hidden */
  77698. export var morphTargetsVertexGlobalDeclaration: {
  77699. name: string;
  77700. shader: string;
  77701. };
  77702. }
  77703. declare module BABYLON {
  77704. /** @hidden */
  77705. export var morphTargetsVertexDeclaration: {
  77706. name: string;
  77707. shader: string;
  77708. };
  77709. }
  77710. declare module BABYLON {
  77711. /** @hidden */
  77712. export var instancesDeclaration: {
  77713. name: string;
  77714. shader: string;
  77715. };
  77716. }
  77717. declare module BABYLON {
  77718. /** @hidden */
  77719. export var helperFunctions: {
  77720. name: string;
  77721. shader: string;
  77722. };
  77723. }
  77724. declare module BABYLON {
  77725. /** @hidden */
  77726. export var morphTargetsVertex: {
  77727. name: string;
  77728. shader: string;
  77729. };
  77730. }
  77731. declare module BABYLON {
  77732. /** @hidden */
  77733. export var instancesVertex: {
  77734. name: string;
  77735. shader: string;
  77736. };
  77737. }
  77738. declare module BABYLON {
  77739. /** @hidden */
  77740. export var bonesVertex: {
  77741. name: string;
  77742. shader: string;
  77743. };
  77744. }
  77745. declare module BABYLON {
  77746. /** @hidden */
  77747. export var shadowMapVertexShader: {
  77748. name: string;
  77749. shader: string;
  77750. };
  77751. }
  77752. declare module BABYLON {
  77753. /** @hidden */
  77754. export var depthBoxBlurPixelShader: {
  77755. name: string;
  77756. shader: string;
  77757. };
  77758. }
  77759. declare module BABYLON {
  77760. /**
  77761. * Defines the options associated with the creation of a custom shader for a shadow generator.
  77762. */
  77763. export interface ICustomShaderOptions {
  77764. /**
  77765. * Gets or sets the custom shader name to use
  77766. */
  77767. shaderName: string;
  77768. /**
  77769. * The list of attribute names used in the shader
  77770. */
  77771. attributes?: string[];
  77772. /**
  77773. * The list of unifrom names used in the shader
  77774. */
  77775. uniforms?: string[];
  77776. /**
  77777. * The list of sampler names used in the shader
  77778. */
  77779. samplers?: string[];
  77780. /**
  77781. * The list of defines used in the shader
  77782. */
  77783. defines?: string[];
  77784. }
  77785. /**
  77786. * Interface to implement to create a shadow generator compatible with BJS.
  77787. */
  77788. export interface IShadowGenerator {
  77789. /**
  77790. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  77791. * @returns The render target texture if present otherwise, null
  77792. */
  77793. getShadowMap(): Nullable<RenderTargetTexture>;
  77794. /**
  77795. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  77796. * @returns The render target texture if the shadow map is present otherwise, null
  77797. */
  77798. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  77799. /**
  77800. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77801. * @param subMesh The submesh we want to render in the shadow map
  77802. * @param useInstances Defines wether will draw in the map using instances
  77803. * @returns true if ready otherwise, false
  77804. */
  77805. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  77806. /**
  77807. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77808. * @param defines Defines of the material we want to update
  77809. * @param lightIndex Index of the light in the enabled light list of the material
  77810. */
  77811. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  77812. /**
  77813. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77814. * defined in the generator but impacting the effect).
  77815. * It implies the unifroms available on the materials are the standard BJS ones.
  77816. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77817. * @param effect The effect we are binfing the information for
  77818. */
  77819. bindShadowLight(lightIndex: string, effect: Effect): void;
  77820. /**
  77821. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77822. * (eq to shadow prjection matrix * light transform matrix)
  77823. * @returns The transform matrix used to create the shadow map
  77824. */
  77825. getTransformMatrix(): Matrix;
  77826. /**
  77827. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77828. * Cube and 2D textures for instance.
  77829. */
  77830. recreateShadowMap(): void;
  77831. /**
  77832. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77833. * @param onCompiled Callback triggered at the and of the effects compilation
  77834. * @param options Sets of optional options forcing the compilation with different modes
  77835. */
  77836. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  77837. useInstances: boolean;
  77838. }>): void;
  77839. /**
  77840. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77841. * @param options Sets of optional options forcing the compilation with different modes
  77842. * @returns A promise that resolves when the compilation completes
  77843. */
  77844. forceCompilationAsync(options?: Partial<{
  77845. useInstances: boolean;
  77846. }>): Promise<void>;
  77847. /**
  77848. * Serializes the shadow generator setup to a json object.
  77849. * @returns The serialized JSON object
  77850. */
  77851. serialize(): any;
  77852. /**
  77853. * Disposes the Shadow map and related Textures and effects.
  77854. */
  77855. dispose(): void;
  77856. }
  77857. /**
  77858. * Default implementation IShadowGenerator.
  77859. * This is the main object responsible of generating shadows in the framework.
  77860. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  77861. */
  77862. export class ShadowGenerator implements IShadowGenerator {
  77863. /**
  77864. * Shadow generator mode None: no filtering applied.
  77865. */
  77866. static readonly FILTER_NONE: number;
  77867. /**
  77868. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77869. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77870. */
  77871. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  77872. /**
  77873. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77874. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77875. */
  77876. static readonly FILTER_POISSONSAMPLING: number;
  77877. /**
  77878. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77879. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77880. */
  77881. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  77882. /**
  77883. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77884. * edge artifacts on steep falloff.
  77885. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77886. */
  77887. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  77888. /**
  77889. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  77890. * edge artifacts on steep falloff.
  77891. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77892. */
  77893. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  77894. /**
  77895. * Shadow generator mode PCF: Percentage Closer Filtering
  77896. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77897. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  77898. */
  77899. static readonly FILTER_PCF: number;
  77900. /**
  77901. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  77902. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77903. * Contact Hardening
  77904. */
  77905. static readonly FILTER_PCSS: number;
  77906. /**
  77907. * Reserved for PCF and PCSS
  77908. * Highest Quality.
  77909. *
  77910. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  77911. *
  77912. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  77913. */
  77914. static readonly QUALITY_HIGH: number;
  77915. /**
  77916. * Reserved for PCF and PCSS
  77917. * Good tradeoff for quality/perf cross devices
  77918. *
  77919. * Execute PCF on a 3*3 kernel.
  77920. *
  77921. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  77922. */
  77923. static readonly QUALITY_MEDIUM: number;
  77924. /**
  77925. * Reserved for PCF and PCSS
  77926. * The lowest quality but the fastest.
  77927. *
  77928. * Execute PCF on a 1*1 kernel.
  77929. *
  77930. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  77931. */
  77932. static readonly QUALITY_LOW: number;
  77933. /** Gets or sets the custom shader name to use */
  77934. customShaderOptions: ICustomShaderOptions;
  77935. /**
  77936. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  77937. */
  77938. onBeforeShadowMapRenderObservable: Observable<Effect>;
  77939. /**
  77940. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  77941. */
  77942. onAfterShadowMapRenderObservable: Observable<Effect>;
  77943. /**
  77944. * Observable triggered before a mesh is rendered in the shadow map.
  77945. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  77946. */
  77947. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  77948. /**
  77949. * Observable triggered after a mesh is rendered in the shadow map.
  77950. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  77951. */
  77952. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  77953. private _bias;
  77954. /**
  77955. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  77956. */
  77957. /**
  77958. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  77959. */
  77960. bias: number;
  77961. private _normalBias;
  77962. /**
  77963. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  77964. */
  77965. /**
  77966. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  77967. */
  77968. normalBias: number;
  77969. private _blurBoxOffset;
  77970. /**
  77971. * Gets the blur box offset: offset applied during the blur pass.
  77972. * Only useful if useKernelBlur = false
  77973. */
  77974. /**
  77975. * Sets the blur box offset: offset applied during the blur pass.
  77976. * Only useful if useKernelBlur = false
  77977. */
  77978. blurBoxOffset: number;
  77979. private _blurScale;
  77980. /**
  77981. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  77982. * 2 means half of the size.
  77983. */
  77984. /**
  77985. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  77986. * 2 means half of the size.
  77987. */
  77988. blurScale: number;
  77989. private _blurKernel;
  77990. /**
  77991. * Gets the blur kernel: kernel size of the blur pass.
  77992. * Only useful if useKernelBlur = true
  77993. */
  77994. /**
  77995. * Sets the blur kernel: kernel size of the blur pass.
  77996. * Only useful if useKernelBlur = true
  77997. */
  77998. blurKernel: number;
  77999. private _useKernelBlur;
  78000. /**
  78001. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  78002. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  78003. */
  78004. /**
  78005. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  78006. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  78007. */
  78008. useKernelBlur: boolean;
  78009. private _depthScale;
  78010. /**
  78011. * Gets the depth scale used in ESM mode.
  78012. */
  78013. /**
  78014. * Sets the depth scale used in ESM mode.
  78015. * This can override the scale stored on the light.
  78016. */
  78017. depthScale: number;
  78018. private _filter;
  78019. /**
  78020. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  78021. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  78022. */
  78023. /**
  78024. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  78025. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  78026. */
  78027. filter: number;
  78028. /**
  78029. * Gets if the current filter is set to Poisson Sampling.
  78030. */
  78031. /**
  78032. * Sets the current filter to Poisson Sampling.
  78033. */
  78034. usePoissonSampling: boolean;
  78035. /**
  78036. * Gets if the current filter is set to ESM.
  78037. */
  78038. /**
  78039. * Sets the current filter is to ESM.
  78040. */
  78041. useExponentialShadowMap: boolean;
  78042. /**
  78043. * Gets if the current filter is set to filtered ESM.
  78044. */
  78045. /**
  78046. * Gets if the current filter is set to filtered ESM.
  78047. */
  78048. useBlurExponentialShadowMap: boolean;
  78049. /**
  78050. * Gets if the current filter is set to "close ESM" (using the inverse of the
  78051. * exponential to prevent steep falloff artifacts).
  78052. */
  78053. /**
  78054. * Sets the current filter to "close ESM" (using the inverse of the
  78055. * exponential to prevent steep falloff artifacts).
  78056. */
  78057. useCloseExponentialShadowMap: boolean;
  78058. /**
  78059. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  78060. * exponential to prevent steep falloff artifacts).
  78061. */
  78062. /**
  78063. * Sets the current filter to filtered "close ESM" (using the inverse of the
  78064. * exponential to prevent steep falloff artifacts).
  78065. */
  78066. useBlurCloseExponentialShadowMap: boolean;
  78067. /**
  78068. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  78069. */
  78070. /**
  78071. * Sets the current filter to "PCF" (percentage closer filtering).
  78072. */
  78073. usePercentageCloserFiltering: boolean;
  78074. private _filteringQuality;
  78075. /**
  78076. * Gets the PCF or PCSS Quality.
  78077. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  78078. */
  78079. /**
  78080. * Sets the PCF or PCSS Quality.
  78081. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  78082. */
  78083. filteringQuality: number;
  78084. /**
  78085. * Gets if the current filter is set to "PCSS" (contact hardening).
  78086. */
  78087. /**
  78088. * Sets the current filter to "PCSS" (contact hardening).
  78089. */
  78090. useContactHardeningShadow: boolean;
  78091. private _contactHardeningLightSizeUVRatio;
  78092. /**
  78093. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  78094. * Using a ratio helps keeping shape stability independently of the map size.
  78095. *
  78096. * It does not account for the light projection as it was having too much
  78097. * instability during the light setup or during light position changes.
  78098. *
  78099. * Only valid if useContactHardeningShadow is true.
  78100. */
  78101. /**
  78102. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  78103. * Using a ratio helps keeping shape stability independently of the map size.
  78104. *
  78105. * It does not account for the light projection as it was having too much
  78106. * instability during the light setup or during light position changes.
  78107. *
  78108. * Only valid if useContactHardeningShadow is true.
  78109. */
  78110. contactHardeningLightSizeUVRatio: number;
  78111. private _darkness;
  78112. /** Gets or sets the actual darkness of a shadow */
  78113. darkness: number;
  78114. /**
  78115. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  78116. * 0 means strongest and 1 would means no shadow.
  78117. * @returns the darkness.
  78118. */
  78119. getDarkness(): number;
  78120. /**
  78121. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  78122. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  78123. * @returns the shadow generator allowing fluent coding.
  78124. */
  78125. setDarkness(darkness: number): ShadowGenerator;
  78126. private _transparencyShadow;
  78127. /** Gets or sets the ability to have transparent shadow */
  78128. transparencyShadow: boolean;
  78129. /**
  78130. * Sets the ability to have transparent shadow (boolean).
  78131. * @param transparent True if transparent else False
  78132. * @returns the shadow generator allowing fluent coding
  78133. */
  78134. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  78135. private _shadowMap;
  78136. private _shadowMap2;
  78137. /**
  78138. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  78139. * @returns The render target texture if present otherwise, null
  78140. */
  78141. getShadowMap(): Nullable<RenderTargetTexture>;
  78142. /**
  78143. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  78144. * @returns The render target texture if the shadow map is present otherwise, null
  78145. */
  78146. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  78147. /**
  78148. * Gets the class name of that object
  78149. * @returns "ShadowGenerator"
  78150. */
  78151. getClassName(): string;
  78152. /**
  78153. * Helper function to add a mesh and its descendants to the list of shadow casters.
  78154. * @param mesh Mesh to add
  78155. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  78156. * @returns the Shadow Generator itself
  78157. */
  78158. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  78159. /**
  78160. * Helper function to remove a mesh and its descendants from the list of shadow casters
  78161. * @param mesh Mesh to remove
  78162. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  78163. * @returns the Shadow Generator itself
  78164. */
  78165. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  78166. /**
  78167. * Controls the extent to which the shadows fade out at the edge of the frustum
  78168. * Used only by directionals and spots
  78169. */
  78170. frustumEdgeFalloff: number;
  78171. private _light;
  78172. /**
  78173. * Returns the associated light object.
  78174. * @returns the light generating the shadow
  78175. */
  78176. getLight(): IShadowLight;
  78177. /**
  78178. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  78179. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  78180. * It might on the other hand introduce peter panning.
  78181. */
  78182. forceBackFacesOnly: boolean;
  78183. private _scene;
  78184. private _lightDirection;
  78185. private _effect;
  78186. private _viewMatrix;
  78187. private _projectionMatrix;
  78188. private _transformMatrix;
  78189. private _cachedPosition;
  78190. private _cachedDirection;
  78191. private _cachedDefines;
  78192. private _currentRenderID;
  78193. private _boxBlurPostprocess;
  78194. private _kernelBlurXPostprocess;
  78195. private _kernelBlurYPostprocess;
  78196. private _blurPostProcesses;
  78197. private _mapSize;
  78198. private _currentFaceIndex;
  78199. private _currentFaceIndexCache;
  78200. private _textureType;
  78201. private _defaultTextureMatrix;
  78202. private _storedUniqueId;
  78203. /** @hidden */
  78204. static _SceneComponentInitialization: (scene: Scene) => void;
  78205. /**
  78206. * Creates a ShadowGenerator object.
  78207. * A ShadowGenerator is the required tool to use the shadows.
  78208. * Each light casting shadows needs to use its own ShadowGenerator.
  78209. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  78210. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  78211. * @param light The light object generating the shadows.
  78212. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  78213. */
  78214. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  78215. private _initializeGenerator;
  78216. private _initializeShadowMap;
  78217. private _initializeBlurRTTAndPostProcesses;
  78218. private _renderForShadowMap;
  78219. private _renderSubMeshForShadowMap;
  78220. private _applyFilterValues;
  78221. /**
  78222. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  78223. * @param onCompiled Callback triggered at the and of the effects compilation
  78224. * @param options Sets of optional options forcing the compilation with different modes
  78225. */
  78226. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  78227. useInstances: boolean;
  78228. }>): void;
  78229. /**
  78230. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  78231. * @param options Sets of optional options forcing the compilation with different modes
  78232. * @returns A promise that resolves when the compilation completes
  78233. */
  78234. forceCompilationAsync(options?: Partial<{
  78235. useInstances: boolean;
  78236. }>): Promise<void>;
  78237. /**
  78238. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  78239. * @param subMesh The submesh we want to render in the shadow map
  78240. * @param useInstances Defines wether will draw in the map using instances
  78241. * @returns true if ready otherwise, false
  78242. */
  78243. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  78244. /**
  78245. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  78246. * @param defines Defines of the material we want to update
  78247. * @param lightIndex Index of the light in the enabled light list of the material
  78248. */
  78249. prepareDefines(defines: any, lightIndex: number): void;
  78250. /**
  78251. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  78252. * defined in the generator but impacting the effect).
  78253. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  78254. * @param effect The effect we are binfing the information for
  78255. */
  78256. bindShadowLight(lightIndex: string, effect: Effect): void;
  78257. /**
  78258. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  78259. * (eq to shadow prjection matrix * light transform matrix)
  78260. * @returns The transform matrix used to create the shadow map
  78261. */
  78262. getTransformMatrix(): Matrix;
  78263. /**
  78264. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  78265. * Cube and 2D textures for instance.
  78266. */
  78267. recreateShadowMap(): void;
  78268. private _disposeBlurPostProcesses;
  78269. private _disposeRTTandPostProcesses;
  78270. /**
  78271. * Disposes the ShadowGenerator.
  78272. * Returns nothing.
  78273. */
  78274. dispose(): void;
  78275. /**
  78276. * Serializes the shadow generator setup to a json object.
  78277. * @returns The serialized JSON object
  78278. */
  78279. serialize(): any;
  78280. /**
  78281. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  78282. * @param parsedShadowGenerator The JSON object to parse
  78283. * @param scene The scene to create the shadow map for
  78284. * @returns The parsed shadow generator
  78285. */
  78286. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  78287. }
  78288. }
  78289. declare module BABYLON {
  78290. /**
  78291. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  78292. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  78293. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  78294. */
  78295. export abstract class Light extends Node {
  78296. /**
  78297. * Falloff Default: light is falling off following the material specification:
  78298. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  78299. */
  78300. static readonly FALLOFF_DEFAULT: number;
  78301. /**
  78302. * Falloff Physical: light is falling off following the inverse squared distance law.
  78303. */
  78304. static readonly FALLOFF_PHYSICAL: number;
  78305. /**
  78306. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  78307. * to enhance interoperability with other engines.
  78308. */
  78309. static readonly FALLOFF_GLTF: number;
  78310. /**
  78311. * Falloff Standard: light is falling off like in the standard material
  78312. * to enhance interoperability with other materials.
  78313. */
  78314. static readonly FALLOFF_STANDARD: number;
  78315. /**
  78316. * If every light affecting the material is in this lightmapMode,
  78317. * material.lightmapTexture adds or multiplies
  78318. * (depends on material.useLightmapAsShadowmap)
  78319. * after every other light calculations.
  78320. */
  78321. static readonly LIGHTMAP_DEFAULT: number;
  78322. /**
  78323. * material.lightmapTexture as only diffuse lighting from this light
  78324. * adds only specular lighting from this light
  78325. * adds dynamic shadows
  78326. */
  78327. static readonly LIGHTMAP_SPECULAR: number;
  78328. /**
  78329. * material.lightmapTexture as only lighting
  78330. * no light calculation from this light
  78331. * only adds dynamic shadows from this light
  78332. */
  78333. static readonly LIGHTMAP_SHADOWSONLY: number;
  78334. /**
  78335. * Each light type uses the default quantity according to its type:
  78336. * point/spot lights use luminous intensity
  78337. * directional lights use illuminance
  78338. */
  78339. static readonly INTENSITYMODE_AUTOMATIC: number;
  78340. /**
  78341. * lumen (lm)
  78342. */
  78343. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  78344. /**
  78345. * candela (lm/sr)
  78346. */
  78347. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  78348. /**
  78349. * lux (lm/m^2)
  78350. */
  78351. static readonly INTENSITYMODE_ILLUMINANCE: number;
  78352. /**
  78353. * nit (cd/m^2)
  78354. */
  78355. static readonly INTENSITYMODE_LUMINANCE: number;
  78356. /**
  78357. * Light type const id of the point light.
  78358. */
  78359. static readonly LIGHTTYPEID_POINTLIGHT: number;
  78360. /**
  78361. * Light type const id of the directional light.
  78362. */
  78363. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  78364. /**
  78365. * Light type const id of the spot light.
  78366. */
  78367. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  78368. /**
  78369. * Light type const id of the hemispheric light.
  78370. */
  78371. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  78372. /**
  78373. * Diffuse gives the basic color to an object.
  78374. */
  78375. diffuse: Color3;
  78376. /**
  78377. * Specular produces a highlight color on an object.
  78378. * Note: This is note affecting PBR materials.
  78379. */
  78380. specular: Color3;
  78381. /**
  78382. * Defines the falloff type for this light. This lets overrriding how punctual light are
  78383. * falling off base on range or angle.
  78384. * This can be set to any values in Light.FALLOFF_x.
  78385. *
  78386. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  78387. * other types of materials.
  78388. */
  78389. falloffType: number;
  78390. /**
  78391. * Strength of the light.
  78392. * Note: By default it is define in the framework own unit.
  78393. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  78394. */
  78395. intensity: number;
  78396. private _range;
  78397. protected _inverseSquaredRange: number;
  78398. /**
  78399. * Defines how far from the source the light is impacting in scene units.
  78400. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  78401. */
  78402. /**
  78403. * Defines how far from the source the light is impacting in scene units.
  78404. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  78405. */
  78406. range: number;
  78407. /**
  78408. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  78409. * of light.
  78410. */
  78411. private _photometricScale;
  78412. private _intensityMode;
  78413. /**
  78414. * Gets the photometric scale used to interpret the intensity.
  78415. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  78416. */
  78417. /**
  78418. * Sets the photometric scale used to interpret the intensity.
  78419. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  78420. */
  78421. intensityMode: number;
  78422. private _radius;
  78423. /**
  78424. * Gets the light radius used by PBR Materials to simulate soft area lights.
  78425. */
  78426. /**
  78427. * sets the light radius used by PBR Materials to simulate soft area lights.
  78428. */
  78429. radius: number;
  78430. private _renderPriority;
  78431. /**
  78432. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  78433. * exceeding the number allowed of the materials.
  78434. */
  78435. renderPriority: number;
  78436. private _shadowEnabled;
  78437. /**
  78438. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  78439. * the current shadow generator.
  78440. */
  78441. /**
  78442. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  78443. * the current shadow generator.
  78444. */
  78445. shadowEnabled: boolean;
  78446. private _includedOnlyMeshes;
  78447. /**
  78448. * Gets the only meshes impacted by this light.
  78449. */
  78450. /**
  78451. * Sets the only meshes impacted by this light.
  78452. */
  78453. includedOnlyMeshes: AbstractMesh[];
  78454. private _excludedMeshes;
  78455. /**
  78456. * Gets the meshes not impacted by this light.
  78457. */
  78458. /**
  78459. * Sets the meshes not impacted by this light.
  78460. */
  78461. excludedMeshes: AbstractMesh[];
  78462. private _excludeWithLayerMask;
  78463. /**
  78464. * Gets the layer id use to find what meshes are not impacted by the light.
  78465. * Inactive if 0
  78466. */
  78467. /**
  78468. * Sets the layer id use to find what meshes are not impacted by the light.
  78469. * Inactive if 0
  78470. */
  78471. excludeWithLayerMask: number;
  78472. private _includeOnlyWithLayerMask;
  78473. /**
  78474. * Gets the layer id use to find what meshes are impacted by the light.
  78475. * Inactive if 0
  78476. */
  78477. /**
  78478. * Sets the layer id use to find what meshes are impacted by the light.
  78479. * Inactive if 0
  78480. */
  78481. includeOnlyWithLayerMask: number;
  78482. private _lightmapMode;
  78483. /**
  78484. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  78485. */
  78486. /**
  78487. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  78488. */
  78489. lightmapMode: number;
  78490. /**
  78491. * Shadow generator associted to the light.
  78492. * @hidden Internal use only.
  78493. */
  78494. _shadowGenerator: Nullable<IShadowGenerator>;
  78495. /**
  78496. * @hidden Internal use only.
  78497. */
  78498. _excludedMeshesIds: string[];
  78499. /**
  78500. * @hidden Internal use only.
  78501. */
  78502. _includedOnlyMeshesIds: string[];
  78503. /**
  78504. * The current light unifom buffer.
  78505. * @hidden Internal use only.
  78506. */
  78507. _uniformBuffer: UniformBuffer;
  78508. /** @hidden */
  78509. _renderId: number;
  78510. /**
  78511. * Creates a Light object in the scene.
  78512. * Documentation : https://doc.babylonjs.com/babylon101/lights
  78513. * @param name The firendly name of the light
  78514. * @param scene The scene the light belongs too
  78515. */
  78516. constructor(name: string, scene: Scene);
  78517. protected abstract _buildUniformLayout(): void;
  78518. /**
  78519. * Sets the passed Effect "effect" with the Light information.
  78520. * @param effect The effect to update
  78521. * @param lightIndex The index of the light in the effect to update
  78522. * @returns The light
  78523. */
  78524. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  78525. /**
  78526. * Sets the passed Effect "effect" with the Light information.
  78527. * @param effect The effect to update
  78528. * @param lightDataUniformName The uniform used to store light data (position or direction)
  78529. * @returns The light
  78530. */
  78531. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  78532. /**
  78533. * Returns the string "Light".
  78534. * @returns the class name
  78535. */
  78536. getClassName(): string;
  78537. /** @hidden */
  78538. readonly _isLight: boolean;
  78539. /**
  78540. * Converts the light information to a readable string for debug purpose.
  78541. * @param fullDetails Supports for multiple levels of logging within scene loading
  78542. * @returns the human readable light info
  78543. */
  78544. toString(fullDetails?: boolean): string;
  78545. /** @hidden */
  78546. protected _syncParentEnabledState(): void;
  78547. /**
  78548. * Set the enabled state of this node.
  78549. * @param value - the new enabled state
  78550. */
  78551. setEnabled(value: boolean): void;
  78552. /**
  78553. * Returns the Light associated shadow generator if any.
  78554. * @return the associated shadow generator.
  78555. */
  78556. getShadowGenerator(): Nullable<IShadowGenerator>;
  78557. /**
  78558. * Returns a Vector3, the absolute light position in the World.
  78559. * @returns the world space position of the light
  78560. */
  78561. getAbsolutePosition(): Vector3;
  78562. /**
  78563. * Specifies if the light will affect the passed mesh.
  78564. * @param mesh The mesh to test against the light
  78565. * @return true the mesh is affected otherwise, false.
  78566. */
  78567. canAffectMesh(mesh: AbstractMesh): boolean;
  78568. /**
  78569. * Sort function to order lights for rendering.
  78570. * @param a First Light object to compare to second.
  78571. * @param b Second Light object to compare first.
  78572. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  78573. */
  78574. static CompareLightsPriority(a: Light, b: Light): number;
  78575. /**
  78576. * Releases resources associated with this node.
  78577. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  78578. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  78579. */
  78580. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  78581. /**
  78582. * Returns the light type ID (integer).
  78583. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  78584. */
  78585. getTypeID(): number;
  78586. /**
  78587. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  78588. * @returns the scaled intensity in intensity mode unit
  78589. */
  78590. getScaledIntensity(): number;
  78591. /**
  78592. * Returns a new Light object, named "name", from the current one.
  78593. * @param name The name of the cloned light
  78594. * @returns the new created light
  78595. */
  78596. clone(name: string): Nullable<Light>;
  78597. /**
  78598. * Serializes the current light into a Serialization object.
  78599. * @returns the serialized object.
  78600. */
  78601. serialize(): any;
  78602. /**
  78603. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  78604. * This new light is named "name" and added to the passed scene.
  78605. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  78606. * @param name The friendly name of the light
  78607. * @param scene The scene the new light will belong to
  78608. * @returns the constructor function
  78609. */
  78610. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  78611. /**
  78612. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  78613. * @param parsedLight The JSON representation of the light
  78614. * @param scene The scene to create the parsed light in
  78615. * @returns the created light after parsing
  78616. */
  78617. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  78618. private _hookArrayForExcluded;
  78619. private _hookArrayForIncludedOnly;
  78620. private _resyncMeshes;
  78621. /**
  78622. * Forces the meshes to update their light related information in their rendering used effects
  78623. * @hidden Internal Use Only
  78624. */
  78625. _markMeshesAsLightDirty(): void;
  78626. /**
  78627. * Recomputes the cached photometric scale if needed.
  78628. */
  78629. private _computePhotometricScale;
  78630. /**
  78631. * Returns the Photometric Scale according to the light type and intensity mode.
  78632. */
  78633. private _getPhotometricScale;
  78634. /**
  78635. * Reorder the light in the scene according to their defined priority.
  78636. * @hidden Internal Use Only
  78637. */
  78638. _reorderLightsInScene(): void;
  78639. /**
  78640. * Prepares the list of defines specific to the light type.
  78641. * @param defines the list of defines
  78642. * @param lightIndex defines the index of the light for the effect
  78643. */
  78644. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  78645. }
  78646. }
  78647. declare module BABYLON {
  78648. /**
  78649. * Interface used to define Action
  78650. */
  78651. export interface IAction {
  78652. /**
  78653. * Trigger for the action
  78654. */
  78655. trigger: number;
  78656. /** Options of the trigger */
  78657. triggerOptions: any;
  78658. /**
  78659. * Gets the trigger parameters
  78660. * @returns the trigger parameters
  78661. */
  78662. getTriggerParameter(): any;
  78663. /**
  78664. * Internal only - executes current action event
  78665. * @hidden
  78666. */
  78667. _executeCurrent(evt?: ActionEvent): void;
  78668. /**
  78669. * Serialize placeholder for child classes
  78670. * @param parent of child
  78671. * @returns the serialized object
  78672. */
  78673. serialize(parent: any): any;
  78674. /**
  78675. * Internal only
  78676. * @hidden
  78677. */
  78678. _prepare(): void;
  78679. /**
  78680. * Internal only - manager for action
  78681. * @hidden
  78682. */
  78683. _actionManager: AbstractActionManager;
  78684. /**
  78685. * Adds action to chain of actions, may be a DoNothingAction
  78686. * @param action defines the next action to execute
  78687. * @returns The action passed in
  78688. * @see https://www.babylonjs-playground.com/#1T30HR#0
  78689. */
  78690. then(action: IAction): IAction;
  78691. }
  78692. /**
  78693. * The action to be carried out following a trigger
  78694. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  78695. */
  78696. export class Action implements IAction {
  78697. /** the trigger, with or without parameters, for the action */
  78698. triggerOptions: any;
  78699. /**
  78700. * Trigger for the action
  78701. */
  78702. trigger: number;
  78703. /**
  78704. * Internal only - manager for action
  78705. * @hidden
  78706. */
  78707. _actionManager: ActionManager;
  78708. private _nextActiveAction;
  78709. private _child;
  78710. private _condition?;
  78711. private _triggerParameter;
  78712. /**
  78713. * An event triggered prior to action being executed.
  78714. */
  78715. onBeforeExecuteObservable: Observable<Action>;
  78716. /**
  78717. * Creates a new Action
  78718. * @param triggerOptions the trigger, with or without parameters, for the action
  78719. * @param condition an optional determinant of action
  78720. */
  78721. constructor(
  78722. /** the trigger, with or without parameters, for the action */
  78723. triggerOptions: any, condition?: Condition);
  78724. /**
  78725. * Internal only
  78726. * @hidden
  78727. */
  78728. _prepare(): void;
  78729. /**
  78730. * Gets the trigger parameters
  78731. * @returns the trigger parameters
  78732. */
  78733. getTriggerParameter(): any;
  78734. /**
  78735. * Internal only - executes current action event
  78736. * @hidden
  78737. */
  78738. _executeCurrent(evt?: ActionEvent): void;
  78739. /**
  78740. * Execute placeholder for child classes
  78741. * @param evt optional action event
  78742. */
  78743. execute(evt?: ActionEvent): void;
  78744. /**
  78745. * Skips to next active action
  78746. */
  78747. skipToNextActiveAction(): void;
  78748. /**
  78749. * Adds action to chain of actions, may be a DoNothingAction
  78750. * @param action defines the next action to execute
  78751. * @returns The action passed in
  78752. * @see https://www.babylonjs-playground.com/#1T30HR#0
  78753. */
  78754. then(action: Action): Action;
  78755. /**
  78756. * Internal only
  78757. * @hidden
  78758. */
  78759. _getProperty(propertyPath: string): string;
  78760. /**
  78761. * Internal only
  78762. * @hidden
  78763. */
  78764. _getEffectiveTarget(target: any, propertyPath: string): any;
  78765. /**
  78766. * Serialize placeholder for child classes
  78767. * @param parent of child
  78768. * @returns the serialized object
  78769. */
  78770. serialize(parent: any): any;
  78771. /**
  78772. * Internal only called by serialize
  78773. * @hidden
  78774. */
  78775. protected _serialize(serializedAction: any, parent?: any): any;
  78776. /**
  78777. * Internal only
  78778. * @hidden
  78779. */
  78780. static _SerializeValueAsString: (value: any) => string;
  78781. /**
  78782. * Internal only
  78783. * @hidden
  78784. */
  78785. static _GetTargetProperty: (target: Node | Scene) => {
  78786. name: string;
  78787. targetType: string;
  78788. value: string;
  78789. };
  78790. }
  78791. }
  78792. declare module BABYLON {
  78793. /**
  78794. * A Condition applied to an Action
  78795. */
  78796. export class Condition {
  78797. /**
  78798. * Internal only - manager for action
  78799. * @hidden
  78800. */
  78801. _actionManager: ActionManager;
  78802. /**
  78803. * Internal only
  78804. * @hidden
  78805. */
  78806. _evaluationId: number;
  78807. /**
  78808. * Internal only
  78809. * @hidden
  78810. */
  78811. _currentResult: boolean;
  78812. /**
  78813. * Creates a new Condition
  78814. * @param actionManager the manager of the action the condition is applied to
  78815. */
  78816. constructor(actionManager: ActionManager);
  78817. /**
  78818. * Check if the current condition is valid
  78819. * @returns a boolean
  78820. */
  78821. isValid(): boolean;
  78822. /**
  78823. * Internal only
  78824. * @hidden
  78825. */
  78826. _getProperty(propertyPath: string): string;
  78827. /**
  78828. * Internal only
  78829. * @hidden
  78830. */
  78831. _getEffectiveTarget(target: any, propertyPath: string): any;
  78832. /**
  78833. * Serialize placeholder for child classes
  78834. * @returns the serialized object
  78835. */
  78836. serialize(): any;
  78837. /**
  78838. * Internal only
  78839. * @hidden
  78840. */
  78841. protected _serialize(serializedCondition: any): any;
  78842. }
  78843. /**
  78844. * Defines specific conditional operators as extensions of Condition
  78845. */
  78846. export class ValueCondition extends Condition {
  78847. /** path to specify the property of the target the conditional operator uses */
  78848. propertyPath: string;
  78849. /** the value compared by the conditional operator against the current value of the property */
  78850. value: any;
  78851. /** the conditional operator, default ValueCondition.IsEqual */
  78852. operator: number;
  78853. /**
  78854. * Internal only
  78855. * @hidden
  78856. */
  78857. private static _IsEqual;
  78858. /**
  78859. * Internal only
  78860. * @hidden
  78861. */
  78862. private static _IsDifferent;
  78863. /**
  78864. * Internal only
  78865. * @hidden
  78866. */
  78867. private static _IsGreater;
  78868. /**
  78869. * Internal only
  78870. * @hidden
  78871. */
  78872. private static _IsLesser;
  78873. /**
  78874. * returns the number for IsEqual
  78875. */
  78876. static readonly IsEqual: number;
  78877. /**
  78878. * Returns the number for IsDifferent
  78879. */
  78880. static readonly IsDifferent: number;
  78881. /**
  78882. * Returns the number for IsGreater
  78883. */
  78884. static readonly IsGreater: number;
  78885. /**
  78886. * Returns the number for IsLesser
  78887. */
  78888. static readonly IsLesser: number;
  78889. /**
  78890. * Internal only The action manager for the condition
  78891. * @hidden
  78892. */
  78893. _actionManager: ActionManager;
  78894. /**
  78895. * Internal only
  78896. * @hidden
  78897. */
  78898. private _target;
  78899. /**
  78900. * Internal only
  78901. * @hidden
  78902. */
  78903. private _effectiveTarget;
  78904. /**
  78905. * Internal only
  78906. * @hidden
  78907. */
  78908. private _property;
  78909. /**
  78910. * Creates a new ValueCondition
  78911. * @param actionManager manager for the action the condition applies to
  78912. * @param target for the action
  78913. * @param propertyPath path to specify the property of the target the conditional operator uses
  78914. * @param value the value compared by the conditional operator against the current value of the property
  78915. * @param operator the conditional operator, default ValueCondition.IsEqual
  78916. */
  78917. constructor(actionManager: ActionManager, target: any,
  78918. /** path to specify the property of the target the conditional operator uses */
  78919. propertyPath: string,
  78920. /** the value compared by the conditional operator against the current value of the property */
  78921. value: any,
  78922. /** the conditional operator, default ValueCondition.IsEqual */
  78923. operator?: number);
  78924. /**
  78925. * Compares the given value with the property value for the specified conditional operator
  78926. * @returns the result of the comparison
  78927. */
  78928. isValid(): boolean;
  78929. /**
  78930. * Serialize the ValueCondition into a JSON compatible object
  78931. * @returns serialization object
  78932. */
  78933. serialize(): any;
  78934. /**
  78935. * Gets the name of the conditional operator for the ValueCondition
  78936. * @param operator the conditional operator
  78937. * @returns the name
  78938. */
  78939. static GetOperatorName(operator: number): string;
  78940. }
  78941. /**
  78942. * Defines a predicate condition as an extension of Condition
  78943. */
  78944. export class PredicateCondition extends Condition {
  78945. /** defines the predicate function used to validate the condition */
  78946. predicate: () => boolean;
  78947. /**
  78948. * Internal only - manager for action
  78949. * @hidden
  78950. */
  78951. _actionManager: ActionManager;
  78952. /**
  78953. * Creates a new PredicateCondition
  78954. * @param actionManager manager for the action the condition applies to
  78955. * @param predicate defines the predicate function used to validate the condition
  78956. */
  78957. constructor(actionManager: ActionManager,
  78958. /** defines the predicate function used to validate the condition */
  78959. predicate: () => boolean);
  78960. /**
  78961. * @returns the validity of the predicate condition
  78962. */
  78963. isValid(): boolean;
  78964. }
  78965. /**
  78966. * Defines a state condition as an extension of Condition
  78967. */
  78968. export class StateCondition extends Condition {
  78969. /** Value to compare with target state */
  78970. value: string;
  78971. /**
  78972. * Internal only - manager for action
  78973. * @hidden
  78974. */
  78975. _actionManager: ActionManager;
  78976. /**
  78977. * Internal only
  78978. * @hidden
  78979. */
  78980. private _target;
  78981. /**
  78982. * Creates a new StateCondition
  78983. * @param actionManager manager for the action the condition applies to
  78984. * @param target of the condition
  78985. * @param value to compare with target state
  78986. */
  78987. constructor(actionManager: ActionManager, target: any,
  78988. /** Value to compare with target state */
  78989. value: string);
  78990. /**
  78991. * Gets a boolean indicating if the current condition is met
  78992. * @returns the validity of the state
  78993. */
  78994. isValid(): boolean;
  78995. /**
  78996. * Serialize the StateCondition into a JSON compatible object
  78997. * @returns serialization object
  78998. */
  78999. serialize(): any;
  79000. }
  79001. }
  79002. declare module BABYLON {
  79003. /**
  79004. * This defines an action responsible to toggle a boolean once triggered.
  79005. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79006. */
  79007. export class SwitchBooleanAction extends Action {
  79008. /**
  79009. * The path to the boolean property in the target object
  79010. */
  79011. propertyPath: string;
  79012. private _target;
  79013. private _effectiveTarget;
  79014. private _property;
  79015. /**
  79016. * Instantiate the action
  79017. * @param triggerOptions defines the trigger options
  79018. * @param target defines the object containing the boolean
  79019. * @param propertyPath defines the path to the boolean property in the target object
  79020. * @param condition defines the trigger related conditions
  79021. */
  79022. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  79023. /** @hidden */
  79024. _prepare(): void;
  79025. /**
  79026. * Execute the action toggle the boolean value.
  79027. */
  79028. execute(): void;
  79029. /**
  79030. * Serializes the actions and its related information.
  79031. * @param parent defines the object to serialize in
  79032. * @returns the serialized object
  79033. */
  79034. serialize(parent: any): any;
  79035. }
  79036. /**
  79037. * This defines an action responsible to set a the state field of the target
  79038. * to a desired value once triggered.
  79039. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79040. */
  79041. export class SetStateAction extends Action {
  79042. /**
  79043. * The value to store in the state field.
  79044. */
  79045. value: string;
  79046. private _target;
  79047. /**
  79048. * Instantiate the action
  79049. * @param triggerOptions defines the trigger options
  79050. * @param target defines the object containing the state property
  79051. * @param value defines the value to store in the state field
  79052. * @param condition defines the trigger related conditions
  79053. */
  79054. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  79055. /**
  79056. * Execute the action and store the value on the target state property.
  79057. */
  79058. execute(): void;
  79059. /**
  79060. * Serializes the actions and its related information.
  79061. * @param parent defines the object to serialize in
  79062. * @returns the serialized object
  79063. */
  79064. serialize(parent: any): any;
  79065. }
  79066. /**
  79067. * This defines an action responsible to set a property of the target
  79068. * to a desired value once triggered.
  79069. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79070. */
  79071. export class SetValueAction extends Action {
  79072. /**
  79073. * The path of the property to set in the target.
  79074. */
  79075. propertyPath: string;
  79076. /**
  79077. * The value to set in the property
  79078. */
  79079. value: any;
  79080. private _target;
  79081. private _effectiveTarget;
  79082. private _property;
  79083. /**
  79084. * Instantiate the action
  79085. * @param triggerOptions defines the trigger options
  79086. * @param target defines the object containing the property
  79087. * @param propertyPath defines the path of the property to set in the target
  79088. * @param value defines the value to set in the property
  79089. * @param condition defines the trigger related conditions
  79090. */
  79091. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  79092. /** @hidden */
  79093. _prepare(): void;
  79094. /**
  79095. * Execute the action and set the targetted property to the desired value.
  79096. */
  79097. execute(): void;
  79098. /**
  79099. * Serializes the actions and its related information.
  79100. * @param parent defines the object to serialize in
  79101. * @returns the serialized object
  79102. */
  79103. serialize(parent: any): any;
  79104. }
  79105. /**
  79106. * This defines an action responsible to increment the target value
  79107. * to a desired value once triggered.
  79108. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79109. */
  79110. export class IncrementValueAction extends Action {
  79111. /**
  79112. * The path of the property to increment in the target.
  79113. */
  79114. propertyPath: string;
  79115. /**
  79116. * The value we should increment the property by.
  79117. */
  79118. value: any;
  79119. private _target;
  79120. private _effectiveTarget;
  79121. private _property;
  79122. /**
  79123. * Instantiate the action
  79124. * @param triggerOptions defines the trigger options
  79125. * @param target defines the object containing the property
  79126. * @param propertyPath defines the path of the property to increment in the target
  79127. * @param value defines the value value we should increment the property by
  79128. * @param condition defines the trigger related conditions
  79129. */
  79130. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  79131. /** @hidden */
  79132. _prepare(): void;
  79133. /**
  79134. * Execute the action and increment the target of the value amount.
  79135. */
  79136. execute(): void;
  79137. /**
  79138. * Serializes the actions and its related information.
  79139. * @param parent defines the object to serialize in
  79140. * @returns the serialized object
  79141. */
  79142. serialize(parent: any): any;
  79143. }
  79144. /**
  79145. * This defines an action responsible to start an animation once triggered.
  79146. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79147. */
  79148. export class PlayAnimationAction extends Action {
  79149. /**
  79150. * Where the animation should start (animation frame)
  79151. */
  79152. from: number;
  79153. /**
  79154. * Where the animation should stop (animation frame)
  79155. */
  79156. to: number;
  79157. /**
  79158. * Define if the animation should loop or stop after the first play.
  79159. */
  79160. loop?: boolean;
  79161. private _target;
  79162. /**
  79163. * Instantiate the action
  79164. * @param triggerOptions defines the trigger options
  79165. * @param target defines the target animation or animation name
  79166. * @param from defines from where the animation should start (animation frame)
  79167. * @param end defines where the animation should stop (animation frame)
  79168. * @param loop defines if the animation should loop or stop after the first play
  79169. * @param condition defines the trigger related conditions
  79170. */
  79171. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  79172. /** @hidden */
  79173. _prepare(): void;
  79174. /**
  79175. * Execute the action and play the animation.
  79176. */
  79177. execute(): void;
  79178. /**
  79179. * Serializes the actions and its related information.
  79180. * @param parent defines the object to serialize in
  79181. * @returns the serialized object
  79182. */
  79183. serialize(parent: any): any;
  79184. }
  79185. /**
  79186. * This defines an action responsible to stop an animation once triggered.
  79187. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79188. */
  79189. export class StopAnimationAction extends Action {
  79190. private _target;
  79191. /**
  79192. * Instantiate the action
  79193. * @param triggerOptions defines the trigger options
  79194. * @param target defines the target animation or animation name
  79195. * @param condition defines the trigger related conditions
  79196. */
  79197. constructor(triggerOptions: any, target: any, condition?: Condition);
  79198. /** @hidden */
  79199. _prepare(): void;
  79200. /**
  79201. * Execute the action and stop the animation.
  79202. */
  79203. execute(): void;
  79204. /**
  79205. * Serializes the actions and its related information.
  79206. * @param parent defines the object to serialize in
  79207. * @returns the serialized object
  79208. */
  79209. serialize(parent: any): any;
  79210. }
  79211. /**
  79212. * This defines an action responsible that does nothing once triggered.
  79213. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79214. */
  79215. export class DoNothingAction extends Action {
  79216. /**
  79217. * Instantiate the action
  79218. * @param triggerOptions defines the trigger options
  79219. * @param condition defines the trigger related conditions
  79220. */
  79221. constructor(triggerOptions?: any, condition?: Condition);
  79222. /**
  79223. * Execute the action and do nothing.
  79224. */
  79225. execute(): void;
  79226. /**
  79227. * Serializes the actions and its related information.
  79228. * @param parent defines the object to serialize in
  79229. * @returns the serialized object
  79230. */
  79231. serialize(parent: any): any;
  79232. }
  79233. /**
  79234. * This defines an action responsible to trigger several actions once triggered.
  79235. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79236. */
  79237. export class CombineAction extends Action {
  79238. /**
  79239. * The list of aggregated animations to run.
  79240. */
  79241. children: Action[];
  79242. /**
  79243. * Instantiate the action
  79244. * @param triggerOptions defines the trigger options
  79245. * @param children defines the list of aggregated animations to run
  79246. * @param condition defines the trigger related conditions
  79247. */
  79248. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  79249. /** @hidden */
  79250. _prepare(): void;
  79251. /**
  79252. * Execute the action and executes all the aggregated actions.
  79253. */
  79254. execute(evt: ActionEvent): void;
  79255. /**
  79256. * Serializes the actions and its related information.
  79257. * @param parent defines the object to serialize in
  79258. * @returns the serialized object
  79259. */
  79260. serialize(parent: any): any;
  79261. }
  79262. /**
  79263. * This defines an action responsible to run code (external event) once triggered.
  79264. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79265. */
  79266. export class ExecuteCodeAction extends Action {
  79267. /**
  79268. * The callback function to run.
  79269. */
  79270. func: (evt: ActionEvent) => void;
  79271. /**
  79272. * Instantiate the action
  79273. * @param triggerOptions defines the trigger options
  79274. * @param func defines the callback function to run
  79275. * @param condition defines the trigger related conditions
  79276. */
  79277. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  79278. /**
  79279. * Execute the action and run the attached code.
  79280. */
  79281. execute(evt: ActionEvent): void;
  79282. }
  79283. /**
  79284. * This defines an action responsible to set the parent property of the target once triggered.
  79285. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79286. */
  79287. export class SetParentAction extends Action {
  79288. private _parent;
  79289. private _target;
  79290. /**
  79291. * Instantiate the action
  79292. * @param triggerOptions defines the trigger options
  79293. * @param target defines the target containing the parent property
  79294. * @param parent defines from where the animation should start (animation frame)
  79295. * @param condition defines the trigger related conditions
  79296. */
  79297. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  79298. /** @hidden */
  79299. _prepare(): void;
  79300. /**
  79301. * Execute the action and set the parent property.
  79302. */
  79303. execute(): void;
  79304. /**
  79305. * Serializes the actions and its related information.
  79306. * @param parent defines the object to serialize in
  79307. * @returns the serialized object
  79308. */
  79309. serialize(parent: any): any;
  79310. }
  79311. }
  79312. declare module BABYLON {
  79313. /**
  79314. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  79315. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  79316. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79317. */
  79318. export class ActionManager extends AbstractActionManager {
  79319. /**
  79320. * Nothing
  79321. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79322. */
  79323. static readonly NothingTrigger: number;
  79324. /**
  79325. * On pick
  79326. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79327. */
  79328. static readonly OnPickTrigger: number;
  79329. /**
  79330. * On left pick
  79331. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79332. */
  79333. static readonly OnLeftPickTrigger: number;
  79334. /**
  79335. * On right pick
  79336. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79337. */
  79338. static readonly OnRightPickTrigger: number;
  79339. /**
  79340. * On center pick
  79341. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79342. */
  79343. static readonly OnCenterPickTrigger: number;
  79344. /**
  79345. * On pick down
  79346. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79347. */
  79348. static readonly OnPickDownTrigger: number;
  79349. /**
  79350. * On double pick
  79351. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79352. */
  79353. static readonly OnDoublePickTrigger: number;
  79354. /**
  79355. * On pick up
  79356. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79357. */
  79358. static readonly OnPickUpTrigger: number;
  79359. /**
  79360. * On pick out.
  79361. * This trigger will only be raised if you also declared a OnPickDown
  79362. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79363. */
  79364. static readonly OnPickOutTrigger: number;
  79365. /**
  79366. * On long press
  79367. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79368. */
  79369. static readonly OnLongPressTrigger: number;
  79370. /**
  79371. * On pointer over
  79372. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79373. */
  79374. static readonly OnPointerOverTrigger: number;
  79375. /**
  79376. * On pointer out
  79377. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79378. */
  79379. static readonly OnPointerOutTrigger: number;
  79380. /**
  79381. * On every frame
  79382. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79383. */
  79384. static readonly OnEveryFrameTrigger: number;
  79385. /**
  79386. * On intersection enter
  79387. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79388. */
  79389. static readonly OnIntersectionEnterTrigger: number;
  79390. /**
  79391. * On intersection exit
  79392. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79393. */
  79394. static readonly OnIntersectionExitTrigger: number;
  79395. /**
  79396. * On key down
  79397. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79398. */
  79399. static readonly OnKeyDownTrigger: number;
  79400. /**
  79401. * On key up
  79402. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79403. */
  79404. static readonly OnKeyUpTrigger: number;
  79405. private _scene;
  79406. /**
  79407. * Creates a new action manager
  79408. * @param scene defines the hosting scene
  79409. */
  79410. constructor(scene: Scene);
  79411. /**
  79412. * Releases all associated resources
  79413. */
  79414. dispose(): void;
  79415. /**
  79416. * Gets hosting scene
  79417. * @returns the hosting scene
  79418. */
  79419. getScene(): Scene;
  79420. /**
  79421. * Does this action manager handles actions of any of the given triggers
  79422. * @param triggers defines the triggers to be tested
  79423. * @return a boolean indicating whether one (or more) of the triggers is handled
  79424. */
  79425. hasSpecificTriggers(triggers: number[]): boolean;
  79426. /**
  79427. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  79428. * speed.
  79429. * @param triggerA defines the trigger to be tested
  79430. * @param triggerB defines the trigger to be tested
  79431. * @return a boolean indicating whether one (or more) of the triggers is handled
  79432. */
  79433. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  79434. /**
  79435. * Does this action manager handles actions of a given trigger
  79436. * @param trigger defines the trigger to be tested
  79437. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  79438. * @return whether the trigger is handled
  79439. */
  79440. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  79441. /**
  79442. * Does this action manager has pointer triggers
  79443. */
  79444. readonly hasPointerTriggers: boolean;
  79445. /**
  79446. * Does this action manager has pick triggers
  79447. */
  79448. readonly hasPickTriggers: boolean;
  79449. /**
  79450. * Registers an action to this action manager
  79451. * @param action defines the action to be registered
  79452. * @return the action amended (prepared) after registration
  79453. */
  79454. registerAction(action: IAction): Nullable<IAction>;
  79455. /**
  79456. * Unregisters an action to this action manager
  79457. * @param action defines the action to be unregistered
  79458. * @return a boolean indicating whether the action has been unregistered
  79459. */
  79460. unregisterAction(action: IAction): Boolean;
  79461. /**
  79462. * Process a specific trigger
  79463. * @param trigger defines the trigger to process
  79464. * @param evt defines the event details to be processed
  79465. */
  79466. processTrigger(trigger: number, evt?: IActionEvent): void;
  79467. /** @hidden */
  79468. _getEffectiveTarget(target: any, propertyPath: string): any;
  79469. /** @hidden */
  79470. _getProperty(propertyPath: string): string;
  79471. /**
  79472. * Serialize this manager to a JSON object
  79473. * @param name defines the property name to store this manager
  79474. * @returns a JSON representation of this manager
  79475. */
  79476. serialize(name: string): any;
  79477. /**
  79478. * Creates a new ActionManager from a JSON data
  79479. * @param parsedActions defines the JSON data to read from
  79480. * @param object defines the hosting mesh
  79481. * @param scene defines the hosting scene
  79482. */
  79483. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  79484. /**
  79485. * Get a trigger name by index
  79486. * @param trigger defines the trigger index
  79487. * @returns a trigger name
  79488. */
  79489. static GetTriggerName(trigger: number): string;
  79490. }
  79491. }
  79492. declare module BABYLON {
  79493. /**
  79494. * Class representing a ray with position and direction
  79495. */
  79496. export class Ray {
  79497. /** origin point */
  79498. origin: Vector3;
  79499. /** direction */
  79500. direction: Vector3;
  79501. /** length of the ray */
  79502. length: number;
  79503. private static readonly TmpVector3;
  79504. private _tmpRay;
  79505. /**
  79506. * Creates a new ray
  79507. * @param origin origin point
  79508. * @param direction direction
  79509. * @param length length of the ray
  79510. */
  79511. constructor(
  79512. /** origin point */
  79513. origin: Vector3,
  79514. /** direction */
  79515. direction: Vector3,
  79516. /** length of the ray */
  79517. length?: number);
  79518. /**
  79519. * Checks if the ray intersects a box
  79520. * @param minimum bound of the box
  79521. * @param maximum bound of the box
  79522. * @param intersectionTreshold extra extend to be added to the box in all direction
  79523. * @returns if the box was hit
  79524. */
  79525. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  79526. /**
  79527. * Checks if the ray intersects a box
  79528. * @param box the bounding box to check
  79529. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  79530. * @returns if the box was hit
  79531. */
  79532. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  79533. /**
  79534. * If the ray hits a sphere
  79535. * @param sphere the bounding sphere to check
  79536. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  79537. * @returns true if it hits the sphere
  79538. */
  79539. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  79540. /**
  79541. * If the ray hits a triange
  79542. * @param vertex0 triangle vertex
  79543. * @param vertex1 triangle vertex
  79544. * @param vertex2 triangle vertex
  79545. * @returns intersection information if hit
  79546. */
  79547. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  79548. /**
  79549. * Checks if ray intersects a plane
  79550. * @param plane the plane to check
  79551. * @returns the distance away it was hit
  79552. */
  79553. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  79554. /**
  79555. * Calculate the intercept of a ray on a given axis
  79556. * @param axis to check 'x' | 'y' | 'z'
  79557. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  79558. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  79559. */
  79560. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  79561. /**
  79562. * Checks if ray intersects a mesh
  79563. * @param mesh the mesh to check
  79564. * @param fastCheck if only the bounding box should checked
  79565. * @returns picking info of the intersecton
  79566. */
  79567. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  79568. /**
  79569. * Checks if ray intersects a mesh
  79570. * @param meshes the meshes to check
  79571. * @param fastCheck if only the bounding box should checked
  79572. * @param results array to store result in
  79573. * @returns Array of picking infos
  79574. */
  79575. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  79576. private _comparePickingInfo;
  79577. private static smallnum;
  79578. private static rayl;
  79579. /**
  79580. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  79581. * @param sega the first point of the segment to test the intersection against
  79582. * @param segb the second point of the segment to test the intersection against
  79583. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  79584. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  79585. */
  79586. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  79587. /**
  79588. * Update the ray from viewport position
  79589. * @param x position
  79590. * @param y y position
  79591. * @param viewportWidth viewport width
  79592. * @param viewportHeight viewport height
  79593. * @param world world matrix
  79594. * @param view view matrix
  79595. * @param projection projection matrix
  79596. * @returns this ray updated
  79597. */
  79598. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  79599. /**
  79600. * Creates a ray with origin and direction of 0,0,0
  79601. * @returns the new ray
  79602. */
  79603. static Zero(): Ray;
  79604. /**
  79605. * Creates a new ray from screen space and viewport
  79606. * @param x position
  79607. * @param y y position
  79608. * @param viewportWidth viewport width
  79609. * @param viewportHeight viewport height
  79610. * @param world world matrix
  79611. * @param view view matrix
  79612. * @param projection projection matrix
  79613. * @returns new ray
  79614. */
  79615. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  79616. /**
  79617. * 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
  79618. * transformed to the given world matrix.
  79619. * @param origin The origin point
  79620. * @param end The end point
  79621. * @param world a matrix to transform the ray to. Default is the identity matrix.
  79622. * @returns the new ray
  79623. */
  79624. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  79625. /**
  79626. * Transforms a ray by a matrix
  79627. * @param ray ray to transform
  79628. * @param matrix matrix to apply
  79629. * @returns the resulting new ray
  79630. */
  79631. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  79632. /**
  79633. * Transforms a ray by a matrix
  79634. * @param ray ray to transform
  79635. * @param matrix matrix to apply
  79636. * @param result ray to store result in
  79637. */
  79638. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  79639. /**
  79640. * Unproject a ray from screen space to object space
  79641. * @param sourceX defines the screen space x coordinate to use
  79642. * @param sourceY defines the screen space y coordinate to use
  79643. * @param viewportWidth defines the current width of the viewport
  79644. * @param viewportHeight defines the current height of the viewport
  79645. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  79646. * @param view defines the view matrix to use
  79647. * @param projection defines the projection matrix to use
  79648. */
  79649. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  79650. }
  79651. /**
  79652. * Type used to define predicate used to select faces when a mesh intersection is detected
  79653. */
  79654. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  79655. interface Scene {
  79656. /** @hidden */
  79657. _tempPickingRay: Nullable<Ray>;
  79658. /** @hidden */
  79659. _cachedRayForTransform: Ray;
  79660. /** @hidden */
  79661. _pickWithRayInverseMatrix: Matrix;
  79662. /** @hidden */
  79663. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  79664. /** @hidden */
  79665. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  79666. }
  79667. }
  79668. declare module BABYLON {
  79669. /**
  79670. * Groups all the scene component constants in one place to ease maintenance.
  79671. * @hidden
  79672. */
  79673. export class SceneComponentConstants {
  79674. static readonly NAME_EFFECTLAYER: string;
  79675. static readonly NAME_LAYER: string;
  79676. static readonly NAME_LENSFLARESYSTEM: string;
  79677. static readonly NAME_BOUNDINGBOXRENDERER: string;
  79678. static readonly NAME_PARTICLESYSTEM: string;
  79679. static readonly NAME_GAMEPAD: string;
  79680. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  79681. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  79682. static readonly NAME_DEPTHRENDERER: string;
  79683. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  79684. static readonly NAME_SPRITE: string;
  79685. static readonly NAME_OUTLINERENDERER: string;
  79686. static readonly NAME_PROCEDURALTEXTURE: string;
  79687. static readonly NAME_SHADOWGENERATOR: string;
  79688. static readonly NAME_OCTREE: string;
  79689. static readonly NAME_PHYSICSENGINE: string;
  79690. static readonly NAME_AUDIO: string;
  79691. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  79692. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  79693. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  79694. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  79695. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  79696. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  79697. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  79698. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  79699. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  79700. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  79701. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  79702. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  79703. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  79704. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  79705. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  79706. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  79707. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  79708. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  79709. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  79710. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  79711. static readonly STEP_AFTERRENDER_AUDIO: number;
  79712. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  79713. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  79714. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  79715. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  79716. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  79717. static readonly STEP_POINTERMOVE_SPRITE: number;
  79718. static readonly STEP_POINTERDOWN_SPRITE: number;
  79719. static readonly STEP_POINTERUP_SPRITE: number;
  79720. }
  79721. /**
  79722. * This represents a scene component.
  79723. *
  79724. * This is used to decouple the dependency the scene is having on the different workloads like
  79725. * layers, post processes...
  79726. */
  79727. export interface ISceneComponent {
  79728. /**
  79729. * The name of the component. Each component must have a unique name.
  79730. */
  79731. name: string;
  79732. /**
  79733. * The scene the component belongs to.
  79734. */
  79735. scene: Scene;
  79736. /**
  79737. * Register the component to one instance of a scene.
  79738. */
  79739. register(): void;
  79740. /**
  79741. * Rebuilds the elements related to this component in case of
  79742. * context lost for instance.
  79743. */
  79744. rebuild(): void;
  79745. /**
  79746. * Disposes the component and the associated ressources.
  79747. */
  79748. dispose(): void;
  79749. }
  79750. /**
  79751. * This represents a SERIALIZABLE scene component.
  79752. *
  79753. * This extends Scene Component to add Serialization methods on top.
  79754. */
  79755. export interface ISceneSerializableComponent extends ISceneComponent {
  79756. /**
  79757. * Adds all the elements from the container to the scene
  79758. * @param container the container holding the elements
  79759. */
  79760. addFromContainer(container: AbstractScene): void;
  79761. /**
  79762. * Removes all the elements in the container from the scene
  79763. * @param container contains the elements to remove
  79764. * @param dispose if the removed element should be disposed (default: false)
  79765. */
  79766. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  79767. /**
  79768. * Serializes the component data to the specified json object
  79769. * @param serializationObject The object to serialize to
  79770. */
  79771. serialize(serializationObject: any): void;
  79772. }
  79773. /**
  79774. * Strong typing of a Mesh related stage step action
  79775. */
  79776. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  79777. /**
  79778. * Strong typing of a Evaluate Sub Mesh related stage step action
  79779. */
  79780. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  79781. /**
  79782. * Strong typing of a Active Mesh related stage step action
  79783. */
  79784. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  79785. /**
  79786. * Strong typing of a Camera related stage step action
  79787. */
  79788. export type CameraStageAction = (camera: Camera) => void;
  79789. /**
  79790. * Strong typing of a Camera Frame buffer related stage step action
  79791. */
  79792. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  79793. /**
  79794. * Strong typing of a Render Target related stage step action
  79795. */
  79796. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  79797. /**
  79798. * Strong typing of a RenderingGroup related stage step action
  79799. */
  79800. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  79801. /**
  79802. * Strong typing of a Mesh Render related stage step action
  79803. */
  79804. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  79805. /**
  79806. * Strong typing of a simple stage step action
  79807. */
  79808. export type SimpleStageAction = () => void;
  79809. /**
  79810. * Strong typing of a render target action.
  79811. */
  79812. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  79813. /**
  79814. * Strong typing of a pointer move action.
  79815. */
  79816. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, element: HTMLElement) => Nullable<PickingInfo>;
  79817. /**
  79818. * Strong typing of a pointer up/down action.
  79819. */
  79820. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  79821. /**
  79822. * Representation of a stage in the scene (Basically a list of ordered steps)
  79823. * @hidden
  79824. */
  79825. export class Stage<T extends Function> extends Array<{
  79826. index: number;
  79827. component: ISceneComponent;
  79828. action: T;
  79829. }> {
  79830. /**
  79831. * Hide ctor from the rest of the world.
  79832. * @param items The items to add.
  79833. */
  79834. private constructor();
  79835. /**
  79836. * Creates a new Stage.
  79837. * @returns A new instance of a Stage
  79838. */
  79839. static Create<T extends Function>(): Stage<T>;
  79840. /**
  79841. * Registers a step in an ordered way in the targeted stage.
  79842. * @param index Defines the position to register the step in
  79843. * @param component Defines the component attached to the step
  79844. * @param action Defines the action to launch during the step
  79845. */
  79846. registerStep(index: number, component: ISceneComponent, action: T): void;
  79847. /**
  79848. * Clears all the steps from the stage.
  79849. */
  79850. clear(): void;
  79851. }
  79852. }
  79853. declare module BABYLON {
  79854. interface Scene {
  79855. /** @hidden */
  79856. _pointerOverSprite: Nullable<Sprite>;
  79857. /** @hidden */
  79858. _pickedDownSprite: Nullable<Sprite>;
  79859. /** @hidden */
  79860. _tempSpritePickingRay: Nullable<Ray>;
  79861. /**
  79862. * All of the sprite managers added to this scene
  79863. * @see http://doc.babylonjs.com/babylon101/sprites
  79864. */
  79865. spriteManagers: Array<ISpriteManager>;
  79866. /**
  79867. * An event triggered when sprites rendering is about to start
  79868. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  79869. */
  79870. onBeforeSpritesRenderingObservable: Observable<Scene>;
  79871. /**
  79872. * An event triggered when sprites rendering is done
  79873. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  79874. */
  79875. onAfterSpritesRenderingObservable: Observable<Scene>;
  79876. /** @hidden */
  79877. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79878. /** Launch a ray to try to pick a sprite in the scene
  79879. * @param x position on screen
  79880. * @param y position on screen
  79881. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  79882. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  79883. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  79884. * @returns a PickingInfo
  79885. */
  79886. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79887. /** Use the given ray to pick a sprite in the scene
  79888. * @param ray The ray (in world space) to use to pick meshes
  79889. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  79890. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  79891. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  79892. * @returns a PickingInfo
  79893. */
  79894. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79895. /** @hidden */
  79896. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79897. /** Launch a ray to try to pick sprites in the scene
  79898. * @param x position on screen
  79899. * @param y position on screen
  79900. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  79901. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  79902. * @returns a PickingInfo array
  79903. */
  79904. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79905. /** Use the given ray to pick sprites in the scene
  79906. * @param ray The ray (in world space) to use to pick meshes
  79907. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  79908. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  79909. * @returns a PickingInfo array
  79910. */
  79911. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79912. /**
  79913. * Force the sprite under the pointer
  79914. * @param sprite defines the sprite to use
  79915. */
  79916. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  79917. /**
  79918. * Gets the sprite under the pointer
  79919. * @returns a Sprite or null if no sprite is under the pointer
  79920. */
  79921. getPointerOverSprite(): Nullable<Sprite>;
  79922. }
  79923. /**
  79924. * Defines the sprite scene component responsible to manage sprites
  79925. * in a given scene.
  79926. */
  79927. export class SpriteSceneComponent implements ISceneComponent {
  79928. /**
  79929. * The component name helpfull to identify the component in the list of scene components.
  79930. */
  79931. readonly name: string;
  79932. /**
  79933. * The scene the component belongs to.
  79934. */
  79935. scene: Scene;
  79936. /** @hidden */
  79937. private _spritePredicate;
  79938. /**
  79939. * Creates a new instance of the component for the given scene
  79940. * @param scene Defines the scene to register the component in
  79941. */
  79942. constructor(scene: Scene);
  79943. /**
  79944. * Registers the component in a given scene
  79945. */
  79946. register(): void;
  79947. /**
  79948. * Rebuilds the elements related to this component in case of
  79949. * context lost for instance.
  79950. */
  79951. rebuild(): void;
  79952. /**
  79953. * Disposes the component and the associated ressources.
  79954. */
  79955. dispose(): void;
  79956. private _pickSpriteButKeepRay;
  79957. private _pointerMove;
  79958. private _pointerDown;
  79959. private _pointerUp;
  79960. }
  79961. }
  79962. declare module BABYLON {
  79963. /** @hidden */
  79964. export var fogFragmentDeclaration: {
  79965. name: string;
  79966. shader: string;
  79967. };
  79968. }
  79969. declare module BABYLON {
  79970. /** @hidden */
  79971. export var fogFragment: {
  79972. name: string;
  79973. shader: string;
  79974. };
  79975. }
  79976. declare module BABYLON {
  79977. /** @hidden */
  79978. export var spritesPixelShader: {
  79979. name: string;
  79980. shader: string;
  79981. };
  79982. }
  79983. declare module BABYLON {
  79984. /** @hidden */
  79985. export var fogVertexDeclaration: {
  79986. name: string;
  79987. shader: string;
  79988. };
  79989. }
  79990. declare module BABYLON {
  79991. /** @hidden */
  79992. export var spritesVertexShader: {
  79993. name: string;
  79994. shader: string;
  79995. };
  79996. }
  79997. declare module BABYLON {
  79998. /**
  79999. * Defines the minimum interface to fullfil in order to be a sprite manager.
  80000. */
  80001. export interface ISpriteManager extends IDisposable {
  80002. /**
  80003. * Restricts the camera to viewing objects with the same layerMask.
  80004. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  80005. */
  80006. layerMask: number;
  80007. /**
  80008. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  80009. */
  80010. isPickable: boolean;
  80011. /**
  80012. * Specifies the rendering group id for this mesh (0 by default)
  80013. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  80014. */
  80015. renderingGroupId: number;
  80016. /**
  80017. * Defines the list of sprites managed by the manager.
  80018. */
  80019. sprites: Array<Sprite>;
  80020. /**
  80021. * Tests the intersection of a sprite with a specific ray.
  80022. * @param ray The ray we are sending to test the collision
  80023. * @param camera The camera space we are sending rays in
  80024. * @param predicate A predicate allowing excluding sprites from the list of object to test
  80025. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  80026. * @returns picking info or null.
  80027. */
  80028. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  80029. /**
  80030. * Intersects the sprites with a ray
  80031. * @param ray defines the ray to intersect with
  80032. * @param camera defines the current active camera
  80033. * @param predicate defines a predicate used to select candidate sprites
  80034. * @returns null if no hit or a PickingInfo array
  80035. */
  80036. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  80037. /**
  80038. * Renders the list of sprites on screen.
  80039. */
  80040. render(): void;
  80041. }
  80042. /**
  80043. * Class used to manage multiple sprites on the same spritesheet
  80044. * @see http://doc.babylonjs.com/babylon101/sprites
  80045. */
  80046. export class SpriteManager implements ISpriteManager {
  80047. /** defines the manager's name */
  80048. name: string;
  80049. /** Gets the list of sprites */
  80050. sprites: Sprite[];
  80051. /** Gets or sets the rendering group id (0 by default) */
  80052. renderingGroupId: number;
  80053. /** Gets or sets camera layer mask */
  80054. layerMask: number;
  80055. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  80056. fogEnabled: boolean;
  80057. /** Gets or sets a boolean indicating if the sprites are pickable */
  80058. isPickable: boolean;
  80059. /** Defines the default width of a cell in the spritesheet */
  80060. cellWidth: number;
  80061. /** Defines the default height of a cell in the spritesheet */
  80062. cellHeight: number;
  80063. /** Associative array from JSON sprite data file */
  80064. private _cellData;
  80065. /** Array of sprite names from JSON sprite data file */
  80066. private _spriteMap;
  80067. /** True when packed cell data from JSON file is ready*/
  80068. private _packedAndReady;
  80069. /**
  80070. * An event triggered when the manager is disposed.
  80071. */
  80072. onDisposeObservable: Observable<SpriteManager>;
  80073. private _onDisposeObserver;
  80074. /**
  80075. * Callback called when the manager is disposed
  80076. */
  80077. onDispose: () => void;
  80078. private _capacity;
  80079. private _fromPacked;
  80080. private _spriteTexture;
  80081. private _epsilon;
  80082. private _scene;
  80083. private _vertexData;
  80084. private _buffer;
  80085. private _vertexBuffers;
  80086. private _indexBuffer;
  80087. private _effectBase;
  80088. private _effectFog;
  80089. /**
  80090. * Gets or sets the spritesheet texture
  80091. */
  80092. texture: Texture;
  80093. /**
  80094. * Creates a new sprite manager
  80095. * @param name defines the manager's name
  80096. * @param imgUrl defines the sprite sheet url
  80097. * @param capacity defines the maximum allowed number of sprites
  80098. * @param cellSize defines the size of a sprite cell
  80099. * @param scene defines the hosting scene
  80100. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  80101. * @param samplingMode defines the smapling mode to use with spritesheet
  80102. * @param fromPacked set to false; do not alter
  80103. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  80104. */
  80105. constructor(
  80106. /** defines the manager's name */
  80107. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  80108. private _makePacked;
  80109. private _appendSpriteVertex;
  80110. /**
  80111. * Intersects the sprites with a ray
  80112. * @param ray defines the ray to intersect with
  80113. * @param camera defines the current active camera
  80114. * @param predicate defines a predicate used to select candidate sprites
  80115. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  80116. * @returns null if no hit or a PickingInfo
  80117. */
  80118. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  80119. /**
  80120. * Intersects the sprites with a ray
  80121. * @param ray defines the ray to intersect with
  80122. * @param camera defines the current active camera
  80123. * @param predicate defines a predicate used to select candidate sprites
  80124. * @returns null if no hit or a PickingInfo array
  80125. */
  80126. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  80127. /**
  80128. * Render all child sprites
  80129. */
  80130. render(): void;
  80131. /**
  80132. * Release associated resources
  80133. */
  80134. dispose(): void;
  80135. }
  80136. }
  80137. declare module BABYLON {
  80138. /**
  80139. * Class used to represent a sprite
  80140. * @see http://doc.babylonjs.com/babylon101/sprites
  80141. */
  80142. export class Sprite {
  80143. /** defines the name */
  80144. name: string;
  80145. /** Gets or sets the current world position */
  80146. position: Vector3;
  80147. /** Gets or sets the main color */
  80148. color: Color4;
  80149. /** Gets or sets the width */
  80150. width: number;
  80151. /** Gets or sets the height */
  80152. height: number;
  80153. /** Gets or sets rotation angle */
  80154. angle: number;
  80155. /** Gets or sets the cell index in the sprite sheet */
  80156. cellIndex: number;
  80157. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  80158. cellRef: string;
  80159. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  80160. invertU: number;
  80161. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  80162. invertV: number;
  80163. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  80164. disposeWhenFinishedAnimating: boolean;
  80165. /** Gets the list of attached animations */
  80166. animations: Animation[];
  80167. /** Gets or sets a boolean indicating if the sprite can be picked */
  80168. isPickable: boolean;
  80169. /**
  80170. * Gets or sets the associated action manager
  80171. */
  80172. actionManager: Nullable<ActionManager>;
  80173. private _animationStarted;
  80174. private _loopAnimation;
  80175. private _fromIndex;
  80176. private _toIndex;
  80177. private _delay;
  80178. private _direction;
  80179. private _manager;
  80180. private _time;
  80181. private _onAnimationEnd;
  80182. /**
  80183. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  80184. */
  80185. isVisible: boolean;
  80186. /**
  80187. * Gets or sets the sprite size
  80188. */
  80189. size: number;
  80190. /**
  80191. * Creates a new Sprite
  80192. * @param name defines the name
  80193. * @param manager defines the manager
  80194. */
  80195. constructor(
  80196. /** defines the name */
  80197. name: string, manager: ISpriteManager);
  80198. /**
  80199. * Starts an animation
  80200. * @param from defines the initial key
  80201. * @param to defines the end key
  80202. * @param loop defines if the animation must loop
  80203. * @param delay defines the start delay (in ms)
  80204. * @param onAnimationEnd defines a callback to call when animation ends
  80205. */
  80206. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  80207. /** Stops current animation (if any) */
  80208. stopAnimation(): void;
  80209. /** @hidden */
  80210. _animate(deltaTime: number): void;
  80211. /** Release associated resources */
  80212. dispose(): void;
  80213. }
  80214. }
  80215. declare module BABYLON {
  80216. /**
  80217. * Information about the result of picking within a scene
  80218. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  80219. */
  80220. export class PickingInfo {
  80221. /** @hidden */
  80222. _pickingUnavailable: boolean;
  80223. /**
  80224. * If the pick collided with an object
  80225. */
  80226. hit: boolean;
  80227. /**
  80228. * Distance away where the pick collided
  80229. */
  80230. distance: number;
  80231. /**
  80232. * The location of pick collision
  80233. */
  80234. pickedPoint: Nullable<Vector3>;
  80235. /**
  80236. * The mesh corresponding the the pick collision
  80237. */
  80238. pickedMesh: Nullable<AbstractMesh>;
  80239. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  80240. bu: number;
  80241. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  80242. bv: number;
  80243. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  80244. faceId: number;
  80245. /** Id of the the submesh that was picked */
  80246. subMeshId: number;
  80247. /** If a sprite was picked, this will be the sprite the pick collided with */
  80248. pickedSprite: Nullable<Sprite>;
  80249. /**
  80250. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  80251. */
  80252. originMesh: Nullable<AbstractMesh>;
  80253. /**
  80254. * The ray that was used to perform the picking.
  80255. */
  80256. ray: Nullable<Ray>;
  80257. /**
  80258. * Gets the normal correspodning to the face the pick collided with
  80259. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  80260. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  80261. * @returns The normal correspodning to the face the pick collided with
  80262. */
  80263. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  80264. /**
  80265. * Gets the texture coordinates of where the pick occured
  80266. * @returns the vector containing the coordnates of the texture
  80267. */
  80268. getTextureCoordinates(): Nullable<Vector2>;
  80269. }
  80270. }
  80271. declare module BABYLON {
  80272. /**
  80273. * Gather the list of pointer event types as constants.
  80274. */
  80275. export class PointerEventTypes {
  80276. /**
  80277. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  80278. */
  80279. static readonly POINTERDOWN: number;
  80280. /**
  80281. * The pointerup event is fired when a pointer is no longer active.
  80282. */
  80283. static readonly POINTERUP: number;
  80284. /**
  80285. * The pointermove event is fired when a pointer changes coordinates.
  80286. */
  80287. static readonly POINTERMOVE: number;
  80288. /**
  80289. * The pointerwheel event is fired when a mouse wheel has been rotated.
  80290. */
  80291. static readonly POINTERWHEEL: number;
  80292. /**
  80293. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  80294. */
  80295. static readonly POINTERPICK: number;
  80296. /**
  80297. * The pointertap event is fired when a the object has been touched and released without drag.
  80298. */
  80299. static readonly POINTERTAP: number;
  80300. /**
  80301. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  80302. */
  80303. static readonly POINTERDOUBLETAP: number;
  80304. }
  80305. /**
  80306. * Base class of pointer info types.
  80307. */
  80308. export class PointerInfoBase {
  80309. /**
  80310. * Defines the type of event (PointerEventTypes)
  80311. */
  80312. type: number;
  80313. /**
  80314. * Defines the related dom event
  80315. */
  80316. event: PointerEvent | MouseWheelEvent;
  80317. /**
  80318. * Instantiates the base class of pointers info.
  80319. * @param type Defines the type of event (PointerEventTypes)
  80320. * @param event Defines the related dom event
  80321. */
  80322. constructor(
  80323. /**
  80324. * Defines the type of event (PointerEventTypes)
  80325. */
  80326. type: number,
  80327. /**
  80328. * Defines the related dom event
  80329. */
  80330. event: PointerEvent | MouseWheelEvent);
  80331. }
  80332. /**
  80333. * This class is used to store pointer related info for the onPrePointerObservable event.
  80334. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  80335. */
  80336. export class PointerInfoPre extends PointerInfoBase {
  80337. /**
  80338. * Ray from a pointer if availible (eg. 6dof controller)
  80339. */
  80340. ray: Nullable<Ray>;
  80341. /**
  80342. * Defines the local position of the pointer on the canvas.
  80343. */
  80344. localPosition: Vector2;
  80345. /**
  80346. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  80347. */
  80348. skipOnPointerObservable: boolean;
  80349. /**
  80350. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  80351. * @param type Defines the type of event (PointerEventTypes)
  80352. * @param event Defines the related dom event
  80353. * @param localX Defines the local x coordinates of the pointer when the event occured
  80354. * @param localY Defines the local y coordinates of the pointer when the event occured
  80355. */
  80356. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  80357. }
  80358. /**
  80359. * This type contains all the data related to a pointer event in Babylon.js.
  80360. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  80361. */
  80362. export class PointerInfo extends PointerInfoBase {
  80363. /**
  80364. * Defines the picking info associated to the info (if any)\
  80365. */
  80366. pickInfo: Nullable<PickingInfo>;
  80367. /**
  80368. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  80369. * @param type Defines the type of event (PointerEventTypes)
  80370. * @param event Defines the related dom event
  80371. * @param pickInfo Defines the picking info associated to the info (if any)\
  80372. */
  80373. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  80374. /**
  80375. * Defines the picking info associated to the info (if any)\
  80376. */
  80377. pickInfo: Nullable<PickingInfo>);
  80378. }
  80379. /**
  80380. * Data relating to a touch event on the screen.
  80381. */
  80382. export interface PointerTouch {
  80383. /**
  80384. * X coordinate of touch.
  80385. */
  80386. x: number;
  80387. /**
  80388. * Y coordinate of touch.
  80389. */
  80390. y: number;
  80391. /**
  80392. * Id of touch. Unique for each finger.
  80393. */
  80394. pointerId: number;
  80395. /**
  80396. * Event type passed from DOM.
  80397. */
  80398. type: any;
  80399. }
  80400. }
  80401. declare module BABYLON {
  80402. /**
  80403. * Manage the mouse inputs to control the movement of a free camera.
  80404. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80405. */
  80406. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  80407. /**
  80408. * Define if touch is enabled in the mouse input
  80409. */
  80410. touchEnabled: boolean;
  80411. /**
  80412. * Defines the camera the input is attached to.
  80413. */
  80414. camera: FreeCamera;
  80415. /**
  80416. * Defines the buttons associated with the input to handle camera move.
  80417. */
  80418. buttons: number[];
  80419. /**
  80420. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  80421. */
  80422. angularSensibility: number;
  80423. private _pointerInput;
  80424. private _onMouseMove;
  80425. private _observer;
  80426. private previousPosition;
  80427. /**
  80428. * Observable for when a pointer move event occurs containing the move offset
  80429. */
  80430. onPointerMovedObservable: Observable<{
  80431. offsetX: number;
  80432. offsetY: number;
  80433. }>;
  80434. /**
  80435. * @hidden
  80436. * If the camera should be rotated automatically based on pointer movement
  80437. */
  80438. _allowCameraRotation: boolean;
  80439. /**
  80440. * Manage the mouse inputs to control the movement of a free camera.
  80441. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80442. * @param touchEnabled Defines if touch is enabled or not
  80443. */
  80444. constructor(
  80445. /**
  80446. * Define if touch is enabled in the mouse input
  80447. */
  80448. touchEnabled?: boolean);
  80449. /**
  80450. * Attach the input controls to a specific dom element to get the input from.
  80451. * @param element Defines the element the controls should be listened from
  80452. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80453. */
  80454. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80455. /**
  80456. * Called on JS contextmenu event.
  80457. * Override this method to provide functionality.
  80458. */
  80459. protected onContextMenu(evt: PointerEvent): void;
  80460. /**
  80461. * Detach the current controls from the specified dom element.
  80462. * @param element Defines the element to stop listening the inputs from
  80463. */
  80464. detachControl(element: Nullable<HTMLElement>): void;
  80465. /**
  80466. * Gets the class name of the current intput.
  80467. * @returns the class name
  80468. */
  80469. getClassName(): string;
  80470. /**
  80471. * Get the friendly name associated with the input class.
  80472. * @returns the input friendly name
  80473. */
  80474. getSimpleName(): string;
  80475. }
  80476. }
  80477. declare module BABYLON {
  80478. /**
  80479. * Manage the touch inputs to control the movement of a free camera.
  80480. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80481. */
  80482. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  80483. /**
  80484. * Defines the camera the input is attached to.
  80485. */
  80486. camera: FreeCamera;
  80487. /**
  80488. * Defines the touch sensibility for rotation.
  80489. * The higher the faster.
  80490. */
  80491. touchAngularSensibility: number;
  80492. /**
  80493. * Defines the touch sensibility for move.
  80494. * The higher the faster.
  80495. */
  80496. touchMoveSensibility: number;
  80497. private _offsetX;
  80498. private _offsetY;
  80499. private _pointerPressed;
  80500. private _pointerInput;
  80501. private _observer;
  80502. private _onLostFocus;
  80503. /**
  80504. * Attach the input controls to a specific dom element to get the input from.
  80505. * @param element Defines the element the controls should be listened from
  80506. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80507. */
  80508. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80509. /**
  80510. * Detach the current controls from the specified dom element.
  80511. * @param element Defines the element to stop listening the inputs from
  80512. */
  80513. detachControl(element: Nullable<HTMLElement>): void;
  80514. /**
  80515. * Update the current camera state depending on the inputs that have been used this frame.
  80516. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  80517. */
  80518. checkInputs(): void;
  80519. /**
  80520. * Gets the class name of the current intput.
  80521. * @returns the class name
  80522. */
  80523. getClassName(): string;
  80524. /**
  80525. * Get the friendly name associated with the input class.
  80526. * @returns the input friendly name
  80527. */
  80528. getSimpleName(): string;
  80529. }
  80530. }
  80531. declare module BABYLON {
  80532. /**
  80533. * Default Inputs manager for the FreeCamera.
  80534. * It groups all the default supported inputs for ease of use.
  80535. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80536. */
  80537. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  80538. /**
  80539. * @hidden
  80540. */
  80541. _mouseInput: Nullable<FreeCameraMouseInput>;
  80542. /**
  80543. * Instantiates a new FreeCameraInputsManager.
  80544. * @param camera Defines the camera the inputs belong to
  80545. */
  80546. constructor(camera: FreeCamera);
  80547. /**
  80548. * Add keyboard input support to the input manager.
  80549. * @returns the current input manager
  80550. */
  80551. addKeyboard(): FreeCameraInputsManager;
  80552. /**
  80553. * Add mouse input support to the input manager.
  80554. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  80555. * @returns the current input manager
  80556. */
  80557. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  80558. /**
  80559. * Removes the mouse input support from the manager
  80560. * @returns the current input manager
  80561. */
  80562. removeMouse(): FreeCameraInputsManager;
  80563. /**
  80564. * Add touch input support to the input manager.
  80565. * @returns the current input manager
  80566. */
  80567. addTouch(): FreeCameraInputsManager;
  80568. /**
  80569. * Remove all attached input methods from a camera
  80570. */
  80571. clear(): void;
  80572. }
  80573. }
  80574. declare module BABYLON {
  80575. /**
  80576. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  80577. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  80578. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80579. */
  80580. export class FreeCamera extends TargetCamera {
  80581. /**
  80582. * Define the collision ellipsoid of the camera.
  80583. * This is helpful to simulate a camera body like the player body around the camera
  80584. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  80585. */
  80586. ellipsoid: Vector3;
  80587. /**
  80588. * Define an offset for the position of the ellipsoid around the camera.
  80589. * This can be helpful to determine the center of the body near the gravity center of the body
  80590. * instead of its head.
  80591. */
  80592. ellipsoidOffset: Vector3;
  80593. /**
  80594. * Enable or disable collisions of the camera with the rest of the scene objects.
  80595. */
  80596. checkCollisions: boolean;
  80597. /**
  80598. * Enable or disable gravity on the camera.
  80599. */
  80600. applyGravity: boolean;
  80601. /**
  80602. * Define the input manager associated to the camera.
  80603. */
  80604. inputs: FreeCameraInputsManager;
  80605. /**
  80606. * Gets the input sensibility for a mouse input. (default is 2000.0)
  80607. * Higher values reduce sensitivity.
  80608. */
  80609. /**
  80610. * Sets the input sensibility for a mouse input. (default is 2000.0)
  80611. * Higher values reduce sensitivity.
  80612. */
  80613. angularSensibility: number;
  80614. /**
  80615. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  80616. */
  80617. keysUp: number[];
  80618. /**
  80619. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  80620. */
  80621. keysDown: number[];
  80622. /**
  80623. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  80624. */
  80625. keysLeft: number[];
  80626. /**
  80627. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  80628. */
  80629. keysRight: number[];
  80630. /**
  80631. * Event raised when the camera collide with a mesh in the scene.
  80632. */
  80633. onCollide: (collidedMesh: AbstractMesh) => void;
  80634. private _collider;
  80635. private _needMoveForGravity;
  80636. private _oldPosition;
  80637. private _diffPosition;
  80638. private _newPosition;
  80639. /** @hidden */
  80640. _localDirection: Vector3;
  80641. /** @hidden */
  80642. _transformedDirection: Vector3;
  80643. /**
  80644. * Instantiates a Free Camera.
  80645. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  80646. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  80647. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80648. * @param name Define the name of the camera in the scene
  80649. * @param position Define the start position of the camera in the scene
  80650. * @param scene Define the scene the camera belongs to
  80651. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  80652. */
  80653. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  80654. /**
  80655. * Attached controls to the current camera.
  80656. * @param element Defines the element the controls should be listened from
  80657. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80658. */
  80659. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80660. /**
  80661. * Detach the current controls from the camera.
  80662. * The camera will stop reacting to inputs.
  80663. * @param element Defines the element to stop listening the inputs from
  80664. */
  80665. detachControl(element: HTMLElement): void;
  80666. private _collisionMask;
  80667. /**
  80668. * Define a collision mask to limit the list of object the camera can collide with
  80669. */
  80670. collisionMask: number;
  80671. /** @hidden */
  80672. _collideWithWorld(displacement: Vector3): void;
  80673. private _onCollisionPositionChange;
  80674. /** @hidden */
  80675. _checkInputs(): void;
  80676. /** @hidden */
  80677. _decideIfNeedsToMove(): boolean;
  80678. /** @hidden */
  80679. _updatePosition(): void;
  80680. /**
  80681. * Destroy the camera and release the current resources hold by it.
  80682. */
  80683. dispose(): void;
  80684. /**
  80685. * Gets the current object class name.
  80686. * @return the class name
  80687. */
  80688. getClassName(): string;
  80689. }
  80690. }
  80691. declare module BABYLON {
  80692. /**
  80693. * Represents a gamepad control stick position
  80694. */
  80695. export class StickValues {
  80696. /**
  80697. * The x component of the control stick
  80698. */
  80699. x: number;
  80700. /**
  80701. * The y component of the control stick
  80702. */
  80703. y: number;
  80704. /**
  80705. * Initializes the gamepad x and y control stick values
  80706. * @param x The x component of the gamepad control stick value
  80707. * @param y The y component of the gamepad control stick value
  80708. */
  80709. constructor(
  80710. /**
  80711. * The x component of the control stick
  80712. */
  80713. x: number,
  80714. /**
  80715. * The y component of the control stick
  80716. */
  80717. y: number);
  80718. }
  80719. /**
  80720. * An interface which manages callbacks for gamepad button changes
  80721. */
  80722. export interface GamepadButtonChanges {
  80723. /**
  80724. * Called when a gamepad has been changed
  80725. */
  80726. changed: boolean;
  80727. /**
  80728. * Called when a gamepad press event has been triggered
  80729. */
  80730. pressChanged: boolean;
  80731. /**
  80732. * Called when a touch event has been triggered
  80733. */
  80734. touchChanged: boolean;
  80735. /**
  80736. * Called when a value has changed
  80737. */
  80738. valueChanged: boolean;
  80739. }
  80740. /**
  80741. * Represents a gamepad
  80742. */
  80743. export class Gamepad {
  80744. /**
  80745. * The id of the gamepad
  80746. */
  80747. id: string;
  80748. /**
  80749. * The index of the gamepad
  80750. */
  80751. index: number;
  80752. /**
  80753. * The browser gamepad
  80754. */
  80755. browserGamepad: any;
  80756. /**
  80757. * Specifies what type of gamepad this represents
  80758. */
  80759. type: number;
  80760. private _leftStick;
  80761. private _rightStick;
  80762. /** @hidden */
  80763. _isConnected: boolean;
  80764. private _leftStickAxisX;
  80765. private _leftStickAxisY;
  80766. private _rightStickAxisX;
  80767. private _rightStickAxisY;
  80768. /**
  80769. * Triggered when the left control stick has been changed
  80770. */
  80771. private _onleftstickchanged;
  80772. /**
  80773. * Triggered when the right control stick has been changed
  80774. */
  80775. private _onrightstickchanged;
  80776. /**
  80777. * Represents a gamepad controller
  80778. */
  80779. static GAMEPAD: number;
  80780. /**
  80781. * Represents a generic controller
  80782. */
  80783. static GENERIC: number;
  80784. /**
  80785. * Represents an XBox controller
  80786. */
  80787. static XBOX: number;
  80788. /**
  80789. * Represents a pose-enabled controller
  80790. */
  80791. static POSE_ENABLED: number;
  80792. /**
  80793. * Represents an Dual Shock controller
  80794. */
  80795. static DUALSHOCK: number;
  80796. /**
  80797. * Specifies whether the left control stick should be Y-inverted
  80798. */
  80799. protected _invertLeftStickY: boolean;
  80800. /**
  80801. * Specifies if the gamepad has been connected
  80802. */
  80803. readonly isConnected: boolean;
  80804. /**
  80805. * Initializes the gamepad
  80806. * @param id The id of the gamepad
  80807. * @param index The index of the gamepad
  80808. * @param browserGamepad The browser gamepad
  80809. * @param leftStickX The x component of the left joystick
  80810. * @param leftStickY The y component of the left joystick
  80811. * @param rightStickX The x component of the right joystick
  80812. * @param rightStickY The y component of the right joystick
  80813. */
  80814. constructor(
  80815. /**
  80816. * The id of the gamepad
  80817. */
  80818. id: string,
  80819. /**
  80820. * The index of the gamepad
  80821. */
  80822. index: number,
  80823. /**
  80824. * The browser gamepad
  80825. */
  80826. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  80827. /**
  80828. * Callback triggered when the left joystick has changed
  80829. * @param callback
  80830. */
  80831. onleftstickchanged(callback: (values: StickValues) => void): void;
  80832. /**
  80833. * Callback triggered when the right joystick has changed
  80834. * @param callback
  80835. */
  80836. onrightstickchanged(callback: (values: StickValues) => void): void;
  80837. /**
  80838. * Gets the left joystick
  80839. */
  80840. /**
  80841. * Sets the left joystick values
  80842. */
  80843. leftStick: StickValues;
  80844. /**
  80845. * Gets the right joystick
  80846. */
  80847. /**
  80848. * Sets the right joystick value
  80849. */
  80850. rightStick: StickValues;
  80851. /**
  80852. * Updates the gamepad joystick positions
  80853. */
  80854. update(): void;
  80855. /**
  80856. * Disposes the gamepad
  80857. */
  80858. dispose(): void;
  80859. }
  80860. /**
  80861. * Represents a generic gamepad
  80862. */
  80863. export class GenericPad extends Gamepad {
  80864. private _buttons;
  80865. private _onbuttondown;
  80866. private _onbuttonup;
  80867. /**
  80868. * Observable triggered when a button has been pressed
  80869. */
  80870. onButtonDownObservable: Observable<number>;
  80871. /**
  80872. * Observable triggered when a button has been released
  80873. */
  80874. onButtonUpObservable: Observable<number>;
  80875. /**
  80876. * Callback triggered when a button has been pressed
  80877. * @param callback Called when a button has been pressed
  80878. */
  80879. onbuttondown(callback: (buttonPressed: number) => void): void;
  80880. /**
  80881. * Callback triggered when a button has been released
  80882. * @param callback Called when a button has been released
  80883. */
  80884. onbuttonup(callback: (buttonReleased: number) => void): void;
  80885. /**
  80886. * Initializes the generic gamepad
  80887. * @param id The id of the generic gamepad
  80888. * @param index The index of the generic gamepad
  80889. * @param browserGamepad The browser gamepad
  80890. */
  80891. constructor(id: string, index: number, browserGamepad: any);
  80892. private _setButtonValue;
  80893. /**
  80894. * Updates the generic gamepad
  80895. */
  80896. update(): void;
  80897. /**
  80898. * Disposes the generic gamepad
  80899. */
  80900. dispose(): void;
  80901. }
  80902. }
  80903. declare module BABYLON {
  80904. interface Engine {
  80905. /**
  80906. * Creates a raw texture
  80907. * @param data defines the data to store in the texture
  80908. * @param width defines the width of the texture
  80909. * @param height defines the height of the texture
  80910. * @param format defines the format of the data
  80911. * @param generateMipMaps defines if the engine should generate the mip levels
  80912. * @param invertY defines if data must be stored with Y axis inverted
  80913. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  80914. * @param compression defines the compression used (null by default)
  80915. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80916. * @returns the raw texture inside an InternalTexture
  80917. */
  80918. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  80919. /**
  80920. * Update a raw texture
  80921. * @param texture defines the texture to update
  80922. * @param data defines the data to store in the texture
  80923. * @param format defines the format of the data
  80924. * @param invertY defines if data must be stored with Y axis inverted
  80925. */
  80926. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  80927. /**
  80928. * Update a raw texture
  80929. * @param texture defines the texture to update
  80930. * @param data defines the data to store in the texture
  80931. * @param format defines the format of the data
  80932. * @param invertY defines if data must be stored with Y axis inverted
  80933. * @param compression defines the compression used (null by default)
  80934. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80935. */
  80936. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  80937. /**
  80938. * Creates a new raw cube texture
  80939. * @param data defines the array of data to use to create each face
  80940. * @param size defines the size of the textures
  80941. * @param format defines the format of the data
  80942. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80943. * @param generateMipMaps defines if the engine should generate the mip levels
  80944. * @param invertY defines if data must be stored with Y axis inverted
  80945. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80946. * @param compression defines the compression used (null by default)
  80947. * @returns the cube texture as an InternalTexture
  80948. */
  80949. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  80950. /**
  80951. * Update a raw cube texture
  80952. * @param texture defines the texture to udpdate
  80953. * @param data defines the data to store
  80954. * @param format defines the data format
  80955. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80956. * @param invertY defines if data must be stored with Y axis inverted
  80957. */
  80958. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  80959. /**
  80960. * Update a raw cube texture
  80961. * @param texture defines the texture to udpdate
  80962. * @param data defines the data to store
  80963. * @param format defines the data format
  80964. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80965. * @param invertY defines if data must be stored with Y axis inverted
  80966. * @param compression defines the compression used (null by default)
  80967. */
  80968. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  80969. /**
  80970. * Update a raw cube texture
  80971. * @param texture defines the texture to udpdate
  80972. * @param data defines the data to store
  80973. * @param format defines the data format
  80974. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80975. * @param invertY defines if data must be stored with Y axis inverted
  80976. * @param compression defines the compression used (null by default)
  80977. * @param level defines which level of the texture to update
  80978. */
  80979. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  80980. /**
  80981. * Creates a new raw cube texture from a specified url
  80982. * @param url defines the url where the data is located
  80983. * @param scene defines the current scene
  80984. * @param size defines the size of the textures
  80985. * @param format defines the format of the data
  80986. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80987. * @param noMipmap defines if the engine should avoid generating the mip levels
  80988. * @param callback defines a callback used to extract texture data from loaded data
  80989. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  80990. * @param onLoad defines a callback called when texture is loaded
  80991. * @param onError defines a callback called if there is an error
  80992. * @returns the cube texture as an InternalTexture
  80993. */
  80994. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>): InternalTexture;
  80995. /**
  80996. * Creates a new raw cube texture from a specified url
  80997. * @param url defines the url where the data is located
  80998. * @param scene defines the current scene
  80999. * @param size defines the size of the textures
  81000. * @param format defines the format of the data
  81001. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  81002. * @param noMipmap defines if the engine should avoid generating the mip levels
  81003. * @param callback defines a callback used to extract texture data from loaded data
  81004. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  81005. * @param onLoad defines a callback called when texture is loaded
  81006. * @param onError defines a callback called if there is an error
  81007. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  81008. * @param invertY defines if data must be stored with Y axis inverted
  81009. * @returns the cube texture as an InternalTexture
  81010. */
  81011. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>, samplingMode: number, invertY: boolean): InternalTexture;
  81012. /**
  81013. * Creates a new raw 3D texture
  81014. * @param data defines the data used to create the texture
  81015. * @param width defines the width of the texture
  81016. * @param height defines the height of the texture
  81017. * @param depth defines the depth of the texture
  81018. * @param format defines the format of the texture
  81019. * @param generateMipMaps defines if the engine must generate mip levels
  81020. * @param invertY defines if data must be stored with Y axis inverted
  81021. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  81022. * @param compression defines the compressed used (can be null)
  81023. * @param textureType defines the compressed used (can be null)
  81024. * @returns a new raw 3D texture (stored in an InternalTexture)
  81025. */
  81026. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  81027. /**
  81028. * Update a raw 3D texture
  81029. * @param texture defines the texture to update
  81030. * @param data defines the data to store
  81031. * @param format defines the data format
  81032. * @param invertY defines if data must be stored with Y axis inverted
  81033. */
  81034. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  81035. /**
  81036. * Update a raw 3D texture
  81037. * @param texture defines the texture to update
  81038. * @param data defines the data to store
  81039. * @param format defines the data format
  81040. * @param invertY defines if data must be stored with Y axis inverted
  81041. * @param compression defines the used compression (can be null)
  81042. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  81043. */
  81044. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  81045. /**
  81046. * Creates a new raw 2D array texture
  81047. * @param data defines the data used to create the texture
  81048. * @param width defines the width of the texture
  81049. * @param height defines the height of the texture
  81050. * @param depth defines the number of layers of the texture
  81051. * @param format defines the format of the texture
  81052. * @param generateMipMaps defines if the engine must generate mip levels
  81053. * @param invertY defines if data must be stored with Y axis inverted
  81054. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  81055. * @param compression defines the compressed used (can be null)
  81056. * @param textureType defines the compressed used (can be null)
  81057. * @returns a new raw 2D array texture (stored in an InternalTexture)
  81058. */
  81059. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  81060. /**
  81061. * Update a raw 2D array texture
  81062. * @param texture defines the texture to update
  81063. * @param data defines the data to store
  81064. * @param format defines the data format
  81065. * @param invertY defines if data must be stored with Y axis inverted
  81066. */
  81067. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  81068. /**
  81069. * Update a raw 2D array texture
  81070. * @param texture defines the texture to update
  81071. * @param data defines the data to store
  81072. * @param format defines the data format
  81073. * @param invertY defines if data must be stored with Y axis inverted
  81074. * @param compression defines the used compression (can be null)
  81075. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  81076. */
  81077. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  81078. }
  81079. }
  81080. declare module BABYLON {
  81081. /**
  81082. * Raw texture can help creating a texture directly from an array of data.
  81083. * This can be super useful if you either get the data from an uncompressed source or
  81084. * if you wish to create your texture pixel by pixel.
  81085. */
  81086. export class RawTexture extends Texture {
  81087. /**
  81088. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  81089. */
  81090. format: number;
  81091. private _engine;
  81092. /**
  81093. * Instantiates a new RawTexture.
  81094. * Raw texture can help creating a texture directly from an array of data.
  81095. * This can be super useful if you either get the data from an uncompressed source or
  81096. * if you wish to create your texture pixel by pixel.
  81097. * @param data define the array of data to use to create the texture
  81098. * @param width define the width of the texture
  81099. * @param height define the height of the texture
  81100. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  81101. * @param scene define the scene the texture belongs to
  81102. * @param generateMipMaps define whether mip maps should be generated or not
  81103. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81104. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81105. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  81106. */
  81107. constructor(data: ArrayBufferView, width: number, height: number,
  81108. /**
  81109. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  81110. */
  81111. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  81112. /**
  81113. * Updates the texture underlying data.
  81114. * @param data Define the new data of the texture
  81115. */
  81116. update(data: ArrayBufferView): void;
  81117. /**
  81118. * Creates a luminance texture from some data.
  81119. * @param data Define the texture data
  81120. * @param width Define the width of the texture
  81121. * @param height Define the height of the texture
  81122. * @param scene Define the scene the texture belongs to
  81123. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81124. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81125. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81126. * @returns the luminance texture
  81127. */
  81128. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  81129. /**
  81130. * Creates a luminance alpha texture from some data.
  81131. * @param data Define the texture data
  81132. * @param width Define the width of the texture
  81133. * @param height Define the height of the texture
  81134. * @param scene Define the scene the texture belongs to
  81135. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81136. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81137. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81138. * @returns the luminance alpha texture
  81139. */
  81140. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  81141. /**
  81142. * Creates an alpha texture from some data.
  81143. * @param data Define the texture data
  81144. * @param width Define the width of the texture
  81145. * @param height Define the height of the texture
  81146. * @param scene Define the scene the texture belongs to
  81147. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81148. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81149. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81150. * @returns the alpha texture
  81151. */
  81152. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  81153. /**
  81154. * Creates a RGB texture from some data.
  81155. * @param data Define the texture data
  81156. * @param width Define the width of the texture
  81157. * @param height Define the height of the texture
  81158. * @param scene Define the scene the texture belongs to
  81159. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81160. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81161. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81162. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  81163. * @returns the RGB alpha texture
  81164. */
  81165. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  81166. /**
  81167. * Creates a RGBA texture from some data.
  81168. * @param data Define the texture data
  81169. * @param width Define the width of the texture
  81170. * @param height Define the height of the texture
  81171. * @param scene Define the scene the texture belongs to
  81172. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81173. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81174. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81175. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  81176. * @returns the RGBA texture
  81177. */
  81178. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  81179. /**
  81180. * Creates a R texture from some data.
  81181. * @param data Define the texture data
  81182. * @param width Define the width of the texture
  81183. * @param height Define the height of the texture
  81184. * @param scene Define the scene the texture belongs to
  81185. * @param generateMipMaps Define whether or not to create mip maps for the texture
  81186. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  81187. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  81188. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  81189. * @returns the R texture
  81190. */
  81191. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  81192. }
  81193. }
  81194. declare module BABYLON {
  81195. /**
  81196. * Interface for the size containing width and height
  81197. */
  81198. export interface ISize {
  81199. /**
  81200. * Width
  81201. */
  81202. width: number;
  81203. /**
  81204. * Heighht
  81205. */
  81206. height: number;
  81207. }
  81208. /**
  81209. * Size containing widht and height
  81210. */
  81211. export class Size implements ISize {
  81212. /**
  81213. * Width
  81214. */
  81215. width: number;
  81216. /**
  81217. * Height
  81218. */
  81219. height: number;
  81220. /**
  81221. * Creates a Size object from the given width and height (floats).
  81222. * @param width width of the new size
  81223. * @param height height of the new size
  81224. */
  81225. constructor(width: number, height: number);
  81226. /**
  81227. * Returns a string with the Size width and height
  81228. * @returns a string with the Size width and height
  81229. */
  81230. toString(): string;
  81231. /**
  81232. * "Size"
  81233. * @returns the string "Size"
  81234. */
  81235. getClassName(): string;
  81236. /**
  81237. * Returns the Size hash code.
  81238. * @returns a hash code for a unique width and height
  81239. */
  81240. getHashCode(): number;
  81241. /**
  81242. * Updates the current size from the given one.
  81243. * @param src the given size
  81244. */
  81245. copyFrom(src: Size): void;
  81246. /**
  81247. * Updates in place the current Size from the given floats.
  81248. * @param width width of the new size
  81249. * @param height height of the new size
  81250. * @returns the updated Size.
  81251. */
  81252. copyFromFloats(width: number, height: number): Size;
  81253. /**
  81254. * Updates in place the current Size from the given floats.
  81255. * @param width width to set
  81256. * @param height height to set
  81257. * @returns the updated Size.
  81258. */
  81259. set(width: number, height: number): Size;
  81260. /**
  81261. * Multiplies the width and height by numbers
  81262. * @param w factor to multiple the width by
  81263. * @param h factor to multiple the height by
  81264. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  81265. */
  81266. multiplyByFloats(w: number, h: number): Size;
  81267. /**
  81268. * Clones the size
  81269. * @returns a new Size copied from the given one.
  81270. */
  81271. clone(): Size;
  81272. /**
  81273. * True if the current Size and the given one width and height are strictly equal.
  81274. * @param other the other size to compare against
  81275. * @returns True if the current Size and the given one width and height are strictly equal.
  81276. */
  81277. equals(other: Size): boolean;
  81278. /**
  81279. * The surface of the Size : width * height (float).
  81280. */
  81281. readonly surface: number;
  81282. /**
  81283. * Create a new size of zero
  81284. * @returns a new Size set to (0.0, 0.0)
  81285. */
  81286. static Zero(): Size;
  81287. /**
  81288. * Sums the width and height of two sizes
  81289. * @param otherSize size to add to this size
  81290. * @returns a new Size set as the addition result of the current Size and the given one.
  81291. */
  81292. add(otherSize: Size): Size;
  81293. /**
  81294. * Subtracts the width and height of two
  81295. * @param otherSize size to subtract to this size
  81296. * @returns a new Size set as the subtraction result of the given one from the current Size.
  81297. */
  81298. subtract(otherSize: Size): Size;
  81299. /**
  81300. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  81301. * @param start starting size to lerp between
  81302. * @param end end size to lerp between
  81303. * @param amount amount to lerp between the start and end values
  81304. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  81305. */
  81306. static Lerp(start: Size, end: Size, amount: number): Size;
  81307. }
  81308. }
  81309. declare module BABYLON {
  81310. /**
  81311. * Defines a runtime animation
  81312. */
  81313. export class RuntimeAnimation {
  81314. private _events;
  81315. /**
  81316. * The current frame of the runtime animation
  81317. */
  81318. private _currentFrame;
  81319. /**
  81320. * The animation used by the runtime animation
  81321. */
  81322. private _animation;
  81323. /**
  81324. * The target of the runtime animation
  81325. */
  81326. private _target;
  81327. /**
  81328. * The initiating animatable
  81329. */
  81330. private _host;
  81331. /**
  81332. * The original value of the runtime animation
  81333. */
  81334. private _originalValue;
  81335. /**
  81336. * The original blend value of the runtime animation
  81337. */
  81338. private _originalBlendValue;
  81339. /**
  81340. * The offsets cache of the runtime animation
  81341. */
  81342. private _offsetsCache;
  81343. /**
  81344. * The high limits cache of the runtime animation
  81345. */
  81346. private _highLimitsCache;
  81347. /**
  81348. * Specifies if the runtime animation has been stopped
  81349. */
  81350. private _stopped;
  81351. /**
  81352. * The blending factor of the runtime animation
  81353. */
  81354. private _blendingFactor;
  81355. /**
  81356. * The BabylonJS scene
  81357. */
  81358. private _scene;
  81359. /**
  81360. * The current value of the runtime animation
  81361. */
  81362. private _currentValue;
  81363. /** @hidden */
  81364. _animationState: _IAnimationState;
  81365. /**
  81366. * The active target of the runtime animation
  81367. */
  81368. private _activeTargets;
  81369. private _currentActiveTarget;
  81370. private _directTarget;
  81371. /**
  81372. * The target path of the runtime animation
  81373. */
  81374. private _targetPath;
  81375. /**
  81376. * The weight of the runtime animation
  81377. */
  81378. private _weight;
  81379. /**
  81380. * The ratio offset of the runtime animation
  81381. */
  81382. private _ratioOffset;
  81383. /**
  81384. * The previous delay of the runtime animation
  81385. */
  81386. private _previousDelay;
  81387. /**
  81388. * The previous ratio of the runtime animation
  81389. */
  81390. private _previousRatio;
  81391. private _enableBlending;
  81392. private _keys;
  81393. private _minFrame;
  81394. private _maxFrame;
  81395. private _minValue;
  81396. private _maxValue;
  81397. private _targetIsArray;
  81398. /**
  81399. * Gets the current frame of the runtime animation
  81400. */
  81401. readonly currentFrame: number;
  81402. /**
  81403. * Gets the weight of the runtime animation
  81404. */
  81405. readonly weight: number;
  81406. /**
  81407. * Gets the current value of the runtime animation
  81408. */
  81409. readonly currentValue: any;
  81410. /**
  81411. * Gets the target path of the runtime animation
  81412. */
  81413. readonly targetPath: string;
  81414. /**
  81415. * Gets the actual target of the runtime animation
  81416. */
  81417. readonly target: any;
  81418. /** @hidden */
  81419. _onLoop: () => void;
  81420. /**
  81421. * Create a new RuntimeAnimation object
  81422. * @param target defines the target of the animation
  81423. * @param animation defines the source animation object
  81424. * @param scene defines the hosting scene
  81425. * @param host defines the initiating Animatable
  81426. */
  81427. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  81428. private _preparePath;
  81429. /**
  81430. * Gets the animation from the runtime animation
  81431. */
  81432. readonly animation: Animation;
  81433. /**
  81434. * Resets the runtime animation to the beginning
  81435. * @param restoreOriginal defines whether to restore the target property to the original value
  81436. */
  81437. reset(restoreOriginal?: boolean): void;
  81438. /**
  81439. * Specifies if the runtime animation is stopped
  81440. * @returns Boolean specifying if the runtime animation is stopped
  81441. */
  81442. isStopped(): boolean;
  81443. /**
  81444. * Disposes of the runtime animation
  81445. */
  81446. dispose(): void;
  81447. /**
  81448. * Apply the interpolated value to the target
  81449. * @param currentValue defines the value computed by the animation
  81450. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  81451. */
  81452. setValue(currentValue: any, weight: number): void;
  81453. private _getOriginalValues;
  81454. private _setValue;
  81455. /**
  81456. * Gets the loop pmode of the runtime animation
  81457. * @returns Loop Mode
  81458. */
  81459. private _getCorrectLoopMode;
  81460. /**
  81461. * Move the current animation to a given frame
  81462. * @param frame defines the frame to move to
  81463. */
  81464. goToFrame(frame: number): void;
  81465. /**
  81466. * @hidden Internal use only
  81467. */
  81468. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  81469. /**
  81470. * Execute the current animation
  81471. * @param delay defines the delay to add to the current frame
  81472. * @param from defines the lower bound of the animation range
  81473. * @param to defines the upper bound of the animation range
  81474. * @param loop defines if the current animation must loop
  81475. * @param speedRatio defines the current speed ratio
  81476. * @param weight defines the weight of the animation (default is -1 so no weight)
  81477. * @param onLoop optional callback called when animation loops
  81478. * @returns a boolean indicating if the animation is running
  81479. */
  81480. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  81481. }
  81482. }
  81483. declare module BABYLON {
  81484. /**
  81485. * Class used to store an actual running animation
  81486. */
  81487. export class Animatable {
  81488. /** defines the target object */
  81489. target: any;
  81490. /** defines the starting frame number (default is 0) */
  81491. fromFrame: number;
  81492. /** defines the ending frame number (default is 100) */
  81493. toFrame: number;
  81494. /** defines if the animation must loop (default is false) */
  81495. loopAnimation: boolean;
  81496. /** defines a callback to call when animation ends if it is not looping */
  81497. onAnimationEnd?: (() => void) | null | undefined;
  81498. /** defines a callback to call when animation loops */
  81499. onAnimationLoop?: (() => void) | null | undefined;
  81500. private _localDelayOffset;
  81501. private _pausedDelay;
  81502. private _runtimeAnimations;
  81503. private _paused;
  81504. private _scene;
  81505. private _speedRatio;
  81506. private _weight;
  81507. private _syncRoot;
  81508. /**
  81509. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  81510. * This will only apply for non looping animation (default is true)
  81511. */
  81512. disposeOnEnd: boolean;
  81513. /**
  81514. * Gets a boolean indicating if the animation has started
  81515. */
  81516. animationStarted: boolean;
  81517. /**
  81518. * Observer raised when the animation ends
  81519. */
  81520. onAnimationEndObservable: Observable<Animatable>;
  81521. /**
  81522. * Observer raised when the animation loops
  81523. */
  81524. onAnimationLoopObservable: Observable<Animatable>;
  81525. /**
  81526. * Gets the root Animatable used to synchronize and normalize animations
  81527. */
  81528. readonly syncRoot: Nullable<Animatable>;
  81529. /**
  81530. * Gets the current frame of the first RuntimeAnimation
  81531. * Used to synchronize Animatables
  81532. */
  81533. readonly masterFrame: number;
  81534. /**
  81535. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  81536. */
  81537. weight: number;
  81538. /**
  81539. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  81540. */
  81541. speedRatio: number;
  81542. /**
  81543. * Creates a new Animatable
  81544. * @param scene defines the hosting scene
  81545. * @param target defines the target object
  81546. * @param fromFrame defines the starting frame number (default is 0)
  81547. * @param toFrame defines the ending frame number (default is 100)
  81548. * @param loopAnimation defines if the animation must loop (default is false)
  81549. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  81550. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  81551. * @param animations defines a group of animation to add to the new Animatable
  81552. * @param onAnimationLoop defines a callback to call when animation loops
  81553. */
  81554. constructor(scene: Scene,
  81555. /** defines the target object */
  81556. target: any,
  81557. /** defines the starting frame number (default is 0) */
  81558. fromFrame?: number,
  81559. /** defines the ending frame number (default is 100) */
  81560. toFrame?: number,
  81561. /** defines if the animation must loop (default is false) */
  81562. loopAnimation?: boolean, speedRatio?: number,
  81563. /** defines a callback to call when animation ends if it is not looping */
  81564. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  81565. /** defines a callback to call when animation loops */
  81566. onAnimationLoop?: (() => void) | null | undefined);
  81567. /**
  81568. * Synchronize and normalize current Animatable with a source Animatable
  81569. * This is useful when using animation weights and when animations are not of the same length
  81570. * @param root defines the root Animatable to synchronize with
  81571. * @returns the current Animatable
  81572. */
  81573. syncWith(root: Animatable): Animatable;
  81574. /**
  81575. * Gets the list of runtime animations
  81576. * @returns an array of RuntimeAnimation
  81577. */
  81578. getAnimations(): RuntimeAnimation[];
  81579. /**
  81580. * Adds more animations to the current animatable
  81581. * @param target defines the target of the animations
  81582. * @param animations defines the new animations to add
  81583. */
  81584. appendAnimations(target: any, animations: Animation[]): void;
  81585. /**
  81586. * Gets the source animation for a specific property
  81587. * @param property defines the propertyu to look for
  81588. * @returns null or the source animation for the given property
  81589. */
  81590. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  81591. /**
  81592. * Gets the runtime animation for a specific property
  81593. * @param property defines the propertyu to look for
  81594. * @returns null or the runtime animation for the given property
  81595. */
  81596. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  81597. /**
  81598. * Resets the animatable to its original state
  81599. */
  81600. reset(): void;
  81601. /**
  81602. * Allows the animatable to blend with current running animations
  81603. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81604. * @param blendingSpeed defines the blending speed to use
  81605. */
  81606. enableBlending(blendingSpeed: number): void;
  81607. /**
  81608. * Disable animation blending
  81609. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81610. */
  81611. disableBlending(): void;
  81612. /**
  81613. * Jump directly to a given frame
  81614. * @param frame defines the frame to jump to
  81615. */
  81616. goToFrame(frame: number): void;
  81617. /**
  81618. * Pause the animation
  81619. */
  81620. pause(): void;
  81621. /**
  81622. * Restart the animation
  81623. */
  81624. restart(): void;
  81625. private _raiseOnAnimationEnd;
  81626. /**
  81627. * Stop and delete the current animation
  81628. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  81629. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  81630. */
  81631. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  81632. /**
  81633. * Wait asynchronously for the animation to end
  81634. * @returns a promise which will be fullfilled when the animation ends
  81635. */
  81636. waitAsync(): Promise<Animatable>;
  81637. /** @hidden */
  81638. _animate(delay: number): boolean;
  81639. }
  81640. interface Scene {
  81641. /** @hidden */
  81642. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  81643. /** @hidden */
  81644. _processLateAnimationBindingsForMatrices(holder: {
  81645. totalWeight: number;
  81646. animations: RuntimeAnimation[];
  81647. originalValue: Matrix;
  81648. }): any;
  81649. /** @hidden */
  81650. _processLateAnimationBindingsForQuaternions(holder: {
  81651. totalWeight: number;
  81652. animations: RuntimeAnimation[];
  81653. originalValue: Quaternion;
  81654. }, refQuaternion: Quaternion): Quaternion;
  81655. /** @hidden */
  81656. _processLateAnimationBindings(): void;
  81657. /**
  81658. * Will start the animation sequence of a given target
  81659. * @param target defines the target
  81660. * @param from defines from which frame should animation start
  81661. * @param to defines until which frame should animation run.
  81662. * @param weight defines the weight to apply to the animation (1.0 by default)
  81663. * @param loop defines if the animation loops
  81664. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  81665. * @param onAnimationEnd defines the function to be executed when the animation ends
  81666. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  81667. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  81668. * @param onAnimationLoop defines the callback to call when an animation loops
  81669. * @returns the animatable object created for this animation
  81670. */
  81671. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  81672. /**
  81673. * Will start the animation sequence of a given target
  81674. * @param target defines the target
  81675. * @param from defines from which frame should animation start
  81676. * @param to defines until which frame should animation run.
  81677. * @param loop defines if the animation loops
  81678. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  81679. * @param onAnimationEnd defines the function to be executed when the animation ends
  81680. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  81681. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  81682. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  81683. * @param onAnimationLoop defines the callback to call when an animation loops
  81684. * @returns the animatable object created for this animation
  81685. */
  81686. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  81687. /**
  81688. * Will start the animation sequence of a given target and its hierarchy
  81689. * @param target defines the target
  81690. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  81691. * @param from defines from which frame should animation start
  81692. * @param to defines until which frame should animation run.
  81693. * @param loop defines if the animation loops
  81694. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  81695. * @param onAnimationEnd defines the function to be executed when the animation ends
  81696. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  81697. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  81698. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  81699. * @param onAnimationLoop defines the callback to call when an animation loops
  81700. * @returns the list of created animatables
  81701. */
  81702. beginHierarchyAnimation(target: any, directDescendantsOnly: boolean, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable[];
  81703. /**
  81704. * Begin a new animation on a given node
  81705. * @param target defines the target where the animation will take place
  81706. * @param animations defines the list of animations to start
  81707. * @param from defines the initial value
  81708. * @param to defines the final value
  81709. * @param loop defines if you want animation to loop (off by default)
  81710. * @param speedRatio defines the speed ratio to apply to all animations
  81711. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  81712. * @param onAnimationLoop defines the callback to call when an animation loops
  81713. * @returns the list of created animatables
  81714. */
  81715. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  81716. /**
  81717. * Begin a new animation on a given node and its hierarchy
  81718. * @param target defines the root node where the animation will take place
  81719. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  81720. * @param animations defines the list of animations to start
  81721. * @param from defines the initial value
  81722. * @param to defines the final value
  81723. * @param loop defines if you want animation to loop (off by default)
  81724. * @param speedRatio defines the speed ratio to apply to all animations
  81725. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  81726. * @param onAnimationLoop defines the callback to call when an animation loops
  81727. * @returns the list of animatables created for all nodes
  81728. */
  81729. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  81730. /**
  81731. * Gets the animatable associated with a specific target
  81732. * @param target defines the target of the animatable
  81733. * @returns the required animatable if found
  81734. */
  81735. getAnimatableByTarget(target: any): Nullable<Animatable>;
  81736. /**
  81737. * Gets all animatables associated with a given target
  81738. * @param target defines the target to look animatables for
  81739. * @returns an array of Animatables
  81740. */
  81741. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  81742. /**
  81743. * Stops and removes all animations that have been applied to the scene
  81744. */
  81745. stopAllAnimations(): void;
  81746. /**
  81747. * Gets the current delta time used by animation engine
  81748. */
  81749. deltaTime: number;
  81750. }
  81751. interface Bone {
  81752. /**
  81753. * Copy an animation range from another bone
  81754. * @param source defines the source bone
  81755. * @param rangeName defines the range name to copy
  81756. * @param frameOffset defines the frame offset
  81757. * @param rescaleAsRequired defines if rescaling must be applied if required
  81758. * @param skelDimensionsRatio defines the scaling ratio
  81759. * @returns true if operation was successful
  81760. */
  81761. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  81762. }
  81763. }
  81764. declare module BABYLON {
  81765. /**
  81766. * Class used to override all child animations of a given target
  81767. */
  81768. export class AnimationPropertiesOverride {
  81769. /**
  81770. * Gets or sets a value indicating if animation blending must be used
  81771. */
  81772. enableBlending: boolean;
  81773. /**
  81774. * Gets or sets the blending speed to use when enableBlending is true
  81775. */
  81776. blendingSpeed: number;
  81777. /**
  81778. * Gets or sets the default loop mode to use
  81779. */
  81780. loopMode: number;
  81781. }
  81782. }
  81783. declare module BABYLON {
  81784. /**
  81785. * Class used to handle skinning animations
  81786. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  81787. */
  81788. export class Skeleton implements IAnimatable {
  81789. /** defines the skeleton name */
  81790. name: string;
  81791. /** defines the skeleton Id */
  81792. id: string;
  81793. /**
  81794. * Defines the list of child bones
  81795. */
  81796. bones: Bone[];
  81797. /**
  81798. * Defines an estimate of the dimension of the skeleton at rest
  81799. */
  81800. dimensionsAtRest: Vector3;
  81801. /**
  81802. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  81803. */
  81804. needInitialSkinMatrix: boolean;
  81805. /**
  81806. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  81807. */
  81808. overrideMesh: Nullable<AbstractMesh>;
  81809. /**
  81810. * Gets the list of animations attached to this skeleton
  81811. */
  81812. animations: Array<Animation>;
  81813. private _scene;
  81814. private _isDirty;
  81815. private _transformMatrices;
  81816. private _transformMatrixTexture;
  81817. private _meshesWithPoseMatrix;
  81818. private _animatables;
  81819. private _identity;
  81820. private _synchronizedWithMesh;
  81821. private _ranges;
  81822. private _lastAbsoluteTransformsUpdateId;
  81823. private _canUseTextureForBones;
  81824. private _uniqueId;
  81825. /** @hidden */
  81826. _numBonesWithLinkedTransformNode: number;
  81827. /** @hidden */
  81828. _hasWaitingData: Nullable<boolean>;
  81829. /**
  81830. * Specifies if the skeleton should be serialized
  81831. */
  81832. doNotSerialize: boolean;
  81833. private _useTextureToStoreBoneMatrices;
  81834. /**
  81835. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  81836. * Please note that this option is not available if the hardware does not support it
  81837. */
  81838. useTextureToStoreBoneMatrices: boolean;
  81839. private _animationPropertiesOverride;
  81840. /**
  81841. * Gets or sets the animation properties override
  81842. */
  81843. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  81844. /**
  81845. * List of inspectable custom properties (used by the Inspector)
  81846. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  81847. */
  81848. inspectableCustomProperties: IInspectable[];
  81849. /**
  81850. * An observable triggered before computing the skeleton's matrices
  81851. */
  81852. onBeforeComputeObservable: Observable<Skeleton>;
  81853. /**
  81854. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  81855. */
  81856. readonly isUsingTextureForMatrices: boolean;
  81857. /**
  81858. * Gets the unique ID of this skeleton
  81859. */
  81860. readonly uniqueId: number;
  81861. /**
  81862. * Creates a new skeleton
  81863. * @param name defines the skeleton name
  81864. * @param id defines the skeleton Id
  81865. * @param scene defines the hosting scene
  81866. */
  81867. constructor(
  81868. /** defines the skeleton name */
  81869. name: string,
  81870. /** defines the skeleton Id */
  81871. id: string, scene: Scene);
  81872. /**
  81873. * Gets the current object class name.
  81874. * @return the class name
  81875. */
  81876. getClassName(): string;
  81877. /**
  81878. * Returns an array containing the root bones
  81879. * @returns an array containing the root bones
  81880. */
  81881. getChildren(): Array<Bone>;
  81882. /**
  81883. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  81884. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  81885. * @returns a Float32Array containing matrices data
  81886. */
  81887. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  81888. /**
  81889. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  81890. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  81891. * @returns a raw texture containing the data
  81892. */
  81893. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  81894. /**
  81895. * Gets the current hosting scene
  81896. * @returns a scene object
  81897. */
  81898. getScene(): Scene;
  81899. /**
  81900. * Gets a string representing the current skeleton data
  81901. * @param fullDetails defines a boolean indicating if we want a verbose version
  81902. * @returns a string representing the current skeleton data
  81903. */
  81904. toString(fullDetails?: boolean): string;
  81905. /**
  81906. * Get bone's index searching by name
  81907. * @param name defines bone's name to search for
  81908. * @return the indice of the bone. Returns -1 if not found
  81909. */
  81910. getBoneIndexByName(name: string): number;
  81911. /**
  81912. * Creater a new animation range
  81913. * @param name defines the name of the range
  81914. * @param from defines the start key
  81915. * @param to defines the end key
  81916. */
  81917. createAnimationRange(name: string, from: number, to: number): void;
  81918. /**
  81919. * Delete a specific animation range
  81920. * @param name defines the name of the range
  81921. * @param deleteFrames defines if frames must be removed as well
  81922. */
  81923. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  81924. /**
  81925. * Gets a specific animation range
  81926. * @param name defines the name of the range to look for
  81927. * @returns the requested animation range or null if not found
  81928. */
  81929. getAnimationRange(name: string): Nullable<AnimationRange>;
  81930. /**
  81931. * Gets the list of all animation ranges defined on this skeleton
  81932. * @returns an array
  81933. */
  81934. getAnimationRanges(): Nullable<AnimationRange>[];
  81935. /**
  81936. * Copy animation range from a source skeleton.
  81937. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  81938. * @param source defines the source skeleton
  81939. * @param name defines the name of the range to copy
  81940. * @param rescaleAsRequired defines if rescaling must be applied if required
  81941. * @returns true if operation was successful
  81942. */
  81943. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  81944. /**
  81945. * Forces the skeleton to go to rest pose
  81946. */
  81947. returnToRest(): void;
  81948. private _getHighestAnimationFrame;
  81949. /**
  81950. * Begin a specific animation range
  81951. * @param name defines the name of the range to start
  81952. * @param loop defines if looping must be turned on (false by default)
  81953. * @param speedRatio defines the speed ratio to apply (1 by default)
  81954. * @param onAnimationEnd defines a callback which will be called when animation will end
  81955. * @returns a new animatable
  81956. */
  81957. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  81958. /** @hidden */
  81959. _markAsDirty(): void;
  81960. /** @hidden */
  81961. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  81962. /** @hidden */
  81963. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  81964. private _computeTransformMatrices;
  81965. /**
  81966. * Build all resources required to render a skeleton
  81967. */
  81968. prepare(): void;
  81969. /**
  81970. * Gets the list of animatables currently running for this skeleton
  81971. * @returns an array of animatables
  81972. */
  81973. getAnimatables(): IAnimatable[];
  81974. /**
  81975. * Clone the current skeleton
  81976. * @param name defines the name of the new skeleton
  81977. * @param id defines the id of the new skeleton
  81978. * @returns the new skeleton
  81979. */
  81980. clone(name: string, id?: string): Skeleton;
  81981. /**
  81982. * Enable animation blending for this skeleton
  81983. * @param blendingSpeed defines the blending speed to apply
  81984. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81985. */
  81986. enableBlending(blendingSpeed?: number): void;
  81987. /**
  81988. * Releases all resources associated with the current skeleton
  81989. */
  81990. dispose(): void;
  81991. /**
  81992. * Serialize the skeleton in a JSON object
  81993. * @returns a JSON object
  81994. */
  81995. serialize(): any;
  81996. /**
  81997. * Creates a new skeleton from serialized data
  81998. * @param parsedSkeleton defines the serialized data
  81999. * @param scene defines the hosting scene
  82000. * @returns a new skeleton
  82001. */
  82002. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  82003. /**
  82004. * Compute all node absolute transforms
  82005. * @param forceUpdate defines if computation must be done even if cache is up to date
  82006. */
  82007. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  82008. /**
  82009. * Gets the root pose matrix
  82010. * @returns a matrix
  82011. */
  82012. getPoseMatrix(): Nullable<Matrix>;
  82013. /**
  82014. * Sorts bones per internal index
  82015. */
  82016. sortBones(): void;
  82017. private _sortBones;
  82018. }
  82019. }
  82020. declare module BABYLON {
  82021. /**
  82022. * Class used to store bone information
  82023. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  82024. */
  82025. export class Bone extends Node {
  82026. /**
  82027. * defines the bone name
  82028. */
  82029. name: string;
  82030. private static _tmpVecs;
  82031. private static _tmpQuat;
  82032. private static _tmpMats;
  82033. /**
  82034. * Gets the list of child bones
  82035. */
  82036. children: Bone[];
  82037. /** Gets the animations associated with this bone */
  82038. animations: Animation[];
  82039. /**
  82040. * Gets or sets bone length
  82041. */
  82042. length: number;
  82043. /**
  82044. * @hidden Internal only
  82045. * Set this value to map this bone to a different index in the transform matrices
  82046. * Set this value to -1 to exclude the bone from the transform matrices
  82047. */
  82048. _index: Nullable<number>;
  82049. private _skeleton;
  82050. private _localMatrix;
  82051. private _restPose;
  82052. private _baseMatrix;
  82053. private _absoluteTransform;
  82054. private _invertedAbsoluteTransform;
  82055. private _parent;
  82056. private _scalingDeterminant;
  82057. private _worldTransform;
  82058. private _localScaling;
  82059. private _localRotation;
  82060. private _localPosition;
  82061. private _needToDecompose;
  82062. private _needToCompose;
  82063. /** @hidden */
  82064. _linkedTransformNode: Nullable<TransformNode>;
  82065. /** @hidden */
  82066. _waitingTransformNodeId: Nullable<string>;
  82067. /** @hidden */
  82068. /** @hidden */
  82069. _matrix: Matrix;
  82070. /**
  82071. * Create a new bone
  82072. * @param name defines the bone name
  82073. * @param skeleton defines the parent skeleton
  82074. * @param parentBone defines the parent (can be null if the bone is the root)
  82075. * @param localMatrix defines the local matrix
  82076. * @param restPose defines the rest pose matrix
  82077. * @param baseMatrix defines the base matrix
  82078. * @param index defines index of the bone in the hiearchy
  82079. */
  82080. constructor(
  82081. /**
  82082. * defines the bone name
  82083. */
  82084. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  82085. /**
  82086. * Gets the current object class name.
  82087. * @return the class name
  82088. */
  82089. getClassName(): string;
  82090. /**
  82091. * Gets the parent skeleton
  82092. * @returns a skeleton
  82093. */
  82094. getSkeleton(): Skeleton;
  82095. /**
  82096. * Gets parent bone
  82097. * @returns a bone or null if the bone is the root of the bone hierarchy
  82098. */
  82099. getParent(): Nullable<Bone>;
  82100. /**
  82101. * Returns an array containing the root bones
  82102. * @returns an array containing the root bones
  82103. */
  82104. getChildren(): Array<Bone>;
  82105. /**
  82106. * Gets the node index in matrix array generated for rendering
  82107. * @returns the node index
  82108. */
  82109. getIndex(): number;
  82110. /**
  82111. * Sets the parent bone
  82112. * @param parent defines the parent (can be null if the bone is the root)
  82113. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  82114. */
  82115. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  82116. /**
  82117. * Gets the local matrix
  82118. * @returns a matrix
  82119. */
  82120. getLocalMatrix(): Matrix;
  82121. /**
  82122. * Gets the base matrix (initial matrix which remains unchanged)
  82123. * @returns a matrix
  82124. */
  82125. getBaseMatrix(): Matrix;
  82126. /**
  82127. * Gets the rest pose matrix
  82128. * @returns a matrix
  82129. */
  82130. getRestPose(): Matrix;
  82131. /**
  82132. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  82133. */
  82134. getWorldMatrix(): Matrix;
  82135. /**
  82136. * Sets the local matrix to rest pose matrix
  82137. */
  82138. returnToRest(): void;
  82139. /**
  82140. * Gets the inverse of the absolute transform matrix.
  82141. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  82142. * @returns a matrix
  82143. */
  82144. getInvertedAbsoluteTransform(): Matrix;
  82145. /**
  82146. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  82147. * @returns a matrix
  82148. */
  82149. getAbsoluteTransform(): Matrix;
  82150. /**
  82151. * Links with the given transform node.
  82152. * The local matrix of this bone is copied from the transform node every frame.
  82153. * @param transformNode defines the transform node to link to
  82154. */
  82155. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  82156. /**
  82157. * Gets the node used to drive the bone's transformation
  82158. * @returns a transform node or null
  82159. */
  82160. getTransformNode(): Nullable<TransformNode>;
  82161. /** Gets or sets current position (in local space) */
  82162. position: Vector3;
  82163. /** Gets or sets current rotation (in local space) */
  82164. rotation: Vector3;
  82165. /** Gets or sets current rotation quaternion (in local space) */
  82166. rotationQuaternion: Quaternion;
  82167. /** Gets or sets current scaling (in local space) */
  82168. scaling: Vector3;
  82169. /**
  82170. * Gets the animation properties override
  82171. */
  82172. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  82173. private _decompose;
  82174. private _compose;
  82175. /**
  82176. * Update the base and local matrices
  82177. * @param matrix defines the new base or local matrix
  82178. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  82179. * @param updateLocalMatrix defines if the local matrix should be updated
  82180. */
  82181. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  82182. /** @hidden */
  82183. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  82184. /**
  82185. * Flag the bone as dirty (Forcing it to update everything)
  82186. */
  82187. markAsDirty(): void;
  82188. /** @hidden */
  82189. _markAsDirtyAndCompose(): void;
  82190. private _markAsDirtyAndDecompose;
  82191. /**
  82192. * Translate the bone in local or world space
  82193. * @param vec The amount to translate the bone
  82194. * @param space The space that the translation is in
  82195. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82196. */
  82197. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  82198. /**
  82199. * Set the postion of the bone in local or world space
  82200. * @param position The position to set the bone
  82201. * @param space The space that the position is in
  82202. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82203. */
  82204. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  82205. /**
  82206. * Set the absolute position of the bone (world space)
  82207. * @param position The position to set the bone
  82208. * @param mesh The mesh that this bone is attached to
  82209. */
  82210. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  82211. /**
  82212. * Scale the bone on the x, y and z axes (in local space)
  82213. * @param x The amount to scale the bone on the x axis
  82214. * @param y The amount to scale the bone on the y axis
  82215. * @param z The amount to scale the bone on the z axis
  82216. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  82217. */
  82218. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  82219. /**
  82220. * Set the bone scaling in local space
  82221. * @param scale defines the scaling vector
  82222. */
  82223. setScale(scale: Vector3): void;
  82224. /**
  82225. * Gets the current scaling in local space
  82226. * @returns the current scaling vector
  82227. */
  82228. getScale(): Vector3;
  82229. /**
  82230. * Gets the current scaling in local space and stores it in a target vector
  82231. * @param result defines the target vector
  82232. */
  82233. getScaleToRef(result: Vector3): void;
  82234. /**
  82235. * Set the yaw, pitch, and roll of the bone in local or world space
  82236. * @param yaw The rotation of the bone on the y axis
  82237. * @param pitch The rotation of the bone on the x axis
  82238. * @param roll The rotation of the bone on the z axis
  82239. * @param space The space that the axes of rotation are in
  82240. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82241. */
  82242. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  82243. /**
  82244. * Add a rotation to the bone on an axis in local or world space
  82245. * @param axis The axis to rotate the bone on
  82246. * @param amount The amount to rotate the bone
  82247. * @param space The space that the axis is in
  82248. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82249. */
  82250. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  82251. /**
  82252. * Set the rotation of the bone to a particular axis angle in local or world space
  82253. * @param axis The axis to rotate the bone on
  82254. * @param angle The angle that the bone should be rotated to
  82255. * @param space The space that the axis is in
  82256. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82257. */
  82258. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  82259. /**
  82260. * Set the euler rotation of the bone in local of world space
  82261. * @param rotation The euler rotation that the bone should be set to
  82262. * @param space The space that the rotation is in
  82263. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82264. */
  82265. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  82266. /**
  82267. * Set the quaternion rotation of the bone in local of world space
  82268. * @param quat The quaternion rotation that the bone should be set to
  82269. * @param space The space that the rotation is in
  82270. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82271. */
  82272. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  82273. /**
  82274. * Set the rotation matrix of the bone in local of world space
  82275. * @param rotMat The rotation matrix that the bone should be set to
  82276. * @param space The space that the rotation is in
  82277. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82278. */
  82279. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  82280. private _rotateWithMatrix;
  82281. private _getNegativeRotationToRef;
  82282. /**
  82283. * Get the position of the bone in local or world space
  82284. * @param space The space that the returned position is in
  82285. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82286. * @returns The position of the bone
  82287. */
  82288. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  82289. /**
  82290. * Copy the position of the bone to a vector3 in local or world space
  82291. * @param space The space that the returned position is in
  82292. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82293. * @param result The vector3 to copy the position to
  82294. */
  82295. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  82296. /**
  82297. * Get the absolute position of the bone (world space)
  82298. * @param mesh The mesh that this bone is attached to
  82299. * @returns The absolute position of the bone
  82300. */
  82301. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  82302. /**
  82303. * Copy the absolute position of the bone (world space) to the result param
  82304. * @param mesh The mesh that this bone is attached to
  82305. * @param result The vector3 to copy the absolute position to
  82306. */
  82307. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  82308. /**
  82309. * Compute the absolute transforms of this bone and its children
  82310. */
  82311. computeAbsoluteTransforms(): void;
  82312. /**
  82313. * Get the world direction from an axis that is in the local space of the bone
  82314. * @param localAxis The local direction that is used to compute the world direction
  82315. * @param mesh The mesh that this bone is attached to
  82316. * @returns The world direction
  82317. */
  82318. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  82319. /**
  82320. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  82321. * @param localAxis The local direction that is used to compute the world direction
  82322. * @param mesh The mesh that this bone is attached to
  82323. * @param result The vector3 that the world direction will be copied to
  82324. */
  82325. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  82326. /**
  82327. * Get the euler rotation of the bone in local or world space
  82328. * @param space The space that the rotation should be in
  82329. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82330. * @returns The euler rotation
  82331. */
  82332. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  82333. /**
  82334. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  82335. * @param space The space that the rotation should be in
  82336. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82337. * @param result The vector3 that the rotation should be copied to
  82338. */
  82339. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  82340. /**
  82341. * Get the quaternion rotation of the bone in either local or world space
  82342. * @param space The space that the rotation should be in
  82343. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82344. * @returns The quaternion rotation
  82345. */
  82346. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  82347. /**
  82348. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  82349. * @param space The space that the rotation should be in
  82350. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82351. * @param result The quaternion that the rotation should be copied to
  82352. */
  82353. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  82354. /**
  82355. * Get the rotation matrix of the bone in local or world space
  82356. * @param space The space that the rotation should be in
  82357. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82358. * @returns The rotation matrix
  82359. */
  82360. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  82361. /**
  82362. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  82363. * @param space The space that the rotation should be in
  82364. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82365. * @param result The quaternion that the rotation should be copied to
  82366. */
  82367. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  82368. /**
  82369. * Get the world position of a point that is in the local space of the bone
  82370. * @param position The local position
  82371. * @param mesh The mesh that this bone is attached to
  82372. * @returns The world position
  82373. */
  82374. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  82375. /**
  82376. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  82377. * @param position The local position
  82378. * @param mesh The mesh that this bone is attached to
  82379. * @param result The vector3 that the world position should be copied to
  82380. */
  82381. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  82382. /**
  82383. * Get the local position of a point that is in world space
  82384. * @param position The world position
  82385. * @param mesh The mesh that this bone is attached to
  82386. * @returns The local position
  82387. */
  82388. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  82389. /**
  82390. * Get the local position of a point that is in world space and copy it to the result param
  82391. * @param position The world position
  82392. * @param mesh The mesh that this bone is attached to
  82393. * @param result The vector3 that the local position should be copied to
  82394. */
  82395. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  82396. }
  82397. }
  82398. declare module BABYLON {
  82399. /**
  82400. * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
  82401. * @see https://doc.babylonjs.com/how_to/transformnode
  82402. */
  82403. export class TransformNode extends Node {
  82404. /**
  82405. * Object will not rotate to face the camera
  82406. */
  82407. static BILLBOARDMODE_NONE: number;
  82408. /**
  82409. * Object will rotate to face the camera but only on the x axis
  82410. */
  82411. static BILLBOARDMODE_X: number;
  82412. /**
  82413. * Object will rotate to face the camera but only on the y axis
  82414. */
  82415. static BILLBOARDMODE_Y: number;
  82416. /**
  82417. * Object will rotate to face the camera but only on the z axis
  82418. */
  82419. static BILLBOARDMODE_Z: number;
  82420. /**
  82421. * Object will rotate to face the camera
  82422. */
  82423. static BILLBOARDMODE_ALL: number;
  82424. /**
  82425. * Object will rotate to face the camera's position instead of orientation
  82426. */
  82427. static BILLBOARDMODE_USE_POSITION: number;
  82428. private _forward;
  82429. private _forwardInverted;
  82430. private _up;
  82431. private _right;
  82432. private _rightInverted;
  82433. private _position;
  82434. private _rotation;
  82435. private _rotationQuaternion;
  82436. protected _scaling: Vector3;
  82437. protected _isDirty: boolean;
  82438. private _transformToBoneReferal;
  82439. private _isAbsoluteSynced;
  82440. private _billboardMode;
  82441. /**
  82442. * Gets or sets the billboard mode. Default is 0.
  82443. *
  82444. * | Value | Type | Description |
  82445. * | --- | --- | --- |
  82446. * | 0 | BILLBOARDMODE_NONE | |
  82447. * | 1 | BILLBOARDMODE_X | |
  82448. * | 2 | BILLBOARDMODE_Y | |
  82449. * | 4 | BILLBOARDMODE_Z | |
  82450. * | 7 | BILLBOARDMODE_ALL | |
  82451. *
  82452. */
  82453. billboardMode: number;
  82454. private _preserveParentRotationForBillboard;
  82455. /**
  82456. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  82457. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  82458. */
  82459. preserveParentRotationForBillboard: boolean;
  82460. /**
  82461. * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
  82462. */
  82463. scalingDeterminant: number;
  82464. private _infiniteDistance;
  82465. /**
  82466. * Gets or sets the distance of the object to max, often used by skybox
  82467. */
  82468. infiniteDistance: boolean;
  82469. /**
  82470. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  82471. * By default the system will update normals to compensate
  82472. */
  82473. ignoreNonUniformScaling: boolean;
  82474. /**
  82475. * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both
  82476. */
  82477. reIntegrateRotationIntoRotationQuaternion: boolean;
  82478. /** @hidden */
  82479. _poseMatrix: Nullable<Matrix>;
  82480. /** @hidden */
  82481. _localMatrix: Matrix;
  82482. private _usePivotMatrix;
  82483. private _absolutePosition;
  82484. private _absoluteScaling;
  82485. private _absoluteRotationQuaternion;
  82486. private _pivotMatrix;
  82487. private _pivotMatrixInverse;
  82488. protected _postMultiplyPivotMatrix: boolean;
  82489. protected _isWorldMatrixFrozen: boolean;
  82490. /** @hidden */
  82491. _indexInSceneTransformNodesArray: number;
  82492. /**
  82493. * An event triggered after the world matrix is updated
  82494. */
  82495. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  82496. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  82497. /**
  82498. * Gets a string identifying the name of the class
  82499. * @returns "TransformNode" string
  82500. */
  82501. getClassName(): string;
  82502. /**
  82503. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  82504. */
  82505. position: Vector3;
  82506. /**
  82507. * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  82508. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  82509. */
  82510. rotation: Vector3;
  82511. /**
  82512. * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  82513. */
  82514. scaling: Vector3;
  82515. /**
  82516. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null).
  82517. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  82518. */
  82519. rotationQuaternion: Nullable<Quaternion>;
  82520. /**
  82521. * The forward direction of that transform in world space.
  82522. */
  82523. readonly forward: Vector3;
  82524. /**
  82525. * The up direction of that transform in world space.
  82526. */
  82527. readonly up: Vector3;
  82528. /**
  82529. * The right direction of that transform in world space.
  82530. */
  82531. readonly right: Vector3;
  82532. /**
  82533. * Copies the parameter passed Matrix into the mesh Pose matrix.
  82534. * @param matrix the matrix to copy the pose from
  82535. * @returns this TransformNode.
  82536. */
  82537. updatePoseMatrix(matrix: Matrix): TransformNode;
  82538. /**
  82539. * Returns the mesh Pose matrix.
  82540. * @returns the pose matrix
  82541. */
  82542. getPoseMatrix(): Matrix;
  82543. /** @hidden */
  82544. _isSynchronized(): boolean;
  82545. /** @hidden */
  82546. _initCache(): void;
  82547. /**
  82548. * Flag the transform node as dirty (Forcing it to update everything)
  82549. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  82550. * @returns this transform node
  82551. */
  82552. markAsDirty(property: string): TransformNode;
  82553. /**
  82554. * Returns the current mesh absolute position.
  82555. * Returns a Vector3.
  82556. */
  82557. readonly absolutePosition: Vector3;
  82558. /**
  82559. * Returns the current mesh absolute scaling.
  82560. * Returns a Vector3.
  82561. */
  82562. readonly absoluteScaling: Vector3;
  82563. /**
  82564. * Returns the current mesh absolute rotation.
  82565. * Returns a Quaternion.
  82566. */
  82567. readonly absoluteRotationQuaternion: Quaternion;
  82568. /**
  82569. * Sets a new matrix to apply before all other transformation
  82570. * @param matrix defines the transform matrix
  82571. * @returns the current TransformNode
  82572. */
  82573. setPreTransformMatrix(matrix: Matrix): TransformNode;
  82574. /**
  82575. * Sets a new pivot matrix to the current node
  82576. * @param matrix defines the new pivot matrix to use
  82577. * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect
  82578. * @returns the current TransformNode
  82579. */
  82580. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  82581. /**
  82582. * Returns the mesh pivot matrix.
  82583. * Default : Identity.
  82584. * @returns the matrix
  82585. */
  82586. getPivotMatrix(): Matrix;
  82587. /**
  82588. * Instantiate (when possible) or clone that node with its hierarchy
  82589. * @param newParent defines the new parent to use for the instance (or clone)
  82590. * @param options defines options to configure how copy is done
  82591. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  82592. * @returns an instance (or a clone) of the current node with its hiearchy
  82593. */
  82594. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  82595. doNotInstantiate: boolean;
  82596. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  82597. /**
  82598. * Prevents the World matrix to be computed any longer
  82599. * @param newWorldMatrix defines an optional matrix to use as world matrix
  82600. * @returns the TransformNode.
  82601. */
  82602. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  82603. /**
  82604. * Allows back the World matrix computation.
  82605. * @returns the TransformNode.
  82606. */
  82607. unfreezeWorldMatrix(): this;
  82608. /**
  82609. * True if the World matrix has been frozen.
  82610. */
  82611. readonly isWorldMatrixFrozen: boolean;
  82612. /**
  82613. * Retuns the mesh absolute position in the World.
  82614. * @returns a Vector3.
  82615. */
  82616. getAbsolutePosition(): Vector3;
  82617. /**
  82618. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  82619. * @param absolutePosition the absolute position to set
  82620. * @returns the TransformNode.
  82621. */
  82622. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  82623. /**
  82624. * Sets the mesh position in its local space.
  82625. * @param vector3 the position to set in localspace
  82626. * @returns the TransformNode.
  82627. */
  82628. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  82629. /**
  82630. * Returns the mesh position in the local space from the current World matrix values.
  82631. * @returns a new Vector3.
  82632. */
  82633. getPositionExpressedInLocalSpace(): Vector3;
  82634. /**
  82635. * Translates the mesh along the passed Vector3 in its local space.
  82636. * @param vector3 the distance to translate in localspace
  82637. * @returns the TransformNode.
  82638. */
  82639. locallyTranslate(vector3: Vector3): TransformNode;
  82640. private static _lookAtVectorCache;
  82641. /**
  82642. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  82643. * @param targetPoint the position (must be in same space as current mesh) to look at
  82644. * @param yawCor optional yaw (y-axis) correction in radians
  82645. * @param pitchCor optional pitch (x-axis) correction in radians
  82646. * @param rollCor optional roll (z-axis) correction in radians
  82647. * @param space the choosen space of the target
  82648. * @returns the TransformNode.
  82649. */
  82650. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  82651. /**
  82652. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  82653. * This Vector3 is expressed in the World space.
  82654. * @param localAxis axis to rotate
  82655. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  82656. */
  82657. getDirection(localAxis: Vector3): Vector3;
  82658. /**
  82659. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  82660. * localAxis is expressed in the mesh local space.
  82661. * result is computed in the Wordl space from the mesh World matrix.
  82662. * @param localAxis axis to rotate
  82663. * @param result the resulting transformnode
  82664. * @returns this TransformNode.
  82665. */
  82666. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  82667. /**
  82668. * Sets this transform node rotation to the given local axis.
  82669. * @param localAxis the axis in local space
  82670. * @param yawCor optional yaw (y-axis) correction in radians
  82671. * @param pitchCor optional pitch (x-axis) correction in radians
  82672. * @param rollCor optional roll (z-axis) correction in radians
  82673. * @returns this TransformNode
  82674. */
  82675. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  82676. /**
  82677. * Sets a new pivot point to the current node
  82678. * @param point defines the new pivot point to use
  82679. * @param space defines if the point is in world or local space (local by default)
  82680. * @returns the current TransformNode
  82681. */
  82682. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  82683. /**
  82684. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  82685. * @returns the pivot point
  82686. */
  82687. getPivotPoint(): Vector3;
  82688. /**
  82689. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  82690. * @param result the vector3 to store the result
  82691. * @returns this TransformNode.
  82692. */
  82693. getPivotPointToRef(result: Vector3): TransformNode;
  82694. /**
  82695. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  82696. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  82697. */
  82698. getAbsolutePivotPoint(): Vector3;
  82699. /**
  82700. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  82701. * @param result vector3 to store the result
  82702. * @returns this TransformNode.
  82703. */
  82704. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  82705. /**
  82706. * Defines the passed node as the parent of the current node.
  82707. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  82708. * @see https://doc.babylonjs.com/how_to/parenting
  82709. * @param node the node ot set as the parent
  82710. * @returns this TransformNode.
  82711. */
  82712. setParent(node: Nullable<Node>): TransformNode;
  82713. private _nonUniformScaling;
  82714. /**
  82715. * True if the scaling property of this object is non uniform eg. (1,2,1)
  82716. */
  82717. readonly nonUniformScaling: boolean;
  82718. /** @hidden */
  82719. _updateNonUniformScalingState(value: boolean): boolean;
  82720. /**
  82721. * Attach the current TransformNode to another TransformNode associated with a bone
  82722. * @param bone Bone affecting the TransformNode
  82723. * @param affectedTransformNode TransformNode associated with the bone
  82724. * @returns this object
  82725. */
  82726. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  82727. /**
  82728. * Detach the transform node if its associated with a bone
  82729. * @returns this object
  82730. */
  82731. detachFromBone(): TransformNode;
  82732. private static _rotationAxisCache;
  82733. /**
  82734. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  82735. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  82736. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  82737. * The passed axis is also normalized.
  82738. * @param axis the axis to rotate around
  82739. * @param amount the amount to rotate in radians
  82740. * @param space Space to rotate in (Default: local)
  82741. * @returns the TransformNode.
  82742. */
  82743. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  82744. /**
  82745. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  82746. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  82747. * The passed axis is also normalized. .
  82748. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  82749. * @param point the point to rotate around
  82750. * @param axis the axis to rotate around
  82751. * @param amount the amount to rotate in radians
  82752. * @returns the TransformNode
  82753. */
  82754. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  82755. /**
  82756. * Translates the mesh along the axis vector for the passed distance in the given space.
  82757. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  82758. * @param axis the axis to translate in
  82759. * @param distance the distance to translate
  82760. * @param space Space to rotate in (Default: local)
  82761. * @returns the TransformNode.
  82762. */
  82763. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  82764. /**
  82765. * Adds a rotation step to the mesh current rotation.
  82766. * x, y, z are Euler angles expressed in radians.
  82767. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  82768. * This means this rotation is made in the mesh local space only.
  82769. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  82770. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  82771. * ```javascript
  82772. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  82773. * ```
  82774. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  82775. * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.
  82776. * @param x Rotation to add
  82777. * @param y Rotation to add
  82778. * @param z Rotation to add
  82779. * @returns the TransformNode.
  82780. */
  82781. addRotation(x: number, y: number, z: number): TransformNode;
  82782. /**
  82783. * @hidden
  82784. */
  82785. protected _getEffectiveParent(): Nullable<Node>;
  82786. /**
  82787. * Computes the world matrix of the node
  82788. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  82789. * @returns the world matrix
  82790. */
  82791. computeWorldMatrix(force?: boolean): Matrix;
  82792. protected _afterComputeWorldMatrix(): void;
  82793. /**
  82794. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  82795. * @param func callback function to add
  82796. *
  82797. * @returns the TransformNode.
  82798. */
  82799. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  82800. /**
  82801. * Removes a registered callback function.
  82802. * @param func callback function to remove
  82803. * @returns the TransformNode.
  82804. */
  82805. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  82806. /**
  82807. * Gets the position of the current mesh in camera space
  82808. * @param camera defines the camera to use
  82809. * @returns a position
  82810. */
  82811. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  82812. /**
  82813. * Returns the distance from the mesh to the active camera
  82814. * @param camera defines the camera to use
  82815. * @returns the distance
  82816. */
  82817. getDistanceToCamera(camera?: Nullable<Camera>): number;
  82818. /**
  82819. * Clone the current transform node
  82820. * @param name Name of the new clone
  82821. * @param newParent New parent for the clone
  82822. * @param doNotCloneChildren Do not clone children hierarchy
  82823. * @returns the new transform node
  82824. */
  82825. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  82826. /**
  82827. * Serializes the objects information.
  82828. * @param currentSerializationObject defines the object to serialize in
  82829. * @returns the serialized object
  82830. */
  82831. serialize(currentSerializationObject?: any): any;
  82832. /**
  82833. * Returns a new TransformNode object parsed from the source provided.
  82834. * @param parsedTransformNode is the source.
  82835. * @param scene the scne the object belongs to
  82836. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  82837. * @returns a new TransformNode object parsed from the source provided.
  82838. */
  82839. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  82840. /**
  82841. * Get all child-transformNodes of this node
  82842. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  82843. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  82844. * @returns an array of TransformNode
  82845. */
  82846. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  82847. /**
  82848. * Releases resources associated with this transform node.
  82849. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  82850. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  82851. */
  82852. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  82853. /**
  82854. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  82855. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  82856. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  82857. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  82858. * @returns the current mesh
  82859. */
  82860. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  82861. private _syncAbsoluteScalingAndRotation;
  82862. }
  82863. }
  82864. declare module BABYLON {
  82865. /**
  82866. * Defines the types of pose enabled controllers that are supported
  82867. */
  82868. export enum PoseEnabledControllerType {
  82869. /**
  82870. * HTC Vive
  82871. */
  82872. VIVE = 0,
  82873. /**
  82874. * Oculus Rift
  82875. */
  82876. OCULUS = 1,
  82877. /**
  82878. * Windows mixed reality
  82879. */
  82880. WINDOWS = 2,
  82881. /**
  82882. * Samsung gear VR
  82883. */
  82884. GEAR_VR = 3,
  82885. /**
  82886. * Google Daydream
  82887. */
  82888. DAYDREAM = 4,
  82889. /**
  82890. * Generic
  82891. */
  82892. GENERIC = 5
  82893. }
  82894. /**
  82895. * Defines the MutableGamepadButton interface for the state of a gamepad button
  82896. */
  82897. export interface MutableGamepadButton {
  82898. /**
  82899. * Value of the button/trigger
  82900. */
  82901. value: number;
  82902. /**
  82903. * If the button/trigger is currently touched
  82904. */
  82905. touched: boolean;
  82906. /**
  82907. * If the button/trigger is currently pressed
  82908. */
  82909. pressed: boolean;
  82910. }
  82911. /**
  82912. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  82913. * @hidden
  82914. */
  82915. export interface ExtendedGamepadButton extends GamepadButton {
  82916. /**
  82917. * If the button/trigger is currently pressed
  82918. */
  82919. readonly pressed: boolean;
  82920. /**
  82921. * If the button/trigger is currently touched
  82922. */
  82923. readonly touched: boolean;
  82924. /**
  82925. * Value of the button/trigger
  82926. */
  82927. readonly value: number;
  82928. }
  82929. /** @hidden */
  82930. export interface _GamePadFactory {
  82931. /**
  82932. * Returns wether or not the current gamepad can be created for this type of controller.
  82933. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  82934. * @returns true if it can be created, otherwise false
  82935. */
  82936. canCreate(gamepadInfo: any): boolean;
  82937. /**
  82938. * Creates a new instance of the Gamepad.
  82939. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  82940. * @returns the new gamepad instance
  82941. */
  82942. create(gamepadInfo: any): Gamepad;
  82943. }
  82944. /**
  82945. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82946. */
  82947. export class PoseEnabledControllerHelper {
  82948. /** @hidden */
  82949. static _ControllerFactories: _GamePadFactory[];
  82950. /** @hidden */
  82951. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  82952. /**
  82953. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82954. * @param vrGamepad the gamepad to initialized
  82955. * @returns a vr controller of the type the gamepad identified as
  82956. */
  82957. static InitiateController(vrGamepad: any): Gamepad;
  82958. }
  82959. /**
  82960. * Defines the PoseEnabledController object that contains state of a vr capable controller
  82961. */
  82962. export class PoseEnabledController extends Gamepad implements PoseControlled {
  82963. /**
  82964. * If the controller is used in a webXR session
  82965. */
  82966. isXR: boolean;
  82967. private _deviceRoomPosition;
  82968. private _deviceRoomRotationQuaternion;
  82969. /**
  82970. * The device position in babylon space
  82971. */
  82972. devicePosition: Vector3;
  82973. /**
  82974. * The device rotation in babylon space
  82975. */
  82976. deviceRotationQuaternion: Quaternion;
  82977. /**
  82978. * The scale factor of the device in babylon space
  82979. */
  82980. deviceScaleFactor: number;
  82981. /**
  82982. * (Likely devicePosition should be used instead) The device position in its room space
  82983. */
  82984. position: Vector3;
  82985. /**
  82986. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  82987. */
  82988. rotationQuaternion: Quaternion;
  82989. /**
  82990. * The type of controller (Eg. Windows mixed reality)
  82991. */
  82992. controllerType: PoseEnabledControllerType;
  82993. protected _calculatedPosition: Vector3;
  82994. private _calculatedRotation;
  82995. /**
  82996. * The raw pose from the device
  82997. */
  82998. rawPose: DevicePose;
  82999. private _trackPosition;
  83000. private _maxRotationDistFromHeadset;
  83001. private _draggedRoomRotation;
  83002. /**
  83003. * @hidden
  83004. */
  83005. _disableTrackPosition(fixedPosition: Vector3): void;
  83006. /**
  83007. * Internal, the mesh attached to the controller
  83008. * @hidden
  83009. */
  83010. _mesh: Nullable<AbstractMesh>;
  83011. private _poseControlledCamera;
  83012. private _leftHandSystemQuaternion;
  83013. /**
  83014. * Internal, matrix used to convert room space to babylon space
  83015. * @hidden
  83016. */
  83017. _deviceToWorld: Matrix;
  83018. /**
  83019. * Node to be used when casting a ray from the controller
  83020. * @hidden
  83021. */
  83022. _pointingPoseNode: Nullable<TransformNode>;
  83023. /**
  83024. * Name of the child mesh that can be used to cast a ray from the controller
  83025. */
  83026. static readonly POINTING_POSE: string;
  83027. /**
  83028. * Creates a new PoseEnabledController from a gamepad
  83029. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  83030. */
  83031. constructor(browserGamepad: any);
  83032. private _workingMatrix;
  83033. /**
  83034. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  83035. */
  83036. update(): void;
  83037. /**
  83038. * Updates only the pose device and mesh without doing any button event checking
  83039. */
  83040. protected _updatePoseAndMesh(): void;
  83041. /**
  83042. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  83043. * @param poseData raw pose fromthe device
  83044. */
  83045. updateFromDevice(poseData: DevicePose): void;
  83046. /**
  83047. * @hidden
  83048. */
  83049. _meshAttachedObservable: Observable<AbstractMesh>;
  83050. /**
  83051. * Attaches a mesh to the controller
  83052. * @param mesh the mesh to be attached
  83053. */
  83054. attachToMesh(mesh: AbstractMesh): void;
  83055. /**
  83056. * Attaches the controllers mesh to a camera
  83057. * @param camera the camera the mesh should be attached to
  83058. */
  83059. attachToPoseControlledCamera(camera: TargetCamera): void;
  83060. /**
  83061. * Disposes of the controller
  83062. */
  83063. dispose(): void;
  83064. /**
  83065. * The mesh that is attached to the controller
  83066. */
  83067. readonly mesh: Nullable<AbstractMesh>;
  83068. /**
  83069. * Gets the ray of the controller in the direction the controller is pointing
  83070. * @param length the length the resulting ray should be
  83071. * @returns a ray in the direction the controller is pointing
  83072. */
  83073. getForwardRay(length?: number): Ray;
  83074. }
  83075. }
  83076. declare module BABYLON {
  83077. /**
  83078. * Defines the WebVRController object that represents controllers tracked in 3D space
  83079. */
  83080. export abstract class WebVRController extends PoseEnabledController {
  83081. /**
  83082. * Internal, the default controller model for the controller
  83083. */
  83084. protected _defaultModel: Nullable<AbstractMesh>;
  83085. /**
  83086. * Fired when the trigger state has changed
  83087. */
  83088. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  83089. /**
  83090. * Fired when the main button state has changed
  83091. */
  83092. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  83093. /**
  83094. * Fired when the secondary button state has changed
  83095. */
  83096. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  83097. /**
  83098. * Fired when the pad state has changed
  83099. */
  83100. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  83101. /**
  83102. * Fired when controllers stick values have changed
  83103. */
  83104. onPadValuesChangedObservable: Observable<StickValues>;
  83105. /**
  83106. * Array of button availible on the controller
  83107. */
  83108. protected _buttons: Array<MutableGamepadButton>;
  83109. private _onButtonStateChange;
  83110. /**
  83111. * Fired when a controller button's state has changed
  83112. * @param callback the callback containing the button that was modified
  83113. */
  83114. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  83115. /**
  83116. * X and Y axis corresponding to the controllers joystick
  83117. */
  83118. pad: StickValues;
  83119. /**
  83120. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  83121. */
  83122. hand: string;
  83123. /**
  83124. * The default controller model for the controller
  83125. */
  83126. readonly defaultModel: Nullable<AbstractMesh>;
  83127. /**
  83128. * Creates a new WebVRController from a gamepad
  83129. * @param vrGamepad the gamepad that the WebVRController should be created from
  83130. */
  83131. constructor(vrGamepad: any);
  83132. /**
  83133. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  83134. */
  83135. update(): void;
  83136. /**
  83137. * Function to be called when a button is modified
  83138. */
  83139. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  83140. /**
  83141. * Loads a mesh and attaches it to the controller
  83142. * @param scene the scene the mesh should be added to
  83143. * @param meshLoaded callback for when the mesh has been loaded
  83144. */
  83145. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  83146. private _setButtonValue;
  83147. private _changes;
  83148. private _checkChanges;
  83149. /**
  83150. * Disposes of th webVRCOntroller
  83151. */
  83152. dispose(): void;
  83153. }
  83154. }
  83155. declare module BABYLON {
  83156. /**
  83157. * The HemisphericLight simulates the ambient environment light,
  83158. * so the passed direction is the light reflection direction, not the incoming direction.
  83159. */
  83160. export class HemisphericLight extends Light {
  83161. /**
  83162. * The groundColor is the light in the opposite direction to the one specified during creation.
  83163. * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
  83164. */
  83165. groundColor: Color3;
  83166. /**
  83167. * The light reflection direction, not the incoming direction.
  83168. */
  83169. direction: Vector3;
  83170. /**
  83171. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  83172. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  83173. * The HemisphericLight can't cast shadows.
  83174. * Documentation : https://doc.babylonjs.com/babylon101/lights
  83175. * @param name The friendly name of the light
  83176. * @param direction The direction of the light reflection
  83177. * @param scene The scene the light belongs to
  83178. */
  83179. constructor(name: string, direction: Vector3, scene: Scene);
  83180. protected _buildUniformLayout(): void;
  83181. /**
  83182. * Returns the string "HemisphericLight".
  83183. * @return The class name
  83184. */
  83185. getClassName(): string;
  83186. /**
  83187. * Sets the HemisphericLight direction towards the passed target (Vector3).
  83188. * Returns the updated direction.
  83189. * @param target The target the direction should point to
  83190. * @return The computed direction
  83191. */
  83192. setDirectionToTarget(target: Vector3): Vector3;
  83193. /**
  83194. * Returns the shadow generator associated to the light.
  83195. * @returns Always null for hemispheric lights because it does not support shadows.
  83196. */
  83197. getShadowGenerator(): Nullable<IShadowGenerator>;
  83198. /**
  83199. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  83200. * @param effect The effect to update
  83201. * @param lightIndex The index of the light in the effect to update
  83202. * @returns The hemispheric light
  83203. */
  83204. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  83205. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  83206. /**
  83207. * Computes the world matrix of the node
  83208. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  83209. * @param useWasUpdatedFlag defines a reserved property
  83210. * @returns the world matrix
  83211. */
  83212. computeWorldMatrix(): Matrix;
  83213. /**
  83214. * Returns the integer 3.
  83215. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  83216. */
  83217. getTypeID(): number;
  83218. /**
  83219. * Prepares the list of defines specific to the light type.
  83220. * @param defines the list of defines
  83221. * @param lightIndex defines the index of the light for the effect
  83222. */
  83223. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  83224. }
  83225. }
  83226. declare module BABYLON {
  83227. /** @hidden */
  83228. export var vrMultiviewToSingleviewPixelShader: {
  83229. name: string;
  83230. shader: string;
  83231. };
  83232. }
  83233. declare module BABYLON {
  83234. /**
  83235. * Renders to multiple views with a single draw call
  83236. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  83237. */
  83238. export class MultiviewRenderTarget extends RenderTargetTexture {
  83239. /**
  83240. * Creates a multiview render target
  83241. * @param scene scene used with the render target
  83242. * @param size the size of the render target (used for each view)
  83243. */
  83244. constructor(scene: Scene, size?: number | {
  83245. width: number;
  83246. height: number;
  83247. } | {
  83248. ratio: number;
  83249. });
  83250. /**
  83251. * @hidden
  83252. * @param faceIndex the face index, if its a cube texture
  83253. */
  83254. _bindFrameBuffer(faceIndex?: number): void;
  83255. /**
  83256. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  83257. * @returns the view count
  83258. */
  83259. getViewCount(): number;
  83260. }
  83261. }
  83262. declare module BABYLON {
  83263. /**
  83264. * Represents a camera frustum
  83265. */
  83266. export class Frustum {
  83267. /**
  83268. * Gets the planes representing the frustum
  83269. * @param transform matrix to be applied to the returned planes
  83270. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  83271. */
  83272. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  83273. /**
  83274. * Gets the near frustum plane transformed by the transform matrix
  83275. * @param transform transformation matrix to be applied to the resulting frustum plane
  83276. * @param frustumPlane the resuling frustum plane
  83277. */
  83278. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83279. /**
  83280. * Gets the far frustum plane transformed by the transform matrix
  83281. * @param transform transformation matrix to be applied to the resulting frustum plane
  83282. * @param frustumPlane the resuling frustum plane
  83283. */
  83284. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83285. /**
  83286. * Gets the left frustum plane transformed by the transform matrix
  83287. * @param transform transformation matrix to be applied to the resulting frustum plane
  83288. * @param frustumPlane the resuling frustum plane
  83289. */
  83290. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83291. /**
  83292. * Gets the right frustum plane transformed by the transform matrix
  83293. * @param transform transformation matrix to be applied to the resulting frustum plane
  83294. * @param frustumPlane the resuling frustum plane
  83295. */
  83296. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83297. /**
  83298. * Gets the top frustum plane transformed by the transform matrix
  83299. * @param transform transformation matrix to be applied to the resulting frustum plane
  83300. * @param frustumPlane the resuling frustum plane
  83301. */
  83302. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83303. /**
  83304. * Gets the bottom frustum plane transformed by the transform matrix
  83305. * @param transform transformation matrix to be applied to the resulting frustum plane
  83306. * @param frustumPlane the resuling frustum plane
  83307. */
  83308. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83309. /**
  83310. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  83311. * @param transform transformation matrix to be applied to the resulting frustum planes
  83312. * @param frustumPlanes the resuling frustum planes
  83313. */
  83314. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  83315. }
  83316. }
  83317. declare module BABYLON {
  83318. interface Engine {
  83319. /**
  83320. * Creates a new multiview render target
  83321. * @param width defines the width of the texture
  83322. * @param height defines the height of the texture
  83323. * @returns the created multiview texture
  83324. */
  83325. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  83326. /**
  83327. * Binds a multiview framebuffer to be drawn to
  83328. * @param multiviewTexture texture to bind
  83329. */
  83330. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  83331. }
  83332. interface Camera {
  83333. /**
  83334. * @hidden
  83335. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  83336. */
  83337. _useMultiviewToSingleView: boolean;
  83338. /**
  83339. * @hidden
  83340. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  83341. */
  83342. _multiviewTexture: Nullable<RenderTargetTexture>;
  83343. /**
  83344. * @hidden
  83345. * ensures the multiview texture of the camera exists and has the specified width/height
  83346. * @param width height to set on the multiview texture
  83347. * @param height width to set on the multiview texture
  83348. */
  83349. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  83350. }
  83351. interface Scene {
  83352. /** @hidden */
  83353. _transformMatrixR: Matrix;
  83354. /** @hidden */
  83355. _multiviewSceneUbo: Nullable<UniformBuffer>;
  83356. /** @hidden */
  83357. _createMultiviewUbo(): void;
  83358. /** @hidden */
  83359. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  83360. /** @hidden */
  83361. _renderMultiviewToSingleView(camera: Camera): void;
  83362. }
  83363. }
  83364. declare module BABYLON {
  83365. /**
  83366. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  83367. * This will not be used for webXR as it supports displaying texture arrays directly
  83368. */
  83369. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  83370. /**
  83371. * Initializes a VRMultiviewToSingleview
  83372. * @param name name of the post process
  83373. * @param camera camera to be applied to
  83374. * @param scaleFactor scaling factor to the size of the output texture
  83375. */
  83376. constructor(name: string, camera: Camera, scaleFactor: number);
  83377. }
  83378. }
  83379. declare module BABYLON {
  83380. /**
  83381. * Interface used to define additional presentation attributes
  83382. */
  83383. export interface IVRPresentationAttributes {
  83384. /**
  83385. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  83386. */
  83387. highRefreshRate: boolean;
  83388. /**
  83389. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  83390. */
  83391. foveationLevel: number;
  83392. }
  83393. interface Engine {
  83394. /** @hidden */
  83395. _vrDisplay: any;
  83396. /** @hidden */
  83397. _vrSupported: boolean;
  83398. /** @hidden */
  83399. _oldSize: Size;
  83400. /** @hidden */
  83401. _oldHardwareScaleFactor: number;
  83402. /** @hidden */
  83403. _vrExclusivePointerMode: boolean;
  83404. /** @hidden */
  83405. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  83406. /** @hidden */
  83407. _onVRDisplayPointerRestricted: () => void;
  83408. /** @hidden */
  83409. _onVRDisplayPointerUnrestricted: () => void;
  83410. /** @hidden */
  83411. _onVrDisplayConnect: Nullable<(display: any) => void>;
  83412. /** @hidden */
  83413. _onVrDisplayDisconnect: Nullable<() => void>;
  83414. /** @hidden */
  83415. _onVrDisplayPresentChange: Nullable<() => void>;
  83416. /**
  83417. * Observable signaled when VR display mode changes
  83418. */
  83419. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  83420. /**
  83421. * Observable signaled when VR request present is complete
  83422. */
  83423. onVRRequestPresentComplete: Observable<boolean>;
  83424. /**
  83425. * Observable signaled when VR request present starts
  83426. */
  83427. onVRRequestPresentStart: Observable<Engine>;
  83428. /**
  83429. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  83430. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  83431. */
  83432. isInVRExclusivePointerMode: boolean;
  83433. /**
  83434. * Gets a boolean indicating if a webVR device was detected
  83435. * @returns true if a webVR device was detected
  83436. */
  83437. isVRDevicePresent(): boolean;
  83438. /**
  83439. * Gets the current webVR device
  83440. * @returns the current webVR device (or null)
  83441. */
  83442. getVRDevice(): any;
  83443. /**
  83444. * Initializes a webVR display and starts listening to display change events
  83445. * The onVRDisplayChangedObservable will be notified upon these changes
  83446. * @returns A promise containing a VRDisplay and if vr is supported
  83447. */
  83448. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  83449. /** @hidden */
  83450. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  83451. /**
  83452. * Gets or sets the presentation attributes used to configure VR rendering
  83453. */
  83454. vrPresentationAttributes?: IVRPresentationAttributes;
  83455. /**
  83456. * Call this function to switch to webVR mode
  83457. * Will do nothing if webVR is not supported or if there is no webVR device
  83458. * @param options the webvr options provided to the camera. mainly used for multiview
  83459. * @see http://doc.babylonjs.com/how_to/webvr_camera
  83460. */
  83461. enableVR(options: WebVROptions): void;
  83462. /** @hidden */
  83463. _onVRFullScreenTriggered(): void;
  83464. }
  83465. }
  83466. declare module BABYLON {
  83467. /**
  83468. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  83469. * IMPORTANT!! The data is right-hand data.
  83470. * @export
  83471. * @interface DevicePose
  83472. */
  83473. export interface DevicePose {
  83474. /**
  83475. * The position of the device, values in array are [x,y,z].
  83476. */
  83477. readonly position: Nullable<Float32Array>;
  83478. /**
  83479. * The linearVelocity of the device, values in array are [x,y,z].
  83480. */
  83481. readonly linearVelocity: Nullable<Float32Array>;
  83482. /**
  83483. * The linearAcceleration of the device, values in array are [x,y,z].
  83484. */
  83485. readonly linearAcceleration: Nullable<Float32Array>;
  83486. /**
  83487. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  83488. */
  83489. readonly orientation: Nullable<Float32Array>;
  83490. /**
  83491. * The angularVelocity of the device, values in array are [x,y,z].
  83492. */
  83493. readonly angularVelocity: Nullable<Float32Array>;
  83494. /**
  83495. * The angularAcceleration of the device, values in array are [x,y,z].
  83496. */
  83497. readonly angularAcceleration: Nullable<Float32Array>;
  83498. }
  83499. /**
  83500. * Interface representing a pose controlled object in Babylon.
  83501. * A pose controlled object has both regular pose values as well as pose values
  83502. * from an external device such as a VR head mounted display
  83503. */
  83504. export interface PoseControlled {
  83505. /**
  83506. * The position of the object in babylon space.
  83507. */
  83508. position: Vector3;
  83509. /**
  83510. * The rotation quaternion of the object in babylon space.
  83511. */
  83512. rotationQuaternion: Quaternion;
  83513. /**
  83514. * The position of the device in babylon space.
  83515. */
  83516. devicePosition?: Vector3;
  83517. /**
  83518. * The rotation quaternion of the device in babylon space.
  83519. */
  83520. deviceRotationQuaternion: Quaternion;
  83521. /**
  83522. * The raw pose coming from the device.
  83523. */
  83524. rawPose: Nullable<DevicePose>;
  83525. /**
  83526. * The scale of the device to be used when translating from device space to babylon space.
  83527. */
  83528. deviceScaleFactor: number;
  83529. /**
  83530. * Updates the poseControlled values based on the input device pose.
  83531. * @param poseData the pose data to update the object with
  83532. */
  83533. updateFromDevice(poseData: DevicePose): void;
  83534. }
  83535. /**
  83536. * Set of options to customize the webVRCamera
  83537. */
  83538. export interface WebVROptions {
  83539. /**
  83540. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  83541. */
  83542. trackPosition?: boolean;
  83543. /**
  83544. * Sets the scale of the vrDevice in babylon space. (default: 1)
  83545. */
  83546. positionScale?: number;
  83547. /**
  83548. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  83549. */
  83550. displayName?: string;
  83551. /**
  83552. * Should the native controller meshes be initialized. (default: true)
  83553. */
  83554. controllerMeshes?: boolean;
  83555. /**
  83556. * Creating a default HemiLight only on controllers. (default: true)
  83557. */
  83558. defaultLightingOnControllers?: boolean;
  83559. /**
  83560. * If you don't want to use the default VR button of the helper. (default: false)
  83561. */
  83562. useCustomVRButton?: boolean;
  83563. /**
  83564. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  83565. */
  83566. customVRButton?: HTMLButtonElement;
  83567. /**
  83568. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  83569. */
  83570. rayLength?: number;
  83571. /**
  83572. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  83573. */
  83574. defaultHeight?: number;
  83575. /**
  83576. * If multiview should be used if availible (default: false)
  83577. */
  83578. useMultiview?: boolean;
  83579. }
  83580. /**
  83581. * This represents a WebVR camera.
  83582. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  83583. * @example http://doc.babylonjs.com/how_to/webvr_camera
  83584. */
  83585. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  83586. private webVROptions;
  83587. /**
  83588. * @hidden
  83589. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  83590. */
  83591. _vrDevice: any;
  83592. /**
  83593. * The rawPose of the vrDevice.
  83594. */
  83595. rawPose: Nullable<DevicePose>;
  83596. private _onVREnabled;
  83597. private _specsVersion;
  83598. private _attached;
  83599. private _frameData;
  83600. protected _descendants: Array<Node>;
  83601. private _deviceRoomPosition;
  83602. /** @hidden */
  83603. _deviceRoomRotationQuaternion: Quaternion;
  83604. private _standingMatrix;
  83605. /**
  83606. * Represents device position in babylon space.
  83607. */
  83608. devicePosition: Vector3;
  83609. /**
  83610. * Represents device rotation in babylon space.
  83611. */
  83612. deviceRotationQuaternion: Quaternion;
  83613. /**
  83614. * The scale of the device to be used when translating from device space to babylon space.
  83615. */
  83616. deviceScaleFactor: number;
  83617. private _deviceToWorld;
  83618. private _worldToDevice;
  83619. /**
  83620. * References to the webVR controllers for the vrDevice.
  83621. */
  83622. controllers: Array<WebVRController>;
  83623. /**
  83624. * Emits an event when a controller is attached.
  83625. */
  83626. onControllersAttachedObservable: Observable<WebVRController[]>;
  83627. /**
  83628. * Emits an event when a controller's mesh has been loaded;
  83629. */
  83630. onControllerMeshLoadedObservable: Observable<WebVRController>;
  83631. /**
  83632. * Emits an event when the HMD's pose has been updated.
  83633. */
  83634. onPoseUpdatedFromDeviceObservable: Observable<any>;
  83635. private _poseSet;
  83636. /**
  83637. * If the rig cameras be used as parent instead of this camera.
  83638. */
  83639. rigParenting: boolean;
  83640. private _lightOnControllers;
  83641. private _defaultHeight?;
  83642. /**
  83643. * Instantiates a WebVRFreeCamera.
  83644. * @param name The name of the WebVRFreeCamera
  83645. * @param position The starting anchor position for the camera
  83646. * @param scene The scene the camera belongs to
  83647. * @param webVROptions a set of customizable options for the webVRCamera
  83648. */
  83649. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  83650. /**
  83651. * Gets the device distance from the ground in meters.
  83652. * @returns the distance in meters from the vrDevice to ground in device space. If standing matrix is not supported for the vrDevice 0 is returned.
  83653. */
  83654. deviceDistanceToRoomGround(): number;
  83655. /**
  83656. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  83657. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  83658. */
  83659. useStandingMatrix(callback?: (bool: boolean) => void): void;
  83660. /**
  83661. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  83662. * @returns A promise with a boolean set to if the standing matrix is supported.
  83663. */
  83664. useStandingMatrixAsync(): Promise<boolean>;
  83665. /**
  83666. * Disposes the camera
  83667. */
  83668. dispose(): void;
  83669. /**
  83670. * Gets a vrController by name.
  83671. * @param name The name of the controller to retreive
  83672. * @returns the controller matching the name specified or null if not found
  83673. */
  83674. getControllerByName(name: string): Nullable<WebVRController>;
  83675. private _leftController;
  83676. /**
  83677. * The controller corresponding to the users left hand.
  83678. */
  83679. readonly leftController: Nullable<WebVRController>;
  83680. private _rightController;
  83681. /**
  83682. * The controller corresponding to the users right hand.
  83683. */
  83684. readonly rightController: Nullable<WebVRController>;
  83685. /**
  83686. * Casts a ray forward from the vrCamera's gaze.
  83687. * @param length Length of the ray (default: 100)
  83688. * @returns the ray corresponding to the gaze
  83689. */
  83690. getForwardRay(length?: number): Ray;
  83691. /**
  83692. * @hidden
  83693. * Updates the camera based on device's frame data
  83694. */
  83695. _checkInputs(): void;
  83696. /**
  83697. * Updates the poseControlled values based on the input device pose.
  83698. * @param poseData Pose coming from the device
  83699. */
  83700. updateFromDevice(poseData: DevicePose): void;
  83701. private _htmlElementAttached;
  83702. private _detachIfAttached;
  83703. /**
  83704. * WebVR's attach control will start broadcasting frames to the device.
  83705. * Note that in certain browsers (chrome for example) this function must be called
  83706. * within a user-interaction callback. Example:
  83707. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  83708. *
  83709. * @param element html element to attach the vrDevice to
  83710. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  83711. */
  83712. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  83713. /**
  83714. * Detaches the camera from the html element and disables VR
  83715. *
  83716. * @param element html element to detach from
  83717. */
  83718. detachControl(element: HTMLElement): void;
  83719. /**
  83720. * @returns the name of this class
  83721. */
  83722. getClassName(): string;
  83723. /**
  83724. * Calls resetPose on the vrDisplay
  83725. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  83726. */
  83727. resetToCurrentRotation(): void;
  83728. /**
  83729. * @hidden
  83730. * Updates the rig cameras (left and right eye)
  83731. */
  83732. _updateRigCameras(): void;
  83733. private _workingVector;
  83734. private _oneVector;
  83735. private _workingMatrix;
  83736. private updateCacheCalled;
  83737. private _correctPositionIfNotTrackPosition;
  83738. /**
  83739. * @hidden
  83740. * Updates the cached values of the camera
  83741. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  83742. */
  83743. _updateCache(ignoreParentClass?: boolean): void;
  83744. /**
  83745. * @hidden
  83746. * Get current device position in babylon world
  83747. */
  83748. _computeDevicePosition(): void;
  83749. /**
  83750. * Updates the current device position and rotation in the babylon world
  83751. */
  83752. update(): void;
  83753. /**
  83754. * @hidden
  83755. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  83756. * @returns an identity matrix
  83757. */
  83758. _getViewMatrix(): Matrix;
  83759. private _tmpMatrix;
  83760. /**
  83761. * This function is called by the two RIG cameras.
  83762. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  83763. * @hidden
  83764. */
  83765. _getWebVRViewMatrix(): Matrix;
  83766. /** @hidden */
  83767. _getWebVRProjectionMatrix(): Matrix;
  83768. private _onGamepadConnectedObserver;
  83769. private _onGamepadDisconnectedObserver;
  83770. private _updateCacheWhenTrackingDisabledObserver;
  83771. /**
  83772. * Initializes the controllers and their meshes
  83773. */
  83774. initControllers(): void;
  83775. }
  83776. }
  83777. declare module BABYLON {
  83778. /**
  83779. * Size options for a post process
  83780. */
  83781. export type PostProcessOptions = {
  83782. width: number;
  83783. height: number;
  83784. };
  83785. /**
  83786. * PostProcess can be used to apply a shader to a texture after it has been rendered
  83787. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  83788. */
  83789. export class PostProcess {
  83790. /** Name of the PostProcess. */
  83791. name: string;
  83792. /**
  83793. * Gets or sets the unique id of the post process
  83794. */
  83795. uniqueId: number;
  83796. /**
  83797. * Width of the texture to apply the post process on
  83798. */
  83799. width: number;
  83800. /**
  83801. * Height of the texture to apply the post process on
  83802. */
  83803. height: number;
  83804. /**
  83805. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  83806. * @hidden
  83807. */
  83808. _outputTexture: Nullable<InternalTexture>;
  83809. /**
  83810. * Sampling mode used by the shader
  83811. * See https://doc.babylonjs.com/classes/3.1/texture
  83812. */
  83813. renderTargetSamplingMode: number;
  83814. /**
  83815. * Clear color to use when screen clearing
  83816. */
  83817. clearColor: Color4;
  83818. /**
  83819. * If the buffer needs to be cleared before applying the post process. (default: true)
  83820. * Should be set to false if shader will overwrite all previous pixels.
  83821. */
  83822. autoClear: boolean;
  83823. /**
  83824. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  83825. */
  83826. alphaMode: number;
  83827. /**
  83828. * Sets the setAlphaBlendConstants of the babylon engine
  83829. */
  83830. alphaConstants: Color4;
  83831. /**
  83832. * Animations to be used for the post processing
  83833. */
  83834. animations: Animation[];
  83835. /**
  83836. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  83837. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  83838. */
  83839. enablePixelPerfectMode: boolean;
  83840. /**
  83841. * Force the postprocess to be applied without taking in account viewport
  83842. */
  83843. forceFullscreenViewport: boolean;
  83844. /**
  83845. * List of inspectable custom properties (used by the Inspector)
  83846. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  83847. */
  83848. inspectableCustomProperties: IInspectable[];
  83849. /**
  83850. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  83851. *
  83852. * | Value | Type | Description |
  83853. * | ----- | ----------------------------------- | ----------- |
  83854. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  83855. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  83856. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  83857. *
  83858. */
  83859. scaleMode: number;
  83860. /**
  83861. * Force textures to be a power of two (default: false)
  83862. */
  83863. alwaysForcePOT: boolean;
  83864. private _samples;
  83865. /**
  83866. * Number of sample textures (default: 1)
  83867. */
  83868. samples: number;
  83869. /**
  83870. * Modify the scale of the post process to be the same as the viewport (default: false)
  83871. */
  83872. adaptScaleToCurrentViewport: boolean;
  83873. private _camera;
  83874. private _scene;
  83875. private _engine;
  83876. private _options;
  83877. private _reusable;
  83878. private _textureType;
  83879. /**
  83880. * Smart array of input and output textures for the post process.
  83881. * @hidden
  83882. */
  83883. _textures: SmartArray<InternalTexture>;
  83884. /**
  83885. * The index in _textures that corresponds to the output texture.
  83886. * @hidden
  83887. */
  83888. _currentRenderTextureInd: number;
  83889. private _effect;
  83890. private _samplers;
  83891. private _fragmentUrl;
  83892. private _vertexUrl;
  83893. private _parameters;
  83894. private _scaleRatio;
  83895. protected _indexParameters: any;
  83896. private _shareOutputWithPostProcess;
  83897. private _texelSize;
  83898. private _forcedOutputTexture;
  83899. /**
  83900. * Returns the fragment url or shader name used in the post process.
  83901. * @returns the fragment url or name in the shader store.
  83902. */
  83903. getEffectName(): string;
  83904. /**
  83905. * An event triggered when the postprocess is activated.
  83906. */
  83907. onActivateObservable: Observable<Camera>;
  83908. private _onActivateObserver;
  83909. /**
  83910. * A function that is added to the onActivateObservable
  83911. */
  83912. onActivate: Nullable<(camera: Camera) => void>;
  83913. /**
  83914. * An event triggered when the postprocess changes its size.
  83915. */
  83916. onSizeChangedObservable: Observable<PostProcess>;
  83917. private _onSizeChangedObserver;
  83918. /**
  83919. * A function that is added to the onSizeChangedObservable
  83920. */
  83921. onSizeChanged: (postProcess: PostProcess) => void;
  83922. /**
  83923. * An event triggered when the postprocess applies its effect.
  83924. */
  83925. onApplyObservable: Observable<Effect>;
  83926. private _onApplyObserver;
  83927. /**
  83928. * A function that is added to the onApplyObservable
  83929. */
  83930. onApply: (effect: Effect) => void;
  83931. /**
  83932. * An event triggered before rendering the postprocess
  83933. */
  83934. onBeforeRenderObservable: Observable<Effect>;
  83935. private _onBeforeRenderObserver;
  83936. /**
  83937. * A function that is added to the onBeforeRenderObservable
  83938. */
  83939. onBeforeRender: (effect: Effect) => void;
  83940. /**
  83941. * An event triggered after rendering the postprocess
  83942. */
  83943. onAfterRenderObservable: Observable<Effect>;
  83944. private _onAfterRenderObserver;
  83945. /**
  83946. * A function that is added to the onAfterRenderObservable
  83947. */
  83948. onAfterRender: (efect: Effect) => void;
  83949. /**
  83950. * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will
  83951. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  83952. */
  83953. inputTexture: InternalTexture;
  83954. /**
  83955. * Gets the camera which post process is applied to.
  83956. * @returns The camera the post process is applied to.
  83957. */
  83958. getCamera(): Camera;
  83959. /**
  83960. * Gets the texel size of the postprocess.
  83961. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  83962. */
  83963. readonly texelSize: Vector2;
  83964. /**
  83965. * Creates a new instance PostProcess
  83966. * @param name The name of the PostProcess.
  83967. * @param fragmentUrl The url of the fragment shader to be used.
  83968. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  83969. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  83970. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  83971. * @param camera The camera to apply the render pass to.
  83972. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  83973. * @param engine The engine which the post process will be applied. (default: current engine)
  83974. * @param reusable If the post process can be reused on the same frame. (default: false)
  83975. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  83976. * @param textureType Type of textures used when performing the post process. (default: 0)
  83977. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  83978. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  83979. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  83980. */
  83981. constructor(
  83982. /** Name of the PostProcess. */
  83983. name: string, fragmentUrl: string, parameters: Nullable<string[]>, samplers: Nullable<string[]>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, defines?: Nullable<string>, textureType?: number, vertexUrl?: string, indexParameters?: any, blockCompilation?: boolean);
  83984. /**
  83985. * Gets a string idenfifying the name of the class
  83986. * @returns "PostProcess" string
  83987. */
  83988. getClassName(): string;
  83989. /**
  83990. * Gets the engine which this post process belongs to.
  83991. * @returns The engine the post process was enabled with.
  83992. */
  83993. getEngine(): Engine;
  83994. /**
  83995. * The effect that is created when initializing the post process.
  83996. * @returns The created effect corresponding the the postprocess.
  83997. */
  83998. getEffect(): Effect;
  83999. /**
  84000. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  84001. * @param postProcess The post process to share the output with.
  84002. * @returns This post process.
  84003. */
  84004. shareOutputWith(postProcess: PostProcess): PostProcess;
  84005. /**
  84006. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  84007. * This should be called if the post process that shares output with this post process is disabled/disposed.
  84008. */
  84009. useOwnOutput(): void;
  84010. /**
  84011. * Updates the effect with the current post process compile time values and recompiles the shader.
  84012. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  84013. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  84014. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  84015. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  84016. * @param onCompiled Called when the shader has been compiled.
  84017. * @param onError Called if there is an error when compiling a shader.
  84018. */
  84019. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  84020. /**
  84021. * The post process is reusable if it can be used multiple times within one frame.
  84022. * @returns If the post process is reusable
  84023. */
  84024. isReusable(): boolean;
  84025. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  84026. markTextureDirty(): void;
  84027. /**
  84028. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  84029. * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
  84030. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  84031. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  84032. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  84033. * @returns The target texture that was bound to be written to.
  84034. */
  84035. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  84036. /**
  84037. * If the post process is supported.
  84038. */
  84039. readonly isSupported: boolean;
  84040. /**
  84041. * The aspect ratio of the output texture.
  84042. */
  84043. readonly aspectRatio: number;
  84044. /**
  84045. * Get a value indicating if the post-process is ready to be used
  84046. * @returns true if the post-process is ready (shader is compiled)
  84047. */
  84048. isReady(): boolean;
  84049. /**
  84050. * Binds all textures and uniforms to the shader, this will be run on every pass.
  84051. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  84052. */
  84053. apply(): Nullable<Effect>;
  84054. private _disposeTextures;
  84055. /**
  84056. * Disposes the post process.
  84057. * @param camera The camera to dispose the post process on.
  84058. */
  84059. dispose(camera?: Camera): void;
  84060. }
  84061. }
  84062. declare module BABYLON {
  84063. /** @hidden */
  84064. export var kernelBlurVaryingDeclaration: {
  84065. name: string;
  84066. shader: string;
  84067. };
  84068. }
  84069. declare module BABYLON {
  84070. /** @hidden */
  84071. export var kernelBlurFragment: {
  84072. name: string;
  84073. shader: string;
  84074. };
  84075. }
  84076. declare module BABYLON {
  84077. /** @hidden */
  84078. export var kernelBlurFragment2: {
  84079. name: string;
  84080. shader: string;
  84081. };
  84082. }
  84083. declare module BABYLON {
  84084. /** @hidden */
  84085. export var kernelBlurPixelShader: {
  84086. name: string;
  84087. shader: string;
  84088. };
  84089. }
  84090. declare module BABYLON {
  84091. /** @hidden */
  84092. export var kernelBlurVertex: {
  84093. name: string;
  84094. shader: string;
  84095. };
  84096. }
  84097. declare module BABYLON {
  84098. /** @hidden */
  84099. export var kernelBlurVertexShader: {
  84100. name: string;
  84101. shader: string;
  84102. };
  84103. }
  84104. declare module BABYLON {
  84105. /**
  84106. * The Blur Post Process which blurs an image based on a kernel and direction.
  84107. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  84108. */
  84109. export class BlurPostProcess extends PostProcess {
  84110. /** The direction in which to blur the image. */
  84111. direction: Vector2;
  84112. private blockCompilation;
  84113. protected _kernel: number;
  84114. protected _idealKernel: number;
  84115. protected _packedFloat: boolean;
  84116. private _staticDefines;
  84117. /**
  84118. * Sets the length in pixels of the blur sample region
  84119. */
  84120. /**
  84121. * Gets the length in pixels of the blur sample region
  84122. */
  84123. kernel: number;
  84124. /**
  84125. * Sets wether or not the blur needs to unpack/repack floats
  84126. */
  84127. /**
  84128. * Gets wether or not the blur is unpacking/repacking floats
  84129. */
  84130. packedFloat: boolean;
  84131. /**
  84132. * Creates a new instance BlurPostProcess
  84133. * @param name The name of the effect.
  84134. * @param direction The direction in which to blur the image.
  84135. * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
  84136. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  84137. * @param camera The camera to apply the render pass to.
  84138. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  84139. * @param engine The engine which the post process will be applied. (default: current engine)
  84140. * @param reusable If the post process can be reused on the same frame. (default: false)
  84141. * @param textureType Type of textures used when performing the post process. (default: 0)
  84142. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  84143. */
  84144. constructor(name: string,
  84145. /** The direction in which to blur the image. */
  84146. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  84147. /**
  84148. * Updates the effect with the current post process compile time values and recompiles the shader.
  84149. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  84150. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  84151. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  84152. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  84153. * @param onCompiled Called when the shader has been compiled.
  84154. * @param onError Called if there is an error when compiling a shader.
  84155. */
  84156. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  84157. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  84158. /**
  84159. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  84160. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  84161. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  84162. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  84163. * The gaps between physical kernels are compensated for in the weighting of the samples
  84164. * @param idealKernel Ideal blur kernel.
  84165. * @return Nearest best kernel.
  84166. */
  84167. protected _nearestBestKernel(idealKernel: number): number;
  84168. /**
  84169. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  84170. * @param x The point on the Gaussian distribution to sample.
  84171. * @return the value of the Gaussian function at x.
  84172. */
  84173. protected _gaussianWeight(x: number): number;
  84174. /**
  84175. * Generates a string that can be used as a floating point number in GLSL.
  84176. * @param x Value to print.
  84177. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  84178. * @return GLSL float string.
  84179. */
  84180. protected _glslFloat(x: number, decimalFigures?: number): string;
  84181. }
  84182. }
  84183. declare module BABYLON {
  84184. /**
  84185. * Mirror texture can be used to simulate the view from a mirror in a scene.
  84186. * It will dynamically be rendered every frame to adapt to the camera point of view.
  84187. * You can then easily use it as a reflectionTexture on a flat surface.
  84188. * In case the surface is not a plane, please consider relying on reflection probes.
  84189. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  84190. */
  84191. export class MirrorTexture extends RenderTargetTexture {
  84192. private scene;
  84193. /**
  84194. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  84195. * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  84196. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  84197. */
  84198. mirrorPlane: Plane;
  84199. /**
  84200. * Define the blur ratio used to blur the reflection if needed.
  84201. */
  84202. blurRatio: number;
  84203. /**
  84204. * Define the adaptive blur kernel used to blur the reflection if needed.
  84205. * This will autocompute the closest best match for the `blurKernel`
  84206. */
  84207. adaptiveBlurKernel: number;
  84208. /**
  84209. * Define the blur kernel used to blur the reflection if needed.
  84210. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  84211. */
  84212. blurKernel: number;
  84213. /**
  84214. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  84215. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  84216. */
  84217. blurKernelX: number;
  84218. /**
  84219. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  84220. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  84221. */
  84222. blurKernelY: number;
  84223. private _autoComputeBlurKernel;
  84224. protected _onRatioRescale(): void;
  84225. private _updateGammaSpace;
  84226. private _imageProcessingConfigChangeObserver;
  84227. private _transformMatrix;
  84228. private _mirrorMatrix;
  84229. private _savedViewMatrix;
  84230. private _blurX;
  84231. private _blurY;
  84232. private _adaptiveBlurKernel;
  84233. private _blurKernelX;
  84234. private _blurKernelY;
  84235. private _blurRatio;
  84236. /**
  84237. * Instantiates a Mirror Texture.
  84238. * Mirror texture can be used to simulate the view from a mirror in a scene.
  84239. * It will dynamically be rendered every frame to adapt to the camera point of view.
  84240. * You can then easily use it as a reflectionTexture on a flat surface.
  84241. * In case the surface is not a plane, please consider relying on reflection probes.
  84242. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  84243. * @param name
  84244. * @param size
  84245. * @param scene
  84246. * @param generateMipMaps
  84247. * @param type
  84248. * @param samplingMode
  84249. * @param generateDepthBuffer
  84250. */
  84251. constructor(name: string, size: number | {
  84252. width: number;
  84253. height: number;
  84254. } | {
  84255. ratio: number;
  84256. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  84257. private _preparePostProcesses;
  84258. /**
  84259. * Clone the mirror texture.
  84260. * @returns the cloned texture
  84261. */
  84262. clone(): MirrorTexture;
  84263. /**
  84264. * Serialize the texture to a JSON representation you could use in Parse later on
  84265. * @returns the serialized JSON representation
  84266. */
  84267. serialize(): any;
  84268. /**
  84269. * Dispose the texture and release its associated resources.
  84270. */
  84271. dispose(): void;
  84272. }
  84273. }
  84274. declare module BABYLON {
  84275. /**
  84276. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  84277. * @see http://doc.babylonjs.com/babylon101/materials#texture
  84278. */
  84279. export class Texture extends BaseTexture {
  84280. /**
  84281. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  84282. */
  84283. static SerializeBuffers: boolean;
  84284. /** @hidden */
  84285. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  84286. /** @hidden */
  84287. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  84288. /** @hidden */
  84289. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  84290. /** nearest is mag = nearest and min = nearest and mip = linear */
  84291. static readonly NEAREST_SAMPLINGMODE: number;
  84292. /** nearest is mag = nearest and min = nearest and mip = linear */
  84293. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  84294. /** Bilinear is mag = linear and min = linear and mip = nearest */
  84295. static readonly BILINEAR_SAMPLINGMODE: number;
  84296. /** Bilinear is mag = linear and min = linear and mip = nearest */
  84297. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  84298. /** Trilinear is mag = linear and min = linear and mip = linear */
  84299. static readonly TRILINEAR_SAMPLINGMODE: number;
  84300. /** Trilinear is mag = linear and min = linear and mip = linear */
  84301. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  84302. /** mag = nearest and min = nearest and mip = nearest */
  84303. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  84304. /** mag = nearest and min = linear and mip = nearest */
  84305. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  84306. /** mag = nearest and min = linear and mip = linear */
  84307. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  84308. /** mag = nearest and min = linear and mip = none */
  84309. static readonly NEAREST_LINEAR: number;
  84310. /** mag = nearest and min = nearest and mip = none */
  84311. static readonly NEAREST_NEAREST: number;
  84312. /** mag = linear and min = nearest and mip = nearest */
  84313. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  84314. /** mag = linear and min = nearest and mip = linear */
  84315. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  84316. /** mag = linear and min = linear and mip = none */
  84317. static readonly LINEAR_LINEAR: number;
  84318. /** mag = linear and min = nearest and mip = none */
  84319. static readonly LINEAR_NEAREST: number;
  84320. /** Explicit coordinates mode */
  84321. static readonly EXPLICIT_MODE: number;
  84322. /** Spherical coordinates mode */
  84323. static readonly SPHERICAL_MODE: number;
  84324. /** Planar coordinates mode */
  84325. static readonly PLANAR_MODE: number;
  84326. /** Cubic coordinates mode */
  84327. static readonly CUBIC_MODE: number;
  84328. /** Projection coordinates mode */
  84329. static readonly PROJECTION_MODE: number;
  84330. /** Inverse Cubic coordinates mode */
  84331. static readonly SKYBOX_MODE: number;
  84332. /** Inverse Cubic coordinates mode */
  84333. static readonly INVCUBIC_MODE: number;
  84334. /** Equirectangular coordinates mode */
  84335. static readonly EQUIRECTANGULAR_MODE: number;
  84336. /** Equirectangular Fixed coordinates mode */
  84337. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  84338. /** Equirectangular Fixed Mirrored coordinates mode */
  84339. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  84340. /** Texture is not repeating outside of 0..1 UVs */
  84341. static readonly CLAMP_ADDRESSMODE: number;
  84342. /** Texture is repeating outside of 0..1 UVs */
  84343. static readonly WRAP_ADDRESSMODE: number;
  84344. /** Texture is repeating and mirrored */
  84345. static readonly MIRROR_ADDRESSMODE: number;
  84346. /**
  84347. * Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file
  84348. */
  84349. static UseSerializedUrlIfAny: boolean;
  84350. /**
  84351. * Define the url of the texture.
  84352. */
  84353. url: Nullable<string>;
  84354. /**
  84355. * Define an offset on the texture to offset the u coordinates of the UVs
  84356. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  84357. */
  84358. uOffset: number;
  84359. /**
  84360. * Define an offset on the texture to offset the v coordinates of the UVs
  84361. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  84362. */
  84363. vOffset: number;
  84364. /**
  84365. * Define an offset on the texture to scale the u coordinates of the UVs
  84366. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  84367. */
  84368. uScale: number;
  84369. /**
  84370. * Define an offset on the texture to scale the v coordinates of the UVs
  84371. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  84372. */
  84373. vScale: number;
  84374. /**
  84375. * Define an offset on the texture to rotate around the u coordinates of the UVs
  84376. * @see http://doc.babylonjs.com/how_to/more_materials
  84377. */
  84378. uAng: number;
  84379. /**
  84380. * Define an offset on the texture to rotate around the v coordinates of the UVs
  84381. * @see http://doc.babylonjs.com/how_to/more_materials
  84382. */
  84383. vAng: number;
  84384. /**
  84385. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  84386. * @see http://doc.babylonjs.com/how_to/more_materials
  84387. */
  84388. wAng: number;
  84389. /**
  84390. * Defines the center of rotation (U)
  84391. */
  84392. uRotationCenter: number;
  84393. /**
  84394. * Defines the center of rotation (V)
  84395. */
  84396. vRotationCenter: number;
  84397. /**
  84398. * Defines the center of rotation (W)
  84399. */
  84400. wRotationCenter: number;
  84401. /**
  84402. * Are mip maps generated for this texture or not.
  84403. */
  84404. readonly noMipmap: boolean;
  84405. /**
  84406. * List of inspectable custom properties (used by the Inspector)
  84407. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  84408. */
  84409. inspectableCustomProperties: Nullable<IInspectable[]>;
  84410. private _noMipmap;
  84411. /** @hidden */
  84412. _invertY: boolean;
  84413. private _rowGenerationMatrix;
  84414. private _cachedTextureMatrix;
  84415. private _projectionModeMatrix;
  84416. private _t0;
  84417. private _t1;
  84418. private _t2;
  84419. private _cachedUOffset;
  84420. private _cachedVOffset;
  84421. private _cachedUScale;
  84422. private _cachedVScale;
  84423. private _cachedUAng;
  84424. private _cachedVAng;
  84425. private _cachedWAng;
  84426. private _cachedProjectionMatrixId;
  84427. private _cachedCoordinatesMode;
  84428. /** @hidden */
  84429. protected _initialSamplingMode: number;
  84430. /** @hidden */
  84431. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  84432. private _deleteBuffer;
  84433. protected _format: Nullable<number>;
  84434. private _delayedOnLoad;
  84435. private _delayedOnError;
  84436. private _mimeType?;
  84437. /**
  84438. * Observable triggered once the texture has been loaded.
  84439. */
  84440. onLoadObservable: Observable<Texture>;
  84441. protected _isBlocking: boolean;
  84442. /**
  84443. * Is the texture preventing material to render while loading.
  84444. * If false, a default texture will be used instead of the loading one during the preparation step.
  84445. */
  84446. isBlocking: boolean;
  84447. /**
  84448. * Get the current sampling mode associated with the texture.
  84449. */
  84450. readonly samplingMode: number;
  84451. /**
  84452. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  84453. */
  84454. readonly invertY: boolean;
  84455. /**
  84456. * Instantiates a new texture.
  84457. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  84458. * @see http://doc.babylonjs.com/babylon101/materials#texture
  84459. * @param url defines the url of the picture to load as a texture
  84460. * @param scene defines the scene or engine the texture will belong to
  84461. * @param noMipmap defines if the texture will require mip maps or not
  84462. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  84463. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  84464. * @param onLoad defines a callback triggered when the texture has been loaded
  84465. * @param onError defines a callback triggered when an error occurred during the loading session
  84466. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  84467. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  84468. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  84469. * @param mimeType defines an optional mime type information
  84470. */
  84471. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | ThinEngine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, deleteBuffer?: boolean, format?: number, mimeType?: string);
  84472. /**
  84473. * Update the url (and optional buffer) of this texture if url was null during construction.
  84474. * @param url the url of the texture
  84475. * @param buffer the buffer of the texture (defaults to null)
  84476. * @param onLoad callback called when the texture is loaded (defaults to null)
  84477. */
  84478. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  84479. /**
  84480. * Finish the loading sequence of a texture flagged as delayed load.
  84481. * @hidden
  84482. */
  84483. delayLoad(): void;
  84484. private _prepareRowForTextureGeneration;
  84485. /**
  84486. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  84487. * @returns the transform matrix of the texture.
  84488. */
  84489. getTextureMatrix(): Matrix;
  84490. /**
  84491. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  84492. * @returns The reflection texture transform
  84493. */
  84494. getReflectionTextureMatrix(): Matrix;
  84495. /**
  84496. * Clones the texture.
  84497. * @returns the cloned texture
  84498. */
  84499. clone(): Texture;
  84500. /**
  84501. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  84502. * @returns The JSON representation of the texture
  84503. */
  84504. serialize(): any;
  84505. /**
  84506. * Get the current class name of the texture useful for serialization or dynamic coding.
  84507. * @returns "Texture"
  84508. */
  84509. getClassName(): string;
  84510. /**
  84511. * Dispose the texture and release its associated resources.
  84512. */
  84513. dispose(): void;
  84514. /**
  84515. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  84516. * @param parsedTexture Define the JSON representation of the texture
  84517. * @param scene Define the scene the parsed texture should be instantiated in
  84518. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  84519. * @returns The parsed texture if successful
  84520. */
  84521. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  84522. /**
  84523. * Creates a texture from its base 64 representation.
  84524. * @param data Define the base64 payload without the data: prefix
  84525. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  84526. * @param scene Define the scene the texture should belong to
  84527. * @param noMipmap Forces the texture to not create mip map information if true
  84528. * @param invertY define if the texture needs to be inverted on the y axis during loading
  84529. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  84530. * @param onLoad define a callback triggered when the texture has been loaded
  84531. * @param onError define a callback triggered when an error occurred during the loading session
  84532. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  84533. * @returns the created texture
  84534. */
  84535. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  84536. /**
  84537. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  84538. * @param data Define the base64 payload without the data: prefix
  84539. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  84540. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  84541. * @param scene Define the scene the texture should belong to
  84542. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  84543. * @param noMipmap Forces the texture to not create mip map information if true
  84544. * @param invertY define if the texture needs to be inverted on the y axis during loading
  84545. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  84546. * @param onLoad define a callback triggered when the texture has been loaded
  84547. * @param onError define a callback triggered when an error occurred during the loading session
  84548. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  84549. * @returns the created texture
  84550. */
  84551. static LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer?: boolean, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number): Texture;
  84552. }
  84553. }
  84554. declare module BABYLON {
  84555. /**
  84556. * PostProcessManager is used to manage one or more post processes or post process pipelines
  84557. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  84558. */
  84559. export class PostProcessManager {
  84560. private _scene;
  84561. private _indexBuffer;
  84562. private _vertexBuffers;
  84563. /**
  84564. * Creates a new instance PostProcess
  84565. * @param scene The scene that the post process is associated with.
  84566. */
  84567. constructor(scene: Scene);
  84568. private _prepareBuffers;
  84569. private _buildIndexBuffer;
  84570. /**
  84571. * Rebuilds the vertex buffers of the manager.
  84572. * @hidden
  84573. */
  84574. _rebuild(): void;
  84575. /**
  84576. * Prepares a frame to be run through a post process.
  84577. * @param sourceTexture The input texture to the post procesess. (default: null)
  84578. * @param postProcesses An array of post processes to be run. (default: null)
  84579. * @returns True if the post processes were able to be run.
  84580. * @hidden
  84581. */
  84582. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  84583. /**
  84584. * Manually render a set of post processes to a texture.
  84585. * @param postProcesses An array of post processes to be run.
  84586. * @param targetTexture The target texture to render to.
  84587. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  84588. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  84589. * @param lodLevel defines which lod of the texture to render to
  84590. */
  84591. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  84592. /**
  84593. * Finalize the result of the output of the postprocesses.
  84594. * @param doNotPresent If true the result will not be displayed to the screen.
  84595. * @param targetTexture The target texture to render to.
  84596. * @param faceIndex The index of the face to bind the target texture to.
  84597. * @param postProcesses The array of post processes to render.
  84598. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  84599. * @hidden
  84600. */
  84601. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  84602. /**
  84603. * Disposes of the post process manager.
  84604. */
  84605. dispose(): void;
  84606. }
  84607. }
  84608. declare module BABYLON {
  84609. /** Interface used by value gradients (color, factor, ...) */
  84610. export interface IValueGradient {
  84611. /**
  84612. * Gets or sets the gradient value (between 0 and 1)
  84613. */
  84614. gradient: number;
  84615. }
  84616. /** Class used to store color4 gradient */
  84617. export class ColorGradient implements IValueGradient {
  84618. /**
  84619. * Gets or sets the gradient value (between 0 and 1)
  84620. */
  84621. gradient: number;
  84622. /**
  84623. * Gets or sets first associated color
  84624. */
  84625. color1: Color4;
  84626. /**
  84627. * Gets or sets second associated color
  84628. */
  84629. color2?: Color4;
  84630. /**
  84631. * Will get a color picked randomly between color1 and color2.
  84632. * If color2 is undefined then color1 will be used
  84633. * @param result defines the target Color4 to store the result in
  84634. */
  84635. getColorToRef(result: Color4): void;
  84636. }
  84637. /** Class used to store color 3 gradient */
  84638. export class Color3Gradient implements IValueGradient {
  84639. /**
  84640. * Gets or sets the gradient value (between 0 and 1)
  84641. */
  84642. gradient: number;
  84643. /**
  84644. * Gets or sets the associated color
  84645. */
  84646. color: Color3;
  84647. }
  84648. /** Class used to store factor gradient */
  84649. export class FactorGradient implements IValueGradient {
  84650. /**
  84651. * Gets or sets the gradient value (between 0 and 1)
  84652. */
  84653. gradient: number;
  84654. /**
  84655. * Gets or sets first associated factor
  84656. */
  84657. factor1: number;
  84658. /**
  84659. * Gets or sets second associated factor
  84660. */
  84661. factor2?: number;
  84662. /**
  84663. * Will get a number picked randomly between factor1 and factor2.
  84664. * If factor2 is undefined then factor1 will be used
  84665. * @returns the picked number
  84666. */
  84667. getFactor(): number;
  84668. }
  84669. /**
  84670. * Helper used to simplify some generic gradient tasks
  84671. */
  84672. export class GradientHelper {
  84673. /**
  84674. * Gets the current gradient from an array of IValueGradient
  84675. * @param ratio defines the current ratio to get
  84676. * @param gradients defines the array of IValueGradient
  84677. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  84678. */
  84679. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  84680. }
  84681. }
  84682. declare module BABYLON {
  84683. interface ThinEngine {
  84684. /**
  84685. * Creates a dynamic texture
  84686. * @param width defines the width of the texture
  84687. * @param height defines the height of the texture
  84688. * @param generateMipMaps defines if the engine should generate the mip levels
  84689. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  84690. * @returns the dynamic texture inside an InternalTexture
  84691. */
  84692. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  84693. /**
  84694. * Update the content of a dynamic texture
  84695. * @param texture defines the texture to update
  84696. * @param canvas defines the canvas containing the source
  84697. * @param invertY defines if data must be stored with Y axis inverted
  84698. * @param premulAlpha defines if alpha is stored as premultiplied
  84699. * @param format defines the format of the data
  84700. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  84701. */
  84702. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  84703. }
  84704. }
  84705. declare module BABYLON {
  84706. /**
  84707. * Helper class used to generate a canvas to manipulate images
  84708. */
  84709. export class CanvasGenerator {
  84710. /**
  84711. * Create a new canvas (or offscreen canvas depending on the context)
  84712. * @param width defines the expected width
  84713. * @param height defines the expected height
  84714. * @return a new canvas or offscreen canvas
  84715. */
  84716. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  84717. }
  84718. }
  84719. declare module BABYLON {
  84720. /**
  84721. * A class extending Texture allowing drawing on a texture
  84722. * @see http://doc.babylonjs.com/how_to/dynamictexture
  84723. */
  84724. export class DynamicTexture extends Texture {
  84725. private _generateMipMaps;
  84726. private _canvas;
  84727. private _context;
  84728. private _engine;
  84729. /**
  84730. * Creates a DynamicTexture
  84731. * @param name defines the name of the texture
  84732. * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height
  84733. * @param scene defines the scene where you want the texture
  84734. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  84735. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  84736. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  84737. */
  84738. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  84739. /**
  84740. * Get the current class name of the texture useful for serialization or dynamic coding.
  84741. * @returns "DynamicTexture"
  84742. */
  84743. getClassName(): string;
  84744. /**
  84745. * Gets the current state of canRescale
  84746. */
  84747. readonly canRescale: boolean;
  84748. private _recreate;
  84749. /**
  84750. * Scales the texture
  84751. * @param ratio the scale factor to apply to both width and height
  84752. */
  84753. scale(ratio: number): void;
  84754. /**
  84755. * Resizes the texture
  84756. * @param width the new width
  84757. * @param height the new height
  84758. */
  84759. scaleTo(width: number, height: number): void;
  84760. /**
  84761. * Gets the context of the canvas used by the texture
  84762. * @returns the canvas context of the dynamic texture
  84763. */
  84764. getContext(): CanvasRenderingContext2D;
  84765. /**
  84766. * Clears the texture
  84767. */
  84768. clear(): void;
  84769. /**
  84770. * Updates the texture
  84771. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  84772. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  84773. */
  84774. update(invertY?: boolean, premulAlpha?: boolean): void;
  84775. /**
  84776. * Draws text onto the texture
  84777. * @param text defines the text to be drawn
  84778. * @param x defines the placement of the text from the left
  84779. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  84780. * @param font defines the font to be used with font-style, font-size, font-name
  84781. * @param color defines the color used for the text
  84782. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  84783. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  84784. * @param update defines whether texture is immediately update (default is true)
  84785. */
  84786. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  84787. /**
  84788. * Clones the texture
  84789. * @returns the clone of the texture.
  84790. */
  84791. clone(): DynamicTexture;
  84792. /**
  84793. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  84794. * @returns a serialized dynamic texture object
  84795. */
  84796. serialize(): any;
  84797. /** @hidden */
  84798. _rebuild(): void;
  84799. }
  84800. }
  84801. declare module BABYLON {
  84802. interface AbstractScene {
  84803. /**
  84804. * The list of procedural textures added to the scene
  84805. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84806. */
  84807. proceduralTextures: Array<ProceduralTexture>;
  84808. }
  84809. /**
  84810. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  84811. * in a given scene.
  84812. */
  84813. export class ProceduralTextureSceneComponent implements ISceneComponent {
  84814. /**
  84815. * The component name helpfull to identify the component in the list of scene components.
  84816. */
  84817. readonly name: string;
  84818. /**
  84819. * The scene the component belongs to.
  84820. */
  84821. scene: Scene;
  84822. /**
  84823. * Creates a new instance of the component for the given scene
  84824. * @param scene Defines the scene to register the component in
  84825. */
  84826. constructor(scene: Scene);
  84827. /**
  84828. * Registers the component in a given scene
  84829. */
  84830. register(): void;
  84831. /**
  84832. * Rebuilds the elements related to this component in case of
  84833. * context lost for instance.
  84834. */
  84835. rebuild(): void;
  84836. /**
  84837. * Disposes the component and the associated ressources.
  84838. */
  84839. dispose(): void;
  84840. private _beforeClear;
  84841. }
  84842. }
  84843. declare module BABYLON {
  84844. interface ThinEngine {
  84845. /**
  84846. * Creates a new render target cube texture
  84847. * @param size defines the size of the texture
  84848. * @param options defines the options used to create the texture
  84849. * @returns a new render target cube texture stored in an InternalTexture
  84850. */
  84851. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  84852. }
  84853. }
  84854. declare module BABYLON {
  84855. /** @hidden */
  84856. export var proceduralVertexShader: {
  84857. name: string;
  84858. shader: string;
  84859. };
  84860. }
  84861. declare module BABYLON {
  84862. /**
  84863. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.
  84864. * This is the base class of any Procedural texture and contains most of the shareable code.
  84865. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84866. */
  84867. export class ProceduralTexture extends Texture {
  84868. isCube: boolean;
  84869. /**
  84870. * Define if the texture is enabled or not (disabled texture will not render)
  84871. */
  84872. isEnabled: boolean;
  84873. /**
  84874. * Define if the texture must be cleared before rendering (default is true)
  84875. */
  84876. autoClear: boolean;
  84877. /**
  84878. * Callback called when the texture is generated
  84879. */
  84880. onGenerated: () => void;
  84881. /**
  84882. * Event raised when the texture is generated
  84883. */
  84884. onGeneratedObservable: Observable<ProceduralTexture>;
  84885. /** @hidden */
  84886. _generateMipMaps: boolean;
  84887. /** @hidden **/
  84888. _effect: Effect;
  84889. /** @hidden */
  84890. _textures: {
  84891. [key: string]: Texture;
  84892. };
  84893. private _size;
  84894. private _currentRefreshId;
  84895. private _refreshRate;
  84896. private _vertexBuffers;
  84897. private _indexBuffer;
  84898. private _uniforms;
  84899. private _samplers;
  84900. private _fragment;
  84901. private _floats;
  84902. private _ints;
  84903. private _floatsArrays;
  84904. private _colors3;
  84905. private _colors4;
  84906. private _vectors2;
  84907. private _vectors3;
  84908. private _matrices;
  84909. private _fallbackTexture;
  84910. private _fallbackTextureUsed;
  84911. private _engine;
  84912. private _cachedDefines;
  84913. private _contentUpdateId;
  84914. private _contentData;
  84915. /**
  84916. * Instantiates a new procedural texture.
  84917. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  84918. * This is the base class of any Procedural texture and contains most of the shareable code.
  84919. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84920. * @param name Define the name of the texture
  84921. * @param size Define the size of the texture to create
  84922. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  84923. * @param scene Define the scene the texture belongs to
  84924. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  84925. * @param generateMipMaps Define if the texture should creates mip maps or not
  84926. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  84927. */
  84928. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  84929. /**
  84930. * The effect that is created when initializing the post process.
  84931. * @returns The created effect corresponding the the postprocess.
  84932. */
  84933. getEffect(): Effect;
  84934. /**
  84935. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  84936. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  84937. */
  84938. getContent(): Nullable<ArrayBufferView>;
  84939. private _createIndexBuffer;
  84940. /** @hidden */
  84941. _rebuild(): void;
  84942. /**
  84943. * Resets the texture in order to recreate its associated resources.
  84944. * This can be called in case of context loss
  84945. */
  84946. reset(): void;
  84947. protected _getDefines(): string;
  84948. /**
  84949. * Is the texture ready to be used ? (rendered at least once)
  84950. * @returns true if ready, otherwise, false.
  84951. */
  84952. isReady(): boolean;
  84953. /**
  84954. * Resets the refresh counter of the texture and start bak from scratch.
  84955. * Could be useful to regenerate the texture if it is setup to render only once.
  84956. */
  84957. resetRefreshCounter(): void;
  84958. /**
  84959. * Set the fragment shader to use in order to render the texture.
  84960. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  84961. */
  84962. setFragment(fragment: any): void;
  84963. /**
  84964. * Define the refresh rate of the texture or the rendering frequency.
  84965. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  84966. */
  84967. refreshRate: number;
  84968. /** @hidden */
  84969. _shouldRender(): boolean;
  84970. /**
  84971. * Get the size the texture is rendering at.
  84972. * @returns the size (texture is always squared)
  84973. */
  84974. getRenderSize(): number;
  84975. /**
  84976. * Resize the texture to new value.
  84977. * @param size Define the new size the texture should have
  84978. * @param generateMipMaps Define whether the new texture should create mip maps
  84979. */
  84980. resize(size: number, generateMipMaps: boolean): void;
  84981. private _checkUniform;
  84982. /**
  84983. * Set a texture in the shader program used to render.
  84984. * @param name Define the name of the uniform samplers as defined in the shader
  84985. * @param texture Define the texture to bind to this sampler
  84986. * @return the texture itself allowing "fluent" like uniform updates
  84987. */
  84988. setTexture(name: string, texture: Texture): ProceduralTexture;
  84989. /**
  84990. * Set a float in the shader.
  84991. * @param name Define the name of the uniform as defined in the shader
  84992. * @param value Define the value to give to the uniform
  84993. * @return the texture itself allowing "fluent" like uniform updates
  84994. */
  84995. setFloat(name: string, value: number): ProceduralTexture;
  84996. /**
  84997. * Set a int in the shader.
  84998. * @param name Define the name of the uniform as defined in the shader
  84999. * @param value Define the value to give to the uniform
  85000. * @return the texture itself allowing "fluent" like uniform updates
  85001. */
  85002. setInt(name: string, value: number): ProceduralTexture;
  85003. /**
  85004. * Set an array of floats in the shader.
  85005. * @param name Define the name of the uniform as defined in the shader
  85006. * @param value Define the value to give to the uniform
  85007. * @return the texture itself allowing "fluent" like uniform updates
  85008. */
  85009. setFloats(name: string, value: number[]): ProceduralTexture;
  85010. /**
  85011. * Set a vec3 in the shader from a Color3.
  85012. * @param name Define the name of the uniform as defined in the shader
  85013. * @param value Define the value to give to the uniform
  85014. * @return the texture itself allowing "fluent" like uniform updates
  85015. */
  85016. setColor3(name: string, value: Color3): ProceduralTexture;
  85017. /**
  85018. * Set a vec4 in the shader from a Color4.
  85019. * @param name Define the name of the uniform as defined in the shader
  85020. * @param value Define the value to give to the uniform
  85021. * @return the texture itself allowing "fluent" like uniform updates
  85022. */
  85023. setColor4(name: string, value: Color4): ProceduralTexture;
  85024. /**
  85025. * Set a vec2 in the shader from a Vector2.
  85026. * @param name Define the name of the uniform as defined in the shader
  85027. * @param value Define the value to give to the uniform
  85028. * @return the texture itself allowing "fluent" like uniform updates
  85029. */
  85030. setVector2(name: string, value: Vector2): ProceduralTexture;
  85031. /**
  85032. * Set a vec3 in the shader from a Vector3.
  85033. * @param name Define the name of the uniform as defined in the shader
  85034. * @param value Define the value to give to the uniform
  85035. * @return the texture itself allowing "fluent" like uniform updates
  85036. */
  85037. setVector3(name: string, value: Vector3): ProceduralTexture;
  85038. /**
  85039. * Set a mat4 in the shader from a MAtrix.
  85040. * @param name Define the name of the uniform as defined in the shader
  85041. * @param value Define the value to give to the uniform
  85042. * @return the texture itself allowing "fluent" like uniform updates
  85043. */
  85044. setMatrix(name: string, value: Matrix): ProceduralTexture;
  85045. /**
  85046. * Render the texture to its associated render target.
  85047. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  85048. */
  85049. render(useCameraPostProcess?: boolean): void;
  85050. /**
  85051. * Clone the texture.
  85052. * @returns the cloned texture
  85053. */
  85054. clone(): ProceduralTexture;
  85055. /**
  85056. * Dispose the texture and release its asoociated resources.
  85057. */
  85058. dispose(): void;
  85059. }
  85060. }
  85061. declare module BABYLON {
  85062. /**
  85063. * This represents the base class for particle system in Babylon.
  85064. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  85065. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  85066. * @example https://doc.babylonjs.com/babylon101/particles
  85067. */
  85068. export class BaseParticleSystem {
  85069. /**
  85070. * Source color is added to the destination color without alpha affecting the result
  85071. */
  85072. static BLENDMODE_ONEONE: number;
  85073. /**
  85074. * Blend current color and particle color using particle’s alpha
  85075. */
  85076. static BLENDMODE_STANDARD: number;
  85077. /**
  85078. * Add current color and particle color multiplied by particle’s alpha
  85079. */
  85080. static BLENDMODE_ADD: number;
  85081. /**
  85082. * Multiply current color with particle color
  85083. */
  85084. static BLENDMODE_MULTIPLY: number;
  85085. /**
  85086. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  85087. */
  85088. static BLENDMODE_MULTIPLYADD: number;
  85089. /**
  85090. * List of animations used by the particle system.
  85091. */
  85092. animations: Animation[];
  85093. /**
  85094. * The id of the Particle system.
  85095. */
  85096. id: string;
  85097. /**
  85098. * The friendly name of the Particle system.
  85099. */
  85100. name: string;
  85101. /**
  85102. * The rendering group used by the Particle system to chose when to render.
  85103. */
  85104. renderingGroupId: number;
  85105. /**
  85106. * The emitter represents the Mesh or position we are attaching the particle system to.
  85107. */
  85108. emitter: Nullable<AbstractMesh | Vector3>;
  85109. /**
  85110. * The maximum number of particles to emit per frame
  85111. */
  85112. emitRate: number;
  85113. /**
  85114. * If you want to launch only a few particles at once, that can be done, as well.
  85115. */
  85116. manualEmitCount: number;
  85117. /**
  85118. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  85119. */
  85120. updateSpeed: number;
  85121. /**
  85122. * The amount of time the particle system is running (depends of the overall update speed).
  85123. */
  85124. targetStopDuration: number;
  85125. /**
  85126. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  85127. */
  85128. disposeOnStop: boolean;
  85129. /**
  85130. * Minimum power of emitting particles.
  85131. */
  85132. minEmitPower: number;
  85133. /**
  85134. * Maximum power of emitting particles.
  85135. */
  85136. maxEmitPower: number;
  85137. /**
  85138. * Minimum life time of emitting particles.
  85139. */
  85140. minLifeTime: number;
  85141. /**
  85142. * Maximum life time of emitting particles.
  85143. */
  85144. maxLifeTime: number;
  85145. /**
  85146. * Minimum Size of emitting particles.
  85147. */
  85148. minSize: number;
  85149. /**
  85150. * Maximum Size of emitting particles.
  85151. */
  85152. maxSize: number;
  85153. /**
  85154. * Minimum scale of emitting particles on X axis.
  85155. */
  85156. minScaleX: number;
  85157. /**
  85158. * Maximum scale of emitting particles on X axis.
  85159. */
  85160. maxScaleX: number;
  85161. /**
  85162. * Minimum scale of emitting particles on Y axis.
  85163. */
  85164. minScaleY: number;
  85165. /**
  85166. * Maximum scale of emitting particles on Y axis.
  85167. */
  85168. maxScaleY: number;
  85169. /**
  85170. * Gets or sets the minimal initial rotation in radians.
  85171. */
  85172. minInitialRotation: number;
  85173. /**
  85174. * Gets or sets the maximal initial rotation in radians.
  85175. */
  85176. maxInitialRotation: number;
  85177. /**
  85178. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  85179. */
  85180. minAngularSpeed: number;
  85181. /**
  85182. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  85183. */
  85184. maxAngularSpeed: number;
  85185. /**
  85186. * The texture used to render each particle. (this can be a spritesheet)
  85187. */
  85188. particleTexture: Nullable<Texture>;
  85189. /**
  85190. * The layer mask we are rendering the particles through.
  85191. */
  85192. layerMask: number;
  85193. /**
  85194. * This can help using your own shader to render the particle system.
  85195. * The according effect will be created
  85196. */
  85197. customShader: any;
  85198. /**
  85199. * By default particle system starts as soon as they are created. This prevents the
  85200. * automatic start to happen and let you decide when to start emitting particles.
  85201. */
  85202. preventAutoStart: boolean;
  85203. private _noiseTexture;
  85204. /**
  85205. * Gets or sets a texture used to add random noise to particle positions
  85206. */
  85207. noiseTexture: Nullable<ProceduralTexture>;
  85208. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  85209. noiseStrength: Vector3;
  85210. /**
  85211. * Callback triggered when the particle animation is ending.
  85212. */
  85213. onAnimationEnd: Nullable<() => void>;
  85214. /**
  85215. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  85216. */
  85217. blendMode: number;
  85218. /**
  85219. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  85220. * to override the particles.
  85221. */
  85222. forceDepthWrite: boolean;
  85223. /** Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0 */
  85224. preWarmCycles: number;
  85225. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  85226. preWarmStepOffset: number;
  85227. /**
  85228. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  85229. */
  85230. spriteCellChangeSpeed: number;
  85231. /**
  85232. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  85233. */
  85234. startSpriteCellID: number;
  85235. /**
  85236. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  85237. */
  85238. endSpriteCellID: number;
  85239. /**
  85240. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  85241. */
  85242. spriteCellWidth: number;
  85243. /**
  85244. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  85245. */
  85246. spriteCellHeight: number;
  85247. /**
  85248. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  85249. */
  85250. spriteRandomStartCell: boolean;
  85251. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  85252. translationPivot: Vector2;
  85253. /** @hidden */
  85254. protected _isAnimationSheetEnabled: boolean;
  85255. /**
  85256. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  85257. */
  85258. beginAnimationOnStart: boolean;
  85259. /**
  85260. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  85261. */
  85262. beginAnimationFrom: number;
  85263. /**
  85264. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  85265. */
  85266. beginAnimationTo: number;
  85267. /**
  85268. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  85269. */
  85270. beginAnimationLoop: boolean;
  85271. /**
  85272. * Gets or sets a world offset applied to all particles
  85273. */
  85274. worldOffset: Vector3;
  85275. /**
  85276. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  85277. */
  85278. isAnimationSheetEnabled: boolean;
  85279. /**
  85280. * Get hosting scene
  85281. * @returns the scene
  85282. */
  85283. getScene(): Scene;
  85284. /**
  85285. * You can use gravity if you want to give an orientation to your particles.
  85286. */
  85287. gravity: Vector3;
  85288. protected _colorGradients: Nullable<Array<ColorGradient>>;
  85289. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  85290. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  85291. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  85292. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  85293. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  85294. protected _dragGradients: Nullable<Array<FactorGradient>>;
  85295. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  85296. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  85297. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  85298. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  85299. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  85300. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  85301. /**
  85302. * Defines the delay in milliseconds before starting the system (0 by default)
  85303. */
  85304. startDelay: number;
  85305. /**
  85306. * Gets the current list of drag gradients.
  85307. * You must use addDragGradient and removeDragGradient to udpate this list
  85308. * @returns the list of drag gradients
  85309. */
  85310. getDragGradients(): Nullable<Array<FactorGradient>>;
  85311. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  85312. limitVelocityDamping: number;
  85313. /**
  85314. * Gets the current list of limit velocity gradients.
  85315. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  85316. * @returns the list of limit velocity gradients
  85317. */
  85318. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  85319. /**
  85320. * Gets the current list of color gradients.
  85321. * You must use addColorGradient and removeColorGradient to udpate this list
  85322. * @returns the list of color gradients
  85323. */
  85324. getColorGradients(): Nullable<Array<ColorGradient>>;
  85325. /**
  85326. * Gets the current list of size gradients.
  85327. * You must use addSizeGradient and removeSizeGradient to udpate this list
  85328. * @returns the list of size gradients
  85329. */
  85330. getSizeGradients(): Nullable<Array<FactorGradient>>;
  85331. /**
  85332. * Gets the current list of color remap gradients.
  85333. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  85334. * @returns the list of color remap gradients
  85335. */
  85336. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  85337. /**
  85338. * Gets the current list of alpha remap gradients.
  85339. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  85340. * @returns the list of alpha remap gradients
  85341. */
  85342. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  85343. /**
  85344. * Gets the current list of life time gradients.
  85345. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  85346. * @returns the list of life time gradients
  85347. */
  85348. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  85349. /**
  85350. * Gets the current list of angular speed gradients.
  85351. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  85352. * @returns the list of angular speed gradients
  85353. */
  85354. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  85355. /**
  85356. * Gets the current list of velocity gradients.
  85357. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  85358. * @returns the list of velocity gradients
  85359. */
  85360. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  85361. /**
  85362. * Gets the current list of start size gradients.
  85363. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  85364. * @returns the list of start size gradients
  85365. */
  85366. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  85367. /**
  85368. * Gets the current list of emit rate gradients.
  85369. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  85370. * @returns the list of emit rate gradients
  85371. */
  85372. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  85373. /**
  85374. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85375. * This only works when particleEmitterTyps is a BoxParticleEmitter
  85376. */
  85377. direction1: Vector3;
  85378. /**
  85379. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85380. * This only works when particleEmitterTyps is a BoxParticleEmitter
  85381. */
  85382. direction2: Vector3;
  85383. /**
  85384. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  85385. * This only works when particleEmitterTyps is a BoxParticleEmitter
  85386. */
  85387. minEmitBox: Vector3;
  85388. /**
  85389. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  85390. * This only works when particleEmitterTyps is a BoxParticleEmitter
  85391. */
  85392. maxEmitBox: Vector3;
  85393. /**
  85394. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  85395. */
  85396. color1: Color4;
  85397. /**
  85398. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  85399. */
  85400. color2: Color4;
  85401. /**
  85402. * Color the particle will have at the end of its lifetime
  85403. */
  85404. colorDead: Color4;
  85405. /**
  85406. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  85407. */
  85408. textureMask: Color4;
  85409. /**
  85410. * The particle emitter type defines the emitter used by the particle system.
  85411. * It can be for example box, sphere, or cone...
  85412. */
  85413. particleEmitterType: IParticleEmitterType;
  85414. /** @hidden */
  85415. _isSubEmitter: boolean;
  85416. /**
  85417. * Gets or sets the billboard mode to use when isBillboardBased = true.
  85418. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  85419. */
  85420. billboardMode: number;
  85421. protected _isBillboardBased: boolean;
  85422. /**
  85423. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  85424. */
  85425. isBillboardBased: boolean;
  85426. /**
  85427. * The scene the particle system belongs to.
  85428. */
  85429. protected _scene: Scene;
  85430. /**
  85431. * Local cache of defines for image processing.
  85432. */
  85433. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  85434. /**
  85435. * Default configuration related to image processing available in the standard Material.
  85436. */
  85437. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  85438. /**
  85439. * Gets the image processing configuration used either in this material.
  85440. */
  85441. /**
  85442. * Sets the Default image processing configuration used either in the this material.
  85443. *
  85444. * If sets to null, the scene one is in use.
  85445. */
  85446. imageProcessingConfiguration: ImageProcessingConfiguration;
  85447. /**
  85448. * Attaches a new image processing configuration to the Standard Material.
  85449. * @param configuration
  85450. */
  85451. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  85452. /** @hidden */
  85453. protected _reset(): void;
  85454. /** @hidden */
  85455. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  85456. /**
  85457. * Instantiates a particle system.
  85458. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  85459. * @param name The name of the particle system
  85460. */
  85461. constructor(name: string);
  85462. /**
  85463. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  85464. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  85465. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  85466. * @returns the emitter
  85467. */
  85468. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  85469. /**
  85470. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  85471. * @param radius The radius of the hemisphere to emit from
  85472. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  85473. * @returns the emitter
  85474. */
  85475. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  85476. /**
  85477. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  85478. * @param radius The radius of the sphere to emit from
  85479. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  85480. * @returns the emitter
  85481. */
  85482. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  85483. /**
  85484. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  85485. * @param radius The radius of the sphere to emit from
  85486. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  85487. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  85488. * @returns the emitter
  85489. */
  85490. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  85491. /**
  85492. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  85493. * @param radius The radius of the emission cylinder
  85494. * @param height The height of the emission cylinder
  85495. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  85496. * @param directionRandomizer How much to randomize the particle direction [0-1]
  85497. * @returns the emitter
  85498. */
  85499. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  85500. /**
  85501. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  85502. * @param radius The radius of the cylinder to emit from
  85503. * @param height The height of the emission cylinder
  85504. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85505. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  85506. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  85507. * @returns the emitter
  85508. */
  85509. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  85510. /**
  85511. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  85512. * @param radius The radius of the cone to emit from
  85513. * @param angle The base angle of the cone
  85514. * @returns the emitter
  85515. */
  85516. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  85517. /**
  85518. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  85519. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  85520. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  85521. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  85522. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  85523. * @returns the emitter
  85524. */
  85525. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  85526. }
  85527. }
  85528. declare module BABYLON {
  85529. /**
  85530. * Type of sub emitter
  85531. */
  85532. export enum SubEmitterType {
  85533. /**
  85534. * Attached to the particle over it's lifetime
  85535. */
  85536. ATTACHED = 0,
  85537. /**
  85538. * Created when the particle dies
  85539. */
  85540. END = 1
  85541. }
  85542. /**
  85543. * Sub emitter class used to emit particles from an existing particle
  85544. */
  85545. export class SubEmitter {
  85546. /**
  85547. * the particle system to be used by the sub emitter
  85548. */
  85549. particleSystem: ParticleSystem;
  85550. /**
  85551. * Type of the submitter (Default: END)
  85552. */
  85553. type: SubEmitterType;
  85554. /**
  85555. * If the particle should inherit the direction from the particle it's attached to. (+Y will face the direction the particle is moving) (Default: false)
  85556. * Note: This only is supported when using an emitter of type Mesh
  85557. */
  85558. inheritDirection: boolean;
  85559. /**
  85560. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  85561. */
  85562. inheritedVelocityAmount: number;
  85563. /**
  85564. * Creates a sub emitter
  85565. * @param particleSystem the particle system to be used by the sub emitter
  85566. */
  85567. constructor(
  85568. /**
  85569. * the particle system to be used by the sub emitter
  85570. */
  85571. particleSystem: ParticleSystem);
  85572. /**
  85573. * Clones the sub emitter
  85574. * @returns the cloned sub emitter
  85575. */
  85576. clone(): SubEmitter;
  85577. /**
  85578. * Serialize current object to a JSON object
  85579. * @returns the serialized object
  85580. */
  85581. serialize(): any;
  85582. /** @hidden */
  85583. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  85584. /**
  85585. * Creates a new SubEmitter from a serialized JSON version
  85586. * @param serializationObject defines the JSON object to read from
  85587. * @param scene defines the hosting scene
  85588. * @param rootUrl defines the rootUrl for data loading
  85589. * @returns a new SubEmitter
  85590. */
  85591. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  85592. /** Release associated resources */
  85593. dispose(): void;
  85594. }
  85595. }
  85596. declare module BABYLON {
  85597. /** @hidden */
  85598. export var clipPlaneFragmentDeclaration: {
  85599. name: string;
  85600. shader: string;
  85601. };
  85602. }
  85603. declare module BABYLON {
  85604. /** @hidden */
  85605. export var imageProcessingDeclaration: {
  85606. name: string;
  85607. shader: string;
  85608. };
  85609. }
  85610. declare module BABYLON {
  85611. /** @hidden */
  85612. export var imageProcessingFunctions: {
  85613. name: string;
  85614. shader: string;
  85615. };
  85616. }
  85617. declare module BABYLON {
  85618. /** @hidden */
  85619. export var clipPlaneFragment: {
  85620. name: string;
  85621. shader: string;
  85622. };
  85623. }
  85624. declare module BABYLON {
  85625. /** @hidden */
  85626. export var particlesPixelShader: {
  85627. name: string;
  85628. shader: string;
  85629. };
  85630. }
  85631. declare module BABYLON {
  85632. /** @hidden */
  85633. export var clipPlaneVertexDeclaration: {
  85634. name: string;
  85635. shader: string;
  85636. };
  85637. }
  85638. declare module BABYLON {
  85639. /** @hidden */
  85640. export var clipPlaneVertex: {
  85641. name: string;
  85642. shader: string;
  85643. };
  85644. }
  85645. declare module BABYLON {
  85646. /** @hidden */
  85647. export var particlesVertexShader: {
  85648. name: string;
  85649. shader: string;
  85650. };
  85651. }
  85652. declare module BABYLON {
  85653. /**
  85654. * This represents a particle system in Babylon.
  85655. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  85656. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  85657. * @example https://doc.babylonjs.com/babylon101/particles
  85658. */
  85659. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  85660. /**
  85661. * Billboard mode will only apply to Y axis
  85662. */
  85663. static readonly BILLBOARDMODE_Y: number;
  85664. /**
  85665. * Billboard mode will apply to all axes
  85666. */
  85667. static readonly BILLBOARDMODE_ALL: number;
  85668. /**
  85669. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  85670. */
  85671. static readonly BILLBOARDMODE_STRETCHED: number;
  85672. /**
  85673. * This function can be defined to provide custom update for active particles.
  85674. * This function will be called instead of regular update (age, position, color, etc.).
  85675. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  85676. */
  85677. updateFunction: (particles: Particle[]) => void;
  85678. private _emitterWorldMatrix;
  85679. /**
  85680. * This function can be defined to specify initial direction for every new particle.
  85681. * It by default use the emitterType defined function
  85682. */
  85683. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  85684. /**
  85685. * This function can be defined to specify initial position for every new particle.
  85686. * It by default use the emitterType defined function
  85687. */
  85688. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  85689. /**
  85690. * @hidden
  85691. */
  85692. _inheritedVelocityOffset: Vector3;
  85693. /**
  85694. * An event triggered when the system is disposed
  85695. */
  85696. onDisposeObservable: Observable<ParticleSystem>;
  85697. private _onDisposeObserver;
  85698. /**
  85699. * Sets a callback that will be triggered when the system is disposed
  85700. */
  85701. onDispose: () => void;
  85702. private _particles;
  85703. private _epsilon;
  85704. private _capacity;
  85705. private _stockParticles;
  85706. private _newPartsExcess;
  85707. private _vertexData;
  85708. private _vertexBuffer;
  85709. private _vertexBuffers;
  85710. private _spriteBuffer;
  85711. private _indexBuffer;
  85712. private _effect;
  85713. private _customEffect;
  85714. private _cachedDefines;
  85715. private _scaledColorStep;
  85716. private _colorDiff;
  85717. private _scaledDirection;
  85718. private _scaledGravity;
  85719. private _currentRenderId;
  85720. private _alive;
  85721. private _useInstancing;
  85722. private _started;
  85723. private _stopped;
  85724. private _actualFrame;
  85725. private _scaledUpdateSpeed;
  85726. private _vertexBufferSize;
  85727. /** @hidden */
  85728. _currentEmitRateGradient: Nullable<FactorGradient>;
  85729. /** @hidden */
  85730. _currentEmitRate1: number;
  85731. /** @hidden */
  85732. _currentEmitRate2: number;
  85733. /** @hidden */
  85734. _currentStartSizeGradient: Nullable<FactorGradient>;
  85735. /** @hidden */
  85736. _currentStartSize1: number;
  85737. /** @hidden */
  85738. _currentStartSize2: number;
  85739. private readonly _rawTextureWidth;
  85740. private _rampGradientsTexture;
  85741. private _useRampGradients;
  85742. /** Gets or sets a boolean indicating that ramp gradients must be used
  85743. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  85744. */
  85745. useRampGradients: boolean;
  85746. /**
  85747. * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.
  85748. * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])
  85749. */
  85750. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  85751. private _subEmitters;
  85752. /**
  85753. * @hidden
  85754. * If the particle systems emitter should be disposed when the particle system is disposed
  85755. */
  85756. _disposeEmitterOnDispose: boolean;
  85757. /**
  85758. * The current active Sub-systems, this property is used by the root particle system only.
  85759. */
  85760. activeSubSystems: Array<ParticleSystem>;
  85761. private _rootParticleSystem;
  85762. /**
  85763. * Gets the current list of active particles
  85764. */
  85765. readonly particles: Particle[];
  85766. /**
  85767. * Returns the string "ParticleSystem"
  85768. * @returns a string containing the class name
  85769. */
  85770. getClassName(): string;
  85771. /**
  85772. * Instantiates a particle system.
  85773. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  85774. * @param name The name of the particle system
  85775. * @param capacity The max number of particles alive at the same time
  85776. * @param scene The scene the particle system belongs to
  85777. * @param customEffect a custom effect used to change the way particles are rendered by default
  85778. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  85779. * @param epsilon Offset used to render the particles
  85780. */
  85781. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  85782. private _addFactorGradient;
  85783. private _removeFactorGradient;
  85784. /**
  85785. * Adds a new life time gradient
  85786. * @param gradient defines the gradient to use (between 0 and 1)
  85787. * @param factor defines the life time factor to affect to the specified gradient
  85788. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85789. * @returns the current particle system
  85790. */
  85791. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85792. /**
  85793. * Remove a specific life time gradient
  85794. * @param gradient defines the gradient to remove
  85795. * @returns the current particle system
  85796. */
  85797. removeLifeTimeGradient(gradient: number): IParticleSystem;
  85798. /**
  85799. * Adds a new size gradient
  85800. * @param gradient defines the gradient to use (between 0 and 1)
  85801. * @param factor defines the size factor to affect to the specified gradient
  85802. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85803. * @returns the current particle system
  85804. */
  85805. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85806. /**
  85807. * Remove a specific size gradient
  85808. * @param gradient defines the gradient to remove
  85809. * @returns the current particle system
  85810. */
  85811. removeSizeGradient(gradient: number): IParticleSystem;
  85812. /**
  85813. * Adds a new color remap gradient
  85814. * @param gradient defines the gradient to use (between 0 and 1)
  85815. * @param min defines the color remap minimal range
  85816. * @param max defines the color remap maximal range
  85817. * @returns the current particle system
  85818. */
  85819. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  85820. /**
  85821. * Remove a specific color remap gradient
  85822. * @param gradient defines the gradient to remove
  85823. * @returns the current particle system
  85824. */
  85825. removeColorRemapGradient(gradient: number): IParticleSystem;
  85826. /**
  85827. * Adds a new alpha remap gradient
  85828. * @param gradient defines the gradient to use (between 0 and 1)
  85829. * @param min defines the alpha remap minimal range
  85830. * @param max defines the alpha remap maximal range
  85831. * @returns the current particle system
  85832. */
  85833. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  85834. /**
  85835. * Remove a specific alpha remap gradient
  85836. * @param gradient defines the gradient to remove
  85837. * @returns the current particle system
  85838. */
  85839. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  85840. /**
  85841. * Adds a new angular speed gradient
  85842. * @param gradient defines the gradient to use (between 0 and 1)
  85843. * @param factor defines the angular speed to affect to the specified gradient
  85844. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85845. * @returns the current particle system
  85846. */
  85847. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85848. /**
  85849. * Remove a specific angular speed gradient
  85850. * @param gradient defines the gradient to remove
  85851. * @returns the current particle system
  85852. */
  85853. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  85854. /**
  85855. * Adds a new velocity gradient
  85856. * @param gradient defines the gradient to use (between 0 and 1)
  85857. * @param factor defines the velocity to affect to the specified gradient
  85858. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85859. * @returns the current particle system
  85860. */
  85861. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85862. /**
  85863. * Remove a specific velocity gradient
  85864. * @param gradient defines the gradient to remove
  85865. * @returns the current particle system
  85866. */
  85867. removeVelocityGradient(gradient: number): IParticleSystem;
  85868. /**
  85869. * Adds a new limit velocity gradient
  85870. * @param gradient defines the gradient to use (between 0 and 1)
  85871. * @param factor defines the limit velocity value to affect to the specified gradient
  85872. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85873. * @returns the current particle system
  85874. */
  85875. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85876. /**
  85877. * Remove a specific limit velocity gradient
  85878. * @param gradient defines the gradient to remove
  85879. * @returns the current particle system
  85880. */
  85881. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  85882. /**
  85883. * Adds a new drag gradient
  85884. * @param gradient defines the gradient to use (between 0 and 1)
  85885. * @param factor defines the drag value to affect to the specified gradient
  85886. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85887. * @returns the current particle system
  85888. */
  85889. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85890. /**
  85891. * Remove a specific drag gradient
  85892. * @param gradient defines the gradient to remove
  85893. * @returns the current particle system
  85894. */
  85895. removeDragGradient(gradient: number): IParticleSystem;
  85896. /**
  85897. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  85898. * @param gradient defines the gradient to use (between 0 and 1)
  85899. * @param factor defines the emit rate value to affect to the specified gradient
  85900. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85901. * @returns the current particle system
  85902. */
  85903. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85904. /**
  85905. * Remove a specific emit rate gradient
  85906. * @param gradient defines the gradient to remove
  85907. * @returns the current particle system
  85908. */
  85909. removeEmitRateGradient(gradient: number): IParticleSystem;
  85910. /**
  85911. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  85912. * @param gradient defines the gradient to use (between 0 and 1)
  85913. * @param factor defines the start size value to affect to the specified gradient
  85914. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85915. * @returns the current particle system
  85916. */
  85917. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85918. /**
  85919. * Remove a specific start size gradient
  85920. * @param gradient defines the gradient to remove
  85921. * @returns the current particle system
  85922. */
  85923. removeStartSizeGradient(gradient: number): IParticleSystem;
  85924. private _createRampGradientTexture;
  85925. /**
  85926. * Gets the current list of ramp gradients.
  85927. * You must use addRampGradient and removeRampGradient to udpate this list
  85928. * @returns the list of ramp gradients
  85929. */
  85930. getRampGradients(): Nullable<Array<Color3Gradient>>;
  85931. /**
  85932. * Adds a new ramp gradient used to remap particle colors
  85933. * @param gradient defines the gradient to use (between 0 and 1)
  85934. * @param color defines the color to affect to the specified gradient
  85935. * @returns the current particle system
  85936. */
  85937. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  85938. /**
  85939. * Remove a specific ramp gradient
  85940. * @param gradient defines the gradient to remove
  85941. * @returns the current particle system
  85942. */
  85943. removeRampGradient(gradient: number): ParticleSystem;
  85944. /**
  85945. * Adds a new color gradient
  85946. * @param gradient defines the gradient to use (between 0 and 1)
  85947. * @param color1 defines the color to affect to the specified gradient
  85948. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  85949. * @returns this particle system
  85950. */
  85951. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  85952. /**
  85953. * Remove a specific color gradient
  85954. * @param gradient defines the gradient to remove
  85955. * @returns this particle system
  85956. */
  85957. removeColorGradient(gradient: number): IParticleSystem;
  85958. private _fetchR;
  85959. protected _reset(): void;
  85960. private _resetEffect;
  85961. private _createVertexBuffers;
  85962. private _createIndexBuffer;
  85963. /**
  85964. * Gets the maximum number of particles active at the same time.
  85965. * @returns The max number of active particles.
  85966. */
  85967. getCapacity(): number;
  85968. /**
  85969. * Gets whether there are still active particles in the system.
  85970. * @returns True if it is alive, otherwise false.
  85971. */
  85972. isAlive(): boolean;
  85973. /**
  85974. * Gets if the system has been started. (Note: this will still be true after stop is called)
  85975. * @returns True if it has been started, otherwise false.
  85976. */
  85977. isStarted(): boolean;
  85978. private _prepareSubEmitterInternalArray;
  85979. /**
  85980. * Starts the particle system and begins to emit
  85981. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  85982. */
  85983. start(delay?: number): void;
  85984. /**
  85985. * Stops the particle system.
  85986. * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. the default value is true.
  85987. */
  85988. stop(stopSubEmitters?: boolean): void;
  85989. /**
  85990. * Remove all active particles
  85991. */
  85992. reset(): void;
  85993. /**
  85994. * @hidden (for internal use only)
  85995. */
  85996. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  85997. /**
  85998. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  85999. * Its lifetime will start back at 0.
  86000. */
  86001. recycleParticle: (particle: Particle) => void;
  86002. private _stopSubEmitters;
  86003. private _createParticle;
  86004. private _removeFromRoot;
  86005. private _emitFromParticle;
  86006. private _update;
  86007. /** @hidden */
  86008. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  86009. /** @hidden */
  86010. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  86011. /** @hidden */
  86012. private _getEffect;
  86013. /**
  86014. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  86015. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  86016. */
  86017. animate(preWarmOnly?: boolean): void;
  86018. private _appendParticleVertices;
  86019. /**
  86020. * Rebuilds the particle system.
  86021. */
  86022. rebuild(): void;
  86023. /**
  86024. * Is this system ready to be used/rendered
  86025. * @return true if the system is ready
  86026. */
  86027. isReady(): boolean;
  86028. private _render;
  86029. /**
  86030. * Renders the particle system in its current state.
  86031. * @returns the current number of particles
  86032. */
  86033. render(): number;
  86034. /**
  86035. * Disposes the particle system and free the associated resources
  86036. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  86037. */
  86038. dispose(disposeTexture?: boolean): void;
  86039. /**
  86040. * Clones the particle system.
  86041. * @param name The name of the cloned object
  86042. * @param newEmitter The new emitter to use
  86043. * @returns the cloned particle system
  86044. */
  86045. clone(name: string, newEmitter: any): ParticleSystem;
  86046. /**
  86047. * Serializes the particle system to a JSON object.
  86048. * @returns the JSON object
  86049. */
  86050. serialize(): any;
  86051. /** @hidden */
  86052. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  86053. /** @hidden */
  86054. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  86055. /**
  86056. * Parses a JSON object to create a particle system.
  86057. * @param parsedParticleSystem The JSON object to parse
  86058. * @param scene The scene to create the particle system in
  86059. * @param rootUrl The root url to use to load external dependencies like texture
  86060. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  86061. * @returns the Parsed particle system
  86062. */
  86063. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  86064. }
  86065. }
  86066. declare module BABYLON {
  86067. /**
  86068. * A particle represents one of the element emitted by a particle system.
  86069. * This is mainly define by its coordinates, direction, velocity and age.
  86070. */
  86071. export class Particle {
  86072. /**
  86073. * The particle system the particle belongs to.
  86074. */
  86075. particleSystem: ParticleSystem;
  86076. private static _Count;
  86077. /**
  86078. * Unique ID of the particle
  86079. */
  86080. id: number;
  86081. /**
  86082. * The world position of the particle in the scene.
  86083. */
  86084. position: Vector3;
  86085. /**
  86086. * The world direction of the particle in the scene.
  86087. */
  86088. direction: Vector3;
  86089. /**
  86090. * The color of the particle.
  86091. */
  86092. color: Color4;
  86093. /**
  86094. * The color change of the particle per step.
  86095. */
  86096. colorStep: Color4;
  86097. /**
  86098. * Defines how long will the life of the particle be.
  86099. */
  86100. lifeTime: number;
  86101. /**
  86102. * The current age of the particle.
  86103. */
  86104. age: number;
  86105. /**
  86106. * The current size of the particle.
  86107. */
  86108. size: number;
  86109. /**
  86110. * The current scale of the particle.
  86111. */
  86112. scale: Vector2;
  86113. /**
  86114. * The current angle of the particle.
  86115. */
  86116. angle: number;
  86117. /**
  86118. * Defines how fast is the angle changing.
  86119. */
  86120. angularSpeed: number;
  86121. /**
  86122. * Defines the cell index used by the particle to be rendered from a sprite.
  86123. */
  86124. cellIndex: number;
  86125. /**
  86126. * The information required to support color remapping
  86127. */
  86128. remapData: Vector4;
  86129. /** @hidden */
  86130. _randomCellOffset?: number;
  86131. /** @hidden */
  86132. _initialDirection: Nullable<Vector3>;
  86133. /** @hidden */
  86134. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  86135. /** @hidden */
  86136. _initialStartSpriteCellID: number;
  86137. /** @hidden */
  86138. _initialEndSpriteCellID: number;
  86139. /** @hidden */
  86140. _currentColorGradient: Nullable<ColorGradient>;
  86141. /** @hidden */
  86142. _currentColor1: Color4;
  86143. /** @hidden */
  86144. _currentColor2: Color4;
  86145. /** @hidden */
  86146. _currentSizeGradient: Nullable<FactorGradient>;
  86147. /** @hidden */
  86148. _currentSize1: number;
  86149. /** @hidden */
  86150. _currentSize2: number;
  86151. /** @hidden */
  86152. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  86153. /** @hidden */
  86154. _currentAngularSpeed1: number;
  86155. /** @hidden */
  86156. _currentAngularSpeed2: number;
  86157. /** @hidden */
  86158. _currentVelocityGradient: Nullable<FactorGradient>;
  86159. /** @hidden */
  86160. _currentVelocity1: number;
  86161. /** @hidden */
  86162. _currentVelocity2: number;
  86163. /** @hidden */
  86164. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  86165. /** @hidden */
  86166. _currentLimitVelocity1: number;
  86167. /** @hidden */
  86168. _currentLimitVelocity2: number;
  86169. /** @hidden */
  86170. _currentDragGradient: Nullable<FactorGradient>;
  86171. /** @hidden */
  86172. _currentDrag1: number;
  86173. /** @hidden */
  86174. _currentDrag2: number;
  86175. /** @hidden */
  86176. _randomNoiseCoordinates1: Vector3;
  86177. /** @hidden */
  86178. _randomNoiseCoordinates2: Vector3;
  86179. /**
  86180. * Creates a new instance Particle
  86181. * @param particleSystem the particle system the particle belongs to
  86182. */
  86183. constructor(
  86184. /**
  86185. * The particle system the particle belongs to.
  86186. */
  86187. particleSystem: ParticleSystem);
  86188. private updateCellInfoFromSystem;
  86189. /**
  86190. * Defines how the sprite cell index is updated for the particle
  86191. */
  86192. updateCellIndex(): void;
  86193. /** @hidden */
  86194. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  86195. /** @hidden */
  86196. _inheritParticleInfoToSubEmitters(): void;
  86197. /** @hidden */
  86198. _reset(): void;
  86199. /**
  86200. * Copy the properties of particle to another one.
  86201. * @param other the particle to copy the information to.
  86202. */
  86203. copyTo(other: Particle): void;
  86204. }
  86205. }
  86206. declare module BABYLON {
  86207. /**
  86208. * Particle emitter represents a volume emitting particles.
  86209. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  86210. */
  86211. export interface IParticleEmitterType {
  86212. /**
  86213. * Called by the particle System when the direction is computed for the created particle.
  86214. * @param worldMatrix is the world matrix of the particle system
  86215. * @param directionToUpdate is the direction vector to update with the result
  86216. * @param particle is the particle we are computed the direction for
  86217. */
  86218. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86219. /**
  86220. * Called by the particle System when the position is computed for the created particle.
  86221. * @param worldMatrix is the world matrix of the particle system
  86222. * @param positionToUpdate is the position vector to update with the result
  86223. * @param particle is the particle we are computed the position for
  86224. */
  86225. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86226. /**
  86227. * Clones the current emitter and returns a copy of it
  86228. * @returns the new emitter
  86229. */
  86230. clone(): IParticleEmitterType;
  86231. /**
  86232. * Called by the GPUParticleSystem to setup the update shader
  86233. * @param effect defines the update shader
  86234. */
  86235. applyToShader(effect: Effect): void;
  86236. /**
  86237. * Returns a string to use to update the GPU particles update shader
  86238. * @returns the effect defines string
  86239. */
  86240. getEffectDefines(): string;
  86241. /**
  86242. * Returns a string representing the class name
  86243. * @returns a string containing the class name
  86244. */
  86245. getClassName(): string;
  86246. /**
  86247. * Serializes the particle system to a JSON object.
  86248. * @returns the JSON object
  86249. */
  86250. serialize(): any;
  86251. /**
  86252. * Parse properties from a JSON object
  86253. * @param serializationObject defines the JSON object
  86254. */
  86255. parse(serializationObject: any): void;
  86256. }
  86257. }
  86258. declare module BABYLON {
  86259. /**
  86260. * Particle emitter emitting particles from the inside of a box.
  86261. * It emits the particles randomly between 2 given directions.
  86262. */
  86263. export class BoxParticleEmitter implements IParticleEmitterType {
  86264. /**
  86265. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86266. */
  86267. direction1: Vector3;
  86268. /**
  86269. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86270. */
  86271. direction2: Vector3;
  86272. /**
  86273. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  86274. */
  86275. minEmitBox: Vector3;
  86276. /**
  86277. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  86278. */
  86279. maxEmitBox: Vector3;
  86280. /**
  86281. * Creates a new instance BoxParticleEmitter
  86282. */
  86283. constructor();
  86284. /**
  86285. * Called by the particle System when the direction is computed for the created particle.
  86286. * @param worldMatrix is the world matrix of the particle system
  86287. * @param directionToUpdate is the direction vector to update with the result
  86288. * @param particle is the particle we are computed the direction for
  86289. */
  86290. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86291. /**
  86292. * Called by the particle System when the position is computed for the created particle.
  86293. * @param worldMatrix is the world matrix of the particle system
  86294. * @param positionToUpdate is the position vector to update with the result
  86295. * @param particle is the particle we are computed the position for
  86296. */
  86297. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86298. /**
  86299. * Clones the current emitter and returns a copy of it
  86300. * @returns the new emitter
  86301. */
  86302. clone(): BoxParticleEmitter;
  86303. /**
  86304. * Called by the GPUParticleSystem to setup the update shader
  86305. * @param effect defines the update shader
  86306. */
  86307. applyToShader(effect: Effect): void;
  86308. /**
  86309. * Returns a string to use to update the GPU particles update shader
  86310. * @returns a string containng the defines string
  86311. */
  86312. getEffectDefines(): string;
  86313. /**
  86314. * Returns the string "BoxParticleEmitter"
  86315. * @returns a string containing the class name
  86316. */
  86317. getClassName(): string;
  86318. /**
  86319. * Serializes the particle system to a JSON object.
  86320. * @returns the JSON object
  86321. */
  86322. serialize(): any;
  86323. /**
  86324. * Parse properties from a JSON object
  86325. * @param serializationObject defines the JSON object
  86326. */
  86327. parse(serializationObject: any): void;
  86328. }
  86329. }
  86330. declare module BABYLON {
  86331. /**
  86332. * Particle emitter emitting particles from the inside of a cone.
  86333. * It emits the particles alongside the cone volume from the base to the particle.
  86334. * The emission direction might be randomized.
  86335. */
  86336. export class ConeParticleEmitter implements IParticleEmitterType {
  86337. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  86338. directionRandomizer: number;
  86339. private _radius;
  86340. private _angle;
  86341. private _height;
  86342. /**
  86343. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  86344. */
  86345. radiusRange: number;
  86346. /**
  86347. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  86348. */
  86349. heightRange: number;
  86350. /**
  86351. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  86352. */
  86353. emitFromSpawnPointOnly: boolean;
  86354. /**
  86355. * Gets or sets the radius of the emission cone
  86356. */
  86357. radius: number;
  86358. /**
  86359. * Gets or sets the angle of the emission cone
  86360. */
  86361. angle: number;
  86362. private _buildHeight;
  86363. /**
  86364. * Creates a new instance ConeParticleEmitter
  86365. * @param radius the radius of the emission cone (1 by default)
  86366. * @param angle the cone base angle (PI by default)
  86367. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  86368. */
  86369. constructor(radius?: number, angle?: number,
  86370. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  86371. directionRandomizer?: number);
  86372. /**
  86373. * Called by the particle System when the direction is computed for the created particle.
  86374. * @param worldMatrix is the world matrix of the particle system
  86375. * @param directionToUpdate is the direction vector to update with the result
  86376. * @param particle is the particle we are computed the direction for
  86377. */
  86378. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86379. /**
  86380. * Called by the particle System when the position is computed for the created particle.
  86381. * @param worldMatrix is the world matrix of the particle system
  86382. * @param positionToUpdate is the position vector to update with the result
  86383. * @param particle is the particle we are computed the position for
  86384. */
  86385. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86386. /**
  86387. * Clones the current emitter and returns a copy of it
  86388. * @returns the new emitter
  86389. */
  86390. clone(): ConeParticleEmitter;
  86391. /**
  86392. * Called by the GPUParticleSystem to setup the update shader
  86393. * @param effect defines the update shader
  86394. */
  86395. applyToShader(effect: Effect): void;
  86396. /**
  86397. * Returns a string to use to update the GPU particles update shader
  86398. * @returns a string containng the defines string
  86399. */
  86400. getEffectDefines(): string;
  86401. /**
  86402. * Returns the string "ConeParticleEmitter"
  86403. * @returns a string containing the class name
  86404. */
  86405. getClassName(): string;
  86406. /**
  86407. * Serializes the particle system to a JSON object.
  86408. * @returns the JSON object
  86409. */
  86410. serialize(): any;
  86411. /**
  86412. * Parse properties from a JSON object
  86413. * @param serializationObject defines the JSON object
  86414. */
  86415. parse(serializationObject: any): void;
  86416. }
  86417. }
  86418. declare module BABYLON {
  86419. /**
  86420. * Particle emitter emitting particles from the inside of a cylinder.
  86421. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  86422. */
  86423. export class CylinderParticleEmitter implements IParticleEmitterType {
  86424. /**
  86425. * The radius of the emission cylinder.
  86426. */
  86427. radius: number;
  86428. /**
  86429. * The height of the emission cylinder.
  86430. */
  86431. height: number;
  86432. /**
  86433. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86434. */
  86435. radiusRange: number;
  86436. /**
  86437. * How much to randomize the particle direction [0-1].
  86438. */
  86439. directionRandomizer: number;
  86440. /**
  86441. * Creates a new instance CylinderParticleEmitter
  86442. * @param radius the radius of the emission cylinder (1 by default)
  86443. * @param height the height of the emission cylinder (1 by default)
  86444. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86445. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  86446. */
  86447. constructor(
  86448. /**
  86449. * The radius of the emission cylinder.
  86450. */
  86451. radius?: number,
  86452. /**
  86453. * The height of the emission cylinder.
  86454. */
  86455. height?: number,
  86456. /**
  86457. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86458. */
  86459. radiusRange?: number,
  86460. /**
  86461. * How much to randomize the particle direction [0-1].
  86462. */
  86463. directionRandomizer?: number);
  86464. /**
  86465. * Called by the particle System when the direction is computed for the created particle.
  86466. * @param worldMatrix is the world matrix of the particle system
  86467. * @param directionToUpdate is the direction vector to update with the result
  86468. * @param particle is the particle we are computed the direction for
  86469. */
  86470. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86471. /**
  86472. * Called by the particle System when the position is computed for the created particle.
  86473. * @param worldMatrix is the world matrix of the particle system
  86474. * @param positionToUpdate is the position vector to update with the result
  86475. * @param particle is the particle we are computed the position for
  86476. */
  86477. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86478. /**
  86479. * Clones the current emitter and returns a copy of it
  86480. * @returns the new emitter
  86481. */
  86482. clone(): CylinderParticleEmitter;
  86483. /**
  86484. * Called by the GPUParticleSystem to setup the update shader
  86485. * @param effect defines the update shader
  86486. */
  86487. applyToShader(effect: Effect): void;
  86488. /**
  86489. * Returns a string to use to update the GPU particles update shader
  86490. * @returns a string containng the defines string
  86491. */
  86492. getEffectDefines(): string;
  86493. /**
  86494. * Returns the string "CylinderParticleEmitter"
  86495. * @returns a string containing the class name
  86496. */
  86497. getClassName(): string;
  86498. /**
  86499. * Serializes the particle system to a JSON object.
  86500. * @returns the JSON object
  86501. */
  86502. serialize(): any;
  86503. /**
  86504. * Parse properties from a JSON object
  86505. * @param serializationObject defines the JSON object
  86506. */
  86507. parse(serializationObject: any): void;
  86508. }
  86509. /**
  86510. * Particle emitter emitting particles from the inside of a cylinder.
  86511. * It emits the particles randomly between two vectors.
  86512. */
  86513. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  86514. /**
  86515. * The min limit of the emission direction.
  86516. */
  86517. direction1: Vector3;
  86518. /**
  86519. * The max limit of the emission direction.
  86520. */
  86521. direction2: Vector3;
  86522. /**
  86523. * Creates a new instance CylinderDirectedParticleEmitter
  86524. * @param radius the radius of the emission cylinder (1 by default)
  86525. * @param height the height of the emission cylinder (1 by default)
  86526. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86527. * @param direction1 the min limit of the emission direction (up vector by default)
  86528. * @param direction2 the max limit of the emission direction (up vector by default)
  86529. */
  86530. constructor(radius?: number, height?: number, radiusRange?: number,
  86531. /**
  86532. * The min limit of the emission direction.
  86533. */
  86534. direction1?: Vector3,
  86535. /**
  86536. * The max limit of the emission direction.
  86537. */
  86538. direction2?: Vector3);
  86539. /**
  86540. * Called by the particle System when the direction is computed for the created particle.
  86541. * @param worldMatrix is the world matrix of the particle system
  86542. * @param directionToUpdate is the direction vector to update with the result
  86543. * @param particle is the particle we are computed the direction for
  86544. */
  86545. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86546. /**
  86547. * Clones the current emitter and returns a copy of it
  86548. * @returns the new emitter
  86549. */
  86550. clone(): CylinderDirectedParticleEmitter;
  86551. /**
  86552. * Called by the GPUParticleSystem to setup the update shader
  86553. * @param effect defines the update shader
  86554. */
  86555. applyToShader(effect: Effect): void;
  86556. /**
  86557. * Returns a string to use to update the GPU particles update shader
  86558. * @returns a string containng the defines string
  86559. */
  86560. getEffectDefines(): string;
  86561. /**
  86562. * Returns the string "CylinderDirectedParticleEmitter"
  86563. * @returns a string containing the class name
  86564. */
  86565. getClassName(): string;
  86566. /**
  86567. * Serializes the particle system to a JSON object.
  86568. * @returns the JSON object
  86569. */
  86570. serialize(): any;
  86571. /**
  86572. * Parse properties from a JSON object
  86573. * @param serializationObject defines the JSON object
  86574. */
  86575. parse(serializationObject: any): void;
  86576. }
  86577. }
  86578. declare module BABYLON {
  86579. /**
  86580. * Particle emitter emitting particles from the inside of a hemisphere.
  86581. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  86582. */
  86583. export class HemisphericParticleEmitter implements IParticleEmitterType {
  86584. /**
  86585. * The radius of the emission hemisphere.
  86586. */
  86587. radius: number;
  86588. /**
  86589. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86590. */
  86591. radiusRange: number;
  86592. /**
  86593. * How much to randomize the particle direction [0-1].
  86594. */
  86595. directionRandomizer: number;
  86596. /**
  86597. * Creates a new instance HemisphericParticleEmitter
  86598. * @param radius the radius of the emission hemisphere (1 by default)
  86599. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86600. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  86601. */
  86602. constructor(
  86603. /**
  86604. * The radius of the emission hemisphere.
  86605. */
  86606. radius?: number,
  86607. /**
  86608. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86609. */
  86610. radiusRange?: number,
  86611. /**
  86612. * How much to randomize the particle direction [0-1].
  86613. */
  86614. directionRandomizer?: number);
  86615. /**
  86616. * Called by the particle System when the direction is computed for the created particle.
  86617. * @param worldMatrix is the world matrix of the particle system
  86618. * @param directionToUpdate is the direction vector to update with the result
  86619. * @param particle is the particle we are computed the direction for
  86620. */
  86621. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86622. /**
  86623. * Called by the particle System when the position is computed for the created particle.
  86624. * @param worldMatrix is the world matrix of the particle system
  86625. * @param positionToUpdate is the position vector to update with the result
  86626. * @param particle is the particle we are computed the position for
  86627. */
  86628. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86629. /**
  86630. * Clones the current emitter and returns a copy of it
  86631. * @returns the new emitter
  86632. */
  86633. clone(): HemisphericParticleEmitter;
  86634. /**
  86635. * Called by the GPUParticleSystem to setup the update shader
  86636. * @param effect defines the update shader
  86637. */
  86638. applyToShader(effect: Effect): void;
  86639. /**
  86640. * Returns a string to use to update the GPU particles update shader
  86641. * @returns a string containng the defines string
  86642. */
  86643. getEffectDefines(): string;
  86644. /**
  86645. * Returns the string "HemisphericParticleEmitter"
  86646. * @returns a string containing the class name
  86647. */
  86648. getClassName(): string;
  86649. /**
  86650. * Serializes the particle system to a JSON object.
  86651. * @returns the JSON object
  86652. */
  86653. serialize(): any;
  86654. /**
  86655. * Parse properties from a JSON object
  86656. * @param serializationObject defines the JSON object
  86657. */
  86658. parse(serializationObject: any): void;
  86659. }
  86660. }
  86661. declare module BABYLON {
  86662. /**
  86663. * Particle emitter emitting particles from a point.
  86664. * It emits the particles randomly between 2 given directions.
  86665. */
  86666. export class PointParticleEmitter implements IParticleEmitterType {
  86667. /**
  86668. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86669. */
  86670. direction1: Vector3;
  86671. /**
  86672. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86673. */
  86674. direction2: Vector3;
  86675. /**
  86676. * Creates a new instance PointParticleEmitter
  86677. */
  86678. constructor();
  86679. /**
  86680. * Called by the particle System when the direction is computed for the created particle.
  86681. * @param worldMatrix is the world matrix of the particle system
  86682. * @param directionToUpdate is the direction vector to update with the result
  86683. * @param particle is the particle we are computed the direction for
  86684. */
  86685. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86686. /**
  86687. * Called by the particle System when the position is computed for the created particle.
  86688. * @param worldMatrix is the world matrix of the particle system
  86689. * @param positionToUpdate is the position vector to update with the result
  86690. * @param particle is the particle we are computed the position for
  86691. */
  86692. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86693. /**
  86694. * Clones the current emitter and returns a copy of it
  86695. * @returns the new emitter
  86696. */
  86697. clone(): PointParticleEmitter;
  86698. /**
  86699. * Called by the GPUParticleSystem to setup the update shader
  86700. * @param effect defines the update shader
  86701. */
  86702. applyToShader(effect: Effect): void;
  86703. /**
  86704. * Returns a string to use to update the GPU particles update shader
  86705. * @returns a string containng the defines string
  86706. */
  86707. getEffectDefines(): string;
  86708. /**
  86709. * Returns the string "PointParticleEmitter"
  86710. * @returns a string containing the class name
  86711. */
  86712. getClassName(): string;
  86713. /**
  86714. * Serializes the particle system to a JSON object.
  86715. * @returns the JSON object
  86716. */
  86717. serialize(): any;
  86718. /**
  86719. * Parse properties from a JSON object
  86720. * @param serializationObject defines the JSON object
  86721. */
  86722. parse(serializationObject: any): void;
  86723. }
  86724. }
  86725. declare module BABYLON {
  86726. /**
  86727. * Particle emitter emitting particles from the inside of a sphere.
  86728. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  86729. */
  86730. export class SphereParticleEmitter implements IParticleEmitterType {
  86731. /**
  86732. * The radius of the emission sphere.
  86733. */
  86734. radius: number;
  86735. /**
  86736. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86737. */
  86738. radiusRange: number;
  86739. /**
  86740. * How much to randomize the particle direction [0-1].
  86741. */
  86742. directionRandomizer: number;
  86743. /**
  86744. * Creates a new instance SphereParticleEmitter
  86745. * @param radius the radius of the emission sphere (1 by default)
  86746. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86747. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  86748. */
  86749. constructor(
  86750. /**
  86751. * The radius of the emission sphere.
  86752. */
  86753. radius?: number,
  86754. /**
  86755. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86756. */
  86757. radiusRange?: number,
  86758. /**
  86759. * How much to randomize the particle direction [0-1].
  86760. */
  86761. directionRandomizer?: number);
  86762. /**
  86763. * Called by the particle System when the direction is computed for the created particle.
  86764. * @param worldMatrix is the world matrix of the particle system
  86765. * @param directionToUpdate is the direction vector to update with the result
  86766. * @param particle is the particle we are computed the direction for
  86767. */
  86768. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86769. /**
  86770. * Called by the particle System when the position is computed for the created particle.
  86771. * @param worldMatrix is the world matrix of the particle system
  86772. * @param positionToUpdate is the position vector to update with the result
  86773. * @param particle is the particle we are computed the position for
  86774. */
  86775. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86776. /**
  86777. * Clones the current emitter and returns a copy of it
  86778. * @returns the new emitter
  86779. */
  86780. clone(): SphereParticleEmitter;
  86781. /**
  86782. * Called by the GPUParticleSystem to setup the update shader
  86783. * @param effect defines the update shader
  86784. */
  86785. applyToShader(effect: Effect): void;
  86786. /**
  86787. * Returns a string to use to update the GPU particles update shader
  86788. * @returns a string containng the defines string
  86789. */
  86790. getEffectDefines(): string;
  86791. /**
  86792. * Returns the string "SphereParticleEmitter"
  86793. * @returns a string containing the class name
  86794. */
  86795. getClassName(): string;
  86796. /**
  86797. * Serializes the particle system to a JSON object.
  86798. * @returns the JSON object
  86799. */
  86800. serialize(): any;
  86801. /**
  86802. * Parse properties from a JSON object
  86803. * @param serializationObject defines the JSON object
  86804. */
  86805. parse(serializationObject: any): void;
  86806. }
  86807. /**
  86808. * Particle emitter emitting particles from the inside of a sphere.
  86809. * It emits the particles randomly between two vectors.
  86810. */
  86811. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  86812. /**
  86813. * The min limit of the emission direction.
  86814. */
  86815. direction1: Vector3;
  86816. /**
  86817. * The max limit of the emission direction.
  86818. */
  86819. direction2: Vector3;
  86820. /**
  86821. * Creates a new instance SphereDirectedParticleEmitter
  86822. * @param radius the radius of the emission sphere (1 by default)
  86823. * @param direction1 the min limit of the emission direction (up vector by default)
  86824. * @param direction2 the max limit of the emission direction (up vector by default)
  86825. */
  86826. constructor(radius?: number,
  86827. /**
  86828. * The min limit of the emission direction.
  86829. */
  86830. direction1?: Vector3,
  86831. /**
  86832. * The max limit of the emission direction.
  86833. */
  86834. direction2?: Vector3);
  86835. /**
  86836. * Called by the particle System when the direction is computed for the created particle.
  86837. * @param worldMatrix is the world matrix of the particle system
  86838. * @param directionToUpdate is the direction vector to update with the result
  86839. * @param particle is the particle we are computed the direction for
  86840. */
  86841. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86842. /**
  86843. * Clones the current emitter and returns a copy of it
  86844. * @returns the new emitter
  86845. */
  86846. clone(): SphereDirectedParticleEmitter;
  86847. /**
  86848. * Called by the GPUParticleSystem to setup the update shader
  86849. * @param effect defines the update shader
  86850. */
  86851. applyToShader(effect: Effect): void;
  86852. /**
  86853. * Returns a string to use to update the GPU particles update shader
  86854. * @returns a string containng the defines string
  86855. */
  86856. getEffectDefines(): string;
  86857. /**
  86858. * Returns the string "SphereDirectedParticleEmitter"
  86859. * @returns a string containing the class name
  86860. */
  86861. getClassName(): string;
  86862. /**
  86863. * Serializes the particle system to a JSON object.
  86864. * @returns the JSON object
  86865. */
  86866. serialize(): any;
  86867. /**
  86868. * Parse properties from a JSON object
  86869. * @param serializationObject defines the JSON object
  86870. */
  86871. parse(serializationObject: any): void;
  86872. }
  86873. }
  86874. declare module BABYLON {
  86875. /**
  86876. * Interface representing a particle system in Babylon.js.
  86877. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  86878. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  86879. */
  86880. export interface IParticleSystem {
  86881. /**
  86882. * List of animations used by the particle system.
  86883. */
  86884. animations: Animation[];
  86885. /**
  86886. * The id of the Particle system.
  86887. */
  86888. id: string;
  86889. /**
  86890. * The name of the Particle system.
  86891. */
  86892. name: string;
  86893. /**
  86894. * The emitter represents the Mesh or position we are attaching the particle system to.
  86895. */
  86896. emitter: Nullable<AbstractMesh | Vector3>;
  86897. /**
  86898. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  86899. */
  86900. isBillboardBased: boolean;
  86901. /**
  86902. * The rendering group used by the Particle system to chose when to render.
  86903. */
  86904. renderingGroupId: number;
  86905. /**
  86906. * The layer mask we are rendering the particles through.
  86907. */
  86908. layerMask: number;
  86909. /**
  86910. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  86911. */
  86912. updateSpeed: number;
  86913. /**
  86914. * The amount of time the particle system is running (depends of the overall update speed).
  86915. */
  86916. targetStopDuration: number;
  86917. /**
  86918. * The texture used to render each particle. (this can be a spritesheet)
  86919. */
  86920. particleTexture: Nullable<Texture>;
  86921. /**
  86922. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  86923. */
  86924. blendMode: number;
  86925. /**
  86926. * Minimum life time of emitting particles.
  86927. */
  86928. minLifeTime: number;
  86929. /**
  86930. * Maximum life time of emitting particles.
  86931. */
  86932. maxLifeTime: number;
  86933. /**
  86934. * Minimum Size of emitting particles.
  86935. */
  86936. minSize: number;
  86937. /**
  86938. * Maximum Size of emitting particles.
  86939. */
  86940. maxSize: number;
  86941. /**
  86942. * Minimum scale of emitting particles on X axis.
  86943. */
  86944. minScaleX: number;
  86945. /**
  86946. * Maximum scale of emitting particles on X axis.
  86947. */
  86948. maxScaleX: number;
  86949. /**
  86950. * Minimum scale of emitting particles on Y axis.
  86951. */
  86952. minScaleY: number;
  86953. /**
  86954. * Maximum scale of emitting particles on Y axis.
  86955. */
  86956. maxScaleY: number;
  86957. /**
  86958. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  86959. */
  86960. color1: Color4;
  86961. /**
  86962. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  86963. */
  86964. color2: Color4;
  86965. /**
  86966. * Color the particle will have at the end of its lifetime.
  86967. */
  86968. colorDead: Color4;
  86969. /**
  86970. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  86971. */
  86972. emitRate: number;
  86973. /**
  86974. * You can use gravity if you want to give an orientation to your particles.
  86975. */
  86976. gravity: Vector3;
  86977. /**
  86978. * Minimum power of emitting particles.
  86979. */
  86980. minEmitPower: number;
  86981. /**
  86982. * Maximum power of emitting particles.
  86983. */
  86984. maxEmitPower: number;
  86985. /**
  86986. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  86987. */
  86988. minAngularSpeed: number;
  86989. /**
  86990. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  86991. */
  86992. maxAngularSpeed: number;
  86993. /**
  86994. * Gets or sets the minimal initial rotation in radians.
  86995. */
  86996. minInitialRotation: number;
  86997. /**
  86998. * Gets or sets the maximal initial rotation in radians.
  86999. */
  87000. maxInitialRotation: number;
  87001. /**
  87002. * The particle emitter type defines the emitter used by the particle system.
  87003. * It can be for example box, sphere, or cone...
  87004. */
  87005. particleEmitterType: Nullable<IParticleEmitterType>;
  87006. /**
  87007. * Defines the delay in milliseconds before starting the system (0 by default)
  87008. */
  87009. startDelay: number;
  87010. /**
  87011. * Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0
  87012. */
  87013. preWarmCycles: number;
  87014. /**
  87015. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  87016. */
  87017. preWarmStepOffset: number;
  87018. /**
  87019. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  87020. */
  87021. spriteCellChangeSpeed: number;
  87022. /**
  87023. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  87024. */
  87025. startSpriteCellID: number;
  87026. /**
  87027. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  87028. */
  87029. endSpriteCellID: number;
  87030. /**
  87031. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  87032. */
  87033. spriteCellWidth: number;
  87034. /**
  87035. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  87036. */
  87037. spriteCellHeight: number;
  87038. /**
  87039. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  87040. */
  87041. spriteRandomStartCell: boolean;
  87042. /**
  87043. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  87044. */
  87045. isAnimationSheetEnabled: boolean;
  87046. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  87047. translationPivot: Vector2;
  87048. /**
  87049. * Gets or sets a texture used to add random noise to particle positions
  87050. */
  87051. noiseTexture: Nullable<BaseTexture>;
  87052. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  87053. noiseStrength: Vector3;
  87054. /**
  87055. * Gets or sets the billboard mode to use when isBillboardBased = true.
  87056. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  87057. */
  87058. billboardMode: number;
  87059. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  87060. limitVelocityDamping: number;
  87061. /**
  87062. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  87063. */
  87064. beginAnimationOnStart: boolean;
  87065. /**
  87066. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  87067. */
  87068. beginAnimationFrom: number;
  87069. /**
  87070. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  87071. */
  87072. beginAnimationTo: number;
  87073. /**
  87074. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  87075. */
  87076. beginAnimationLoop: boolean;
  87077. /**
  87078. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  87079. */
  87080. disposeOnStop: boolean;
  87081. /**
  87082. * Gets the maximum number of particles active at the same time.
  87083. * @returns The max number of active particles.
  87084. */
  87085. getCapacity(): number;
  87086. /**
  87087. * Gets if the system has been started. (Note: this will still be true after stop is called)
  87088. * @returns True if it has been started, otherwise false.
  87089. */
  87090. isStarted(): boolean;
  87091. /**
  87092. * Animates the particle system for this frame.
  87093. */
  87094. animate(): void;
  87095. /**
  87096. * Renders the particle system in its current state.
  87097. * @returns the current number of particles
  87098. */
  87099. render(): number;
  87100. /**
  87101. * Dispose the particle system and frees its associated resources.
  87102. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  87103. */
  87104. dispose(disposeTexture?: boolean): void;
  87105. /**
  87106. * Clones the particle system.
  87107. * @param name The name of the cloned object
  87108. * @param newEmitter The new emitter to use
  87109. * @returns the cloned particle system
  87110. */
  87111. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  87112. /**
  87113. * Serializes the particle system to a JSON object.
  87114. * @returns the JSON object
  87115. */
  87116. serialize(): any;
  87117. /**
  87118. * Rebuild the particle system
  87119. */
  87120. rebuild(): void;
  87121. /**
  87122. * Starts the particle system and begins to emit
  87123. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  87124. */
  87125. start(delay?: number): void;
  87126. /**
  87127. * Stops the particle system.
  87128. */
  87129. stop(): void;
  87130. /**
  87131. * Remove all active particles
  87132. */
  87133. reset(): void;
  87134. /**
  87135. * Is this system ready to be used/rendered
  87136. * @return true if the system is ready
  87137. */
  87138. isReady(): boolean;
  87139. /**
  87140. * Adds a new color gradient
  87141. * @param gradient defines the gradient to use (between 0 and 1)
  87142. * @param color1 defines the color to affect to the specified gradient
  87143. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  87144. * @returns the current particle system
  87145. */
  87146. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  87147. /**
  87148. * Remove a specific color gradient
  87149. * @param gradient defines the gradient to remove
  87150. * @returns the current particle system
  87151. */
  87152. removeColorGradient(gradient: number): IParticleSystem;
  87153. /**
  87154. * Adds a new size gradient
  87155. * @param gradient defines the gradient to use (between 0 and 1)
  87156. * @param factor defines the size factor to affect to the specified gradient
  87157. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87158. * @returns the current particle system
  87159. */
  87160. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87161. /**
  87162. * Remove a specific size gradient
  87163. * @param gradient defines the gradient to remove
  87164. * @returns the current particle system
  87165. */
  87166. removeSizeGradient(gradient: number): IParticleSystem;
  87167. /**
  87168. * Gets the current list of color gradients.
  87169. * You must use addColorGradient and removeColorGradient to udpate this list
  87170. * @returns the list of color gradients
  87171. */
  87172. getColorGradients(): Nullable<Array<ColorGradient>>;
  87173. /**
  87174. * Gets the current list of size gradients.
  87175. * You must use addSizeGradient and removeSizeGradient to udpate this list
  87176. * @returns the list of size gradients
  87177. */
  87178. getSizeGradients(): Nullable<Array<FactorGradient>>;
  87179. /**
  87180. * Gets the current list of angular speed gradients.
  87181. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  87182. * @returns the list of angular speed gradients
  87183. */
  87184. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  87185. /**
  87186. * Adds a new angular speed gradient
  87187. * @param gradient defines the gradient to use (between 0 and 1)
  87188. * @param factor defines the angular speed to affect to the specified gradient
  87189. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87190. * @returns the current particle system
  87191. */
  87192. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87193. /**
  87194. * Remove a specific angular speed gradient
  87195. * @param gradient defines the gradient to remove
  87196. * @returns the current particle system
  87197. */
  87198. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  87199. /**
  87200. * Gets the current list of velocity gradients.
  87201. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  87202. * @returns the list of velocity gradients
  87203. */
  87204. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  87205. /**
  87206. * Adds a new velocity gradient
  87207. * @param gradient defines the gradient to use (between 0 and 1)
  87208. * @param factor defines the velocity to affect to the specified gradient
  87209. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87210. * @returns the current particle system
  87211. */
  87212. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87213. /**
  87214. * Remove a specific velocity gradient
  87215. * @param gradient defines the gradient to remove
  87216. * @returns the current particle system
  87217. */
  87218. removeVelocityGradient(gradient: number): IParticleSystem;
  87219. /**
  87220. * Gets the current list of limit velocity gradients.
  87221. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  87222. * @returns the list of limit velocity gradients
  87223. */
  87224. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  87225. /**
  87226. * Adds a new limit velocity gradient
  87227. * @param gradient defines the gradient to use (between 0 and 1)
  87228. * @param factor defines the limit velocity to affect to the specified gradient
  87229. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87230. * @returns the current particle system
  87231. */
  87232. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87233. /**
  87234. * Remove a specific limit velocity gradient
  87235. * @param gradient defines the gradient to remove
  87236. * @returns the current particle system
  87237. */
  87238. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  87239. /**
  87240. * Adds a new drag gradient
  87241. * @param gradient defines the gradient to use (between 0 and 1)
  87242. * @param factor defines the drag to affect to the specified gradient
  87243. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87244. * @returns the current particle system
  87245. */
  87246. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87247. /**
  87248. * Remove a specific drag gradient
  87249. * @param gradient defines the gradient to remove
  87250. * @returns the current particle system
  87251. */
  87252. removeDragGradient(gradient: number): IParticleSystem;
  87253. /**
  87254. * Gets the current list of drag gradients.
  87255. * You must use addDragGradient and removeDragGradient to udpate this list
  87256. * @returns the list of drag gradients
  87257. */
  87258. getDragGradients(): Nullable<Array<FactorGradient>>;
  87259. /**
  87260. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  87261. * @param gradient defines the gradient to use (between 0 and 1)
  87262. * @param factor defines the emit rate to affect to the specified gradient
  87263. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87264. * @returns the current particle system
  87265. */
  87266. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87267. /**
  87268. * Remove a specific emit rate gradient
  87269. * @param gradient defines the gradient to remove
  87270. * @returns the current particle system
  87271. */
  87272. removeEmitRateGradient(gradient: number): IParticleSystem;
  87273. /**
  87274. * Gets the current list of emit rate gradients.
  87275. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  87276. * @returns the list of emit rate gradients
  87277. */
  87278. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  87279. /**
  87280. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  87281. * @param gradient defines the gradient to use (between 0 and 1)
  87282. * @param factor defines the start size to affect to the specified gradient
  87283. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87284. * @returns the current particle system
  87285. */
  87286. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87287. /**
  87288. * Remove a specific start size gradient
  87289. * @param gradient defines the gradient to remove
  87290. * @returns the current particle system
  87291. */
  87292. removeStartSizeGradient(gradient: number): IParticleSystem;
  87293. /**
  87294. * Gets the current list of start size gradients.
  87295. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  87296. * @returns the list of start size gradients
  87297. */
  87298. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  87299. /**
  87300. * Adds a new life time gradient
  87301. * @param gradient defines the gradient to use (between 0 and 1)
  87302. * @param factor defines the life time factor to affect to the specified gradient
  87303. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87304. * @returns the current particle system
  87305. */
  87306. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87307. /**
  87308. * Remove a specific life time gradient
  87309. * @param gradient defines the gradient to remove
  87310. * @returns the current particle system
  87311. */
  87312. removeLifeTimeGradient(gradient: number): IParticleSystem;
  87313. /**
  87314. * Gets the current list of life time gradients.
  87315. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  87316. * @returns the list of life time gradients
  87317. */
  87318. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  87319. /**
  87320. * Gets the current list of color gradients.
  87321. * You must use addColorGradient and removeColorGradient to udpate this list
  87322. * @returns the list of color gradients
  87323. */
  87324. getColorGradients(): Nullable<Array<ColorGradient>>;
  87325. /**
  87326. * Adds a new ramp gradient used to remap particle colors
  87327. * @param gradient defines the gradient to use (between 0 and 1)
  87328. * @param color defines the color to affect to the specified gradient
  87329. * @returns the current particle system
  87330. */
  87331. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  87332. /**
  87333. * Gets the current list of ramp gradients.
  87334. * You must use addRampGradient and removeRampGradient to udpate this list
  87335. * @returns the list of ramp gradients
  87336. */
  87337. getRampGradients(): Nullable<Array<Color3Gradient>>;
  87338. /** Gets or sets a boolean indicating that ramp gradients must be used
  87339. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  87340. */
  87341. useRampGradients: boolean;
  87342. /**
  87343. * Adds a new color remap gradient
  87344. * @param gradient defines the gradient to use (between 0 and 1)
  87345. * @param min defines the color remap minimal range
  87346. * @param max defines the color remap maximal range
  87347. * @returns the current particle system
  87348. */
  87349. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  87350. /**
  87351. * Gets the current list of color remap gradients.
  87352. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  87353. * @returns the list of color remap gradients
  87354. */
  87355. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  87356. /**
  87357. * Adds a new alpha remap gradient
  87358. * @param gradient defines the gradient to use (between 0 and 1)
  87359. * @param min defines the alpha remap minimal range
  87360. * @param max defines the alpha remap maximal range
  87361. * @returns the current particle system
  87362. */
  87363. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  87364. /**
  87365. * Gets the current list of alpha remap gradients.
  87366. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  87367. * @returns the list of alpha remap gradients
  87368. */
  87369. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  87370. /**
  87371. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  87372. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  87373. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  87374. * @returns the emitter
  87375. */
  87376. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  87377. /**
  87378. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  87379. * @param radius The radius of the hemisphere to emit from
  87380. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  87381. * @returns the emitter
  87382. */
  87383. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  87384. /**
  87385. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  87386. * @param radius The radius of the sphere to emit from
  87387. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  87388. * @returns the emitter
  87389. */
  87390. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  87391. /**
  87392. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  87393. * @param radius The radius of the sphere to emit from
  87394. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  87395. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  87396. * @returns the emitter
  87397. */
  87398. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  87399. /**
  87400. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  87401. * @param radius The radius of the emission cylinder
  87402. * @param height The height of the emission cylinder
  87403. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  87404. * @param directionRandomizer How much to randomize the particle direction [0-1]
  87405. * @returns the emitter
  87406. */
  87407. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  87408. /**
  87409. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  87410. * @param radius The radius of the cylinder to emit from
  87411. * @param height The height of the emission cylinder
  87412. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  87413. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  87414. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  87415. * @returns the emitter
  87416. */
  87417. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  87418. /**
  87419. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  87420. * @param radius The radius of the cone to emit from
  87421. * @param angle The base angle of the cone
  87422. * @returns the emitter
  87423. */
  87424. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  87425. /**
  87426. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  87427. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  87428. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  87429. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  87430. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  87431. * @returns the emitter
  87432. */
  87433. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  87434. /**
  87435. * Get hosting scene
  87436. * @returns the scene
  87437. */
  87438. getScene(): Scene;
  87439. }
  87440. }
  87441. declare module BABYLON {
  87442. /**
  87443. * Creates an instance based on a source mesh.
  87444. */
  87445. export class InstancedMesh extends AbstractMesh {
  87446. private _sourceMesh;
  87447. private _currentLOD;
  87448. /** @hidden */
  87449. _indexInSourceMeshInstanceArray: number;
  87450. constructor(name: string, source: Mesh);
  87451. /**
  87452. * Returns the string "InstancedMesh".
  87453. */
  87454. getClassName(): string;
  87455. /** Gets the list of lights affecting that mesh */
  87456. readonly lightSources: Light[];
  87457. _resyncLightSources(): void;
  87458. _resyncLighSource(light: Light): void;
  87459. _removeLightSource(light: Light, dispose: boolean): void;
  87460. /**
  87461. * If the source mesh receives shadows
  87462. */
  87463. readonly receiveShadows: boolean;
  87464. /**
  87465. * The material of the source mesh
  87466. */
  87467. readonly material: Nullable<Material>;
  87468. /**
  87469. * Visibility of the source mesh
  87470. */
  87471. readonly visibility: number;
  87472. /**
  87473. * Skeleton of the source mesh
  87474. */
  87475. readonly skeleton: Nullable<Skeleton>;
  87476. /**
  87477. * Rendering ground id of the source mesh
  87478. */
  87479. renderingGroupId: number;
  87480. /**
  87481. * Returns the total number of vertices (integer).
  87482. */
  87483. getTotalVertices(): number;
  87484. /**
  87485. * Returns a positive integer : the total number of indices in this mesh geometry.
  87486. * @returns the numner of indices or zero if the mesh has no geometry.
  87487. */
  87488. getTotalIndices(): number;
  87489. /**
  87490. * The source mesh of the instance
  87491. */
  87492. readonly sourceMesh: Mesh;
  87493. /**
  87494. * Is this node ready to be used/rendered
  87495. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  87496. * @return {boolean} is it ready
  87497. */
  87498. isReady(completeCheck?: boolean): boolean;
  87499. /**
  87500. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  87501. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  87502. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  87503. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  87504. */
  87505. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  87506. /**
  87507. * Sets the vertex data of the mesh geometry for the requested `kind`.
  87508. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  87509. * The `data` are either a numeric array either a Float32Array.
  87510. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  87511. * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).
  87512. * Note that a new underlying VertexBuffer object is created each call.
  87513. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  87514. *
  87515. * Possible `kind` values :
  87516. * - VertexBuffer.PositionKind
  87517. * - VertexBuffer.UVKind
  87518. * - VertexBuffer.UV2Kind
  87519. * - VertexBuffer.UV3Kind
  87520. * - VertexBuffer.UV4Kind
  87521. * - VertexBuffer.UV5Kind
  87522. * - VertexBuffer.UV6Kind
  87523. * - VertexBuffer.ColorKind
  87524. * - VertexBuffer.MatricesIndicesKind
  87525. * - VertexBuffer.MatricesIndicesExtraKind
  87526. * - VertexBuffer.MatricesWeightsKind
  87527. * - VertexBuffer.MatricesWeightsExtraKind
  87528. *
  87529. * Returns the Mesh.
  87530. */
  87531. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  87532. /**
  87533. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  87534. * If the mesh has no geometry, it is simply returned as it is.
  87535. * The `data` are either a numeric array either a Float32Array.
  87536. * No new underlying VertexBuffer object is created.
  87537. * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  87538. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  87539. *
  87540. * Possible `kind` values :
  87541. * - VertexBuffer.PositionKind
  87542. * - VertexBuffer.UVKind
  87543. * - VertexBuffer.UV2Kind
  87544. * - VertexBuffer.UV3Kind
  87545. * - VertexBuffer.UV4Kind
  87546. * - VertexBuffer.UV5Kind
  87547. * - VertexBuffer.UV6Kind
  87548. * - VertexBuffer.ColorKind
  87549. * - VertexBuffer.MatricesIndicesKind
  87550. * - VertexBuffer.MatricesIndicesExtraKind
  87551. * - VertexBuffer.MatricesWeightsKind
  87552. * - VertexBuffer.MatricesWeightsExtraKind
  87553. *
  87554. * Returns the Mesh.
  87555. */
  87556. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  87557. /**
  87558. * Sets the mesh indices.
  87559. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  87560. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  87561. * This method creates a new index buffer each call.
  87562. * Returns the Mesh.
  87563. */
  87564. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  87565. /**
  87566. * Boolean : True if the mesh owns the requested kind of data.
  87567. */
  87568. isVerticesDataPresent(kind: string): boolean;
  87569. /**
  87570. * Returns an array of indices (IndicesArray).
  87571. */
  87572. getIndices(): Nullable<IndicesArray>;
  87573. readonly _positions: Nullable<Vector3[]>;
  87574. /**
  87575. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  87576. * This means the mesh underlying bounding box and sphere are recomputed.
  87577. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  87578. * @returns the current mesh
  87579. */
  87580. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  87581. /** @hidden */
  87582. _preActivate(): InstancedMesh;
  87583. /** @hidden */
  87584. _activate(renderId: number, intermediateRendering: boolean): boolean;
  87585. /** @hidden */
  87586. _postActivate(): void;
  87587. getWorldMatrix(): Matrix;
  87588. readonly isAnInstance: boolean;
  87589. /**
  87590. * Returns the current associated LOD AbstractMesh.
  87591. */
  87592. getLOD(camera: Camera): AbstractMesh;
  87593. /** @hidden */
  87594. _syncSubMeshes(): InstancedMesh;
  87595. /** @hidden */
  87596. _generatePointsArray(): boolean;
  87597. /**
  87598. * Creates a new InstancedMesh from the current mesh.
  87599. * - name (string) : the cloned mesh name
  87600. * - newParent (optional Node) : the optional Node to parent the clone to.
  87601. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  87602. *
  87603. * Returns the clone.
  87604. */
  87605. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  87606. /**
  87607. * Disposes the InstancedMesh.
  87608. * Returns nothing.
  87609. */
  87610. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  87611. }
  87612. interface Mesh {
  87613. /**
  87614. * Register a custom buffer that will be instanced
  87615. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  87616. * @param kind defines the buffer kind
  87617. * @param stride defines the stride in floats
  87618. */
  87619. registerInstancedBuffer(kind: string, stride: number): void;
  87620. /** @hidden */
  87621. _userInstancedBuffersStorage: {
  87622. data: {
  87623. [key: string]: Float32Array;
  87624. };
  87625. sizes: {
  87626. [key: string]: number;
  87627. };
  87628. vertexBuffers: {
  87629. [key: string]: Nullable<VertexBuffer>;
  87630. };
  87631. strides: {
  87632. [key: string]: number;
  87633. };
  87634. };
  87635. }
  87636. interface AbstractMesh {
  87637. /**
  87638. * Object used to store instanced buffers defined by user
  87639. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  87640. */
  87641. instancedBuffers: {
  87642. [key: string]: any;
  87643. };
  87644. }
  87645. }
  87646. declare module BABYLON {
  87647. /**
  87648. * Defines the options associated with the creation of a shader material.
  87649. */
  87650. export interface IShaderMaterialOptions {
  87651. /**
  87652. * Does the material work in alpha blend mode
  87653. */
  87654. needAlphaBlending: boolean;
  87655. /**
  87656. * Does the material work in alpha test mode
  87657. */
  87658. needAlphaTesting: boolean;
  87659. /**
  87660. * The list of attribute names used in the shader
  87661. */
  87662. attributes: string[];
  87663. /**
  87664. * The list of unifrom names used in the shader
  87665. */
  87666. uniforms: string[];
  87667. /**
  87668. * The list of UBO names used in the shader
  87669. */
  87670. uniformBuffers: string[];
  87671. /**
  87672. * The list of sampler names used in the shader
  87673. */
  87674. samplers: string[];
  87675. /**
  87676. * The list of defines used in the shader
  87677. */
  87678. defines: string[];
  87679. }
  87680. /**
  87681. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  87682. *
  87683. * This returned material effects how the mesh will look based on the code in the shaders.
  87684. *
  87685. * @see http://doc.babylonjs.com/how_to/shader_material
  87686. */
  87687. export class ShaderMaterial extends Material {
  87688. private _shaderPath;
  87689. private _options;
  87690. private _textures;
  87691. private _textureArrays;
  87692. private _floats;
  87693. private _ints;
  87694. private _floatsArrays;
  87695. private _colors3;
  87696. private _colors3Arrays;
  87697. private _colors4;
  87698. private _colors4Arrays;
  87699. private _vectors2;
  87700. private _vectors3;
  87701. private _vectors4;
  87702. private _matrices;
  87703. private _matrixArrays;
  87704. private _matrices3x3;
  87705. private _matrices2x2;
  87706. private _vectors2Arrays;
  87707. private _vectors3Arrays;
  87708. private _vectors4Arrays;
  87709. private _cachedWorldViewMatrix;
  87710. private _cachedWorldViewProjectionMatrix;
  87711. private _renderId;
  87712. private _multiview;
  87713. /**
  87714. * Instantiate a new shader material.
  87715. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  87716. * This returned material effects how the mesh will look based on the code in the shaders.
  87717. * @see http://doc.babylonjs.com/how_to/shader_material
  87718. * @param name Define the name of the material in the scene
  87719. * @param scene Define the scene the material belongs to
  87720. * @param shaderPath Defines the route to the shader code in one of three ways:
  87721. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  87722. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  87723. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  87724. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  87725. * @param options Define the options used to create the shader
  87726. */
  87727. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  87728. /**
  87729. * Gets the shader path used to define the shader code
  87730. * It can be modified to trigger a new compilation
  87731. */
  87732. /**
  87733. * Sets the shader path used to define the shader code
  87734. * It can be modified to trigger a new compilation
  87735. */
  87736. shaderPath: any;
  87737. /**
  87738. * Gets the options used to compile the shader.
  87739. * They can be modified to trigger a new compilation
  87740. */
  87741. readonly options: IShaderMaterialOptions;
  87742. /**
  87743. * Gets the current class name of the material e.g. "ShaderMaterial"
  87744. * Mainly use in serialization.
  87745. * @returns the class name
  87746. */
  87747. getClassName(): string;
  87748. /**
  87749. * Specifies if the material will require alpha blending
  87750. * @returns a boolean specifying if alpha blending is needed
  87751. */
  87752. needAlphaBlending(): boolean;
  87753. /**
  87754. * Specifies if this material should be rendered in alpha test mode
  87755. * @returns a boolean specifying if an alpha test is needed.
  87756. */
  87757. needAlphaTesting(): boolean;
  87758. private _checkUniform;
  87759. /**
  87760. * Set a texture in the shader.
  87761. * @param name Define the name of the uniform samplers as defined in the shader
  87762. * @param texture Define the texture to bind to this sampler
  87763. * @return the material itself allowing "fluent" like uniform updates
  87764. */
  87765. setTexture(name: string, texture: Texture): ShaderMaterial;
  87766. /**
  87767. * Set a texture array in the shader.
  87768. * @param name Define the name of the uniform sampler array as defined in the shader
  87769. * @param textures Define the list of textures to bind to this sampler
  87770. * @return the material itself allowing "fluent" like uniform updates
  87771. */
  87772. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  87773. /**
  87774. * Set a float in the shader.
  87775. * @param name Define the name of the uniform as defined in the shader
  87776. * @param value Define the value to give to the uniform
  87777. * @return the material itself allowing "fluent" like uniform updates
  87778. */
  87779. setFloat(name: string, value: number): ShaderMaterial;
  87780. /**
  87781. * Set a int in the shader.
  87782. * @param name Define the name of the uniform as defined in the shader
  87783. * @param value Define the value to give to the uniform
  87784. * @return the material itself allowing "fluent" like uniform updates
  87785. */
  87786. setInt(name: string, value: number): ShaderMaterial;
  87787. /**
  87788. * Set an array of floats in the shader.
  87789. * @param name Define the name of the uniform as defined in the shader
  87790. * @param value Define the value to give to the uniform
  87791. * @return the material itself allowing "fluent" like uniform updates
  87792. */
  87793. setFloats(name: string, value: number[]): ShaderMaterial;
  87794. /**
  87795. * Set a vec3 in the shader from a Color3.
  87796. * @param name Define the name of the uniform as defined in the shader
  87797. * @param value Define the value to give to the uniform
  87798. * @return the material itself allowing "fluent" like uniform updates
  87799. */
  87800. setColor3(name: string, value: Color3): ShaderMaterial;
  87801. /**
  87802. * Set a vec3 array in the shader from a Color3 array.
  87803. * @param name Define the name of the uniform as defined in the shader
  87804. * @param value Define the value to give to the uniform
  87805. * @return the material itself allowing "fluent" like uniform updates
  87806. */
  87807. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  87808. /**
  87809. * Set a vec4 in the shader from a Color4.
  87810. * @param name Define the name of the uniform as defined in the shader
  87811. * @param value Define the value to give to the uniform
  87812. * @return the material itself allowing "fluent" like uniform updates
  87813. */
  87814. setColor4(name: string, value: Color4): ShaderMaterial;
  87815. /**
  87816. * Set a vec4 array in the shader from a Color4 array.
  87817. * @param name Define the name of the uniform as defined in the shader
  87818. * @param value Define the value to give to the uniform
  87819. * @return the material itself allowing "fluent" like uniform updates
  87820. */
  87821. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  87822. /**
  87823. * Set a vec2 in the shader from a Vector2.
  87824. * @param name Define the name of the uniform as defined in the shader
  87825. * @param value Define the value to give to the uniform
  87826. * @return the material itself allowing "fluent" like uniform updates
  87827. */
  87828. setVector2(name: string, value: Vector2): ShaderMaterial;
  87829. /**
  87830. * Set a vec3 in the shader from a Vector3.
  87831. * @param name Define the name of the uniform as defined in the shader
  87832. * @param value Define the value to give to the uniform
  87833. * @return the material itself allowing "fluent" like uniform updates
  87834. */
  87835. setVector3(name: string, value: Vector3): ShaderMaterial;
  87836. /**
  87837. * Set a vec4 in the shader from a Vector4.
  87838. * @param name Define the name of the uniform as defined in the shader
  87839. * @param value Define the value to give to the uniform
  87840. * @return the material itself allowing "fluent" like uniform updates
  87841. */
  87842. setVector4(name: string, value: Vector4): ShaderMaterial;
  87843. /**
  87844. * Set a mat4 in the shader from a Matrix.
  87845. * @param name Define the name of the uniform as defined in the shader
  87846. * @param value Define the value to give to the uniform
  87847. * @return the material itself allowing "fluent" like uniform updates
  87848. */
  87849. setMatrix(name: string, value: Matrix): ShaderMaterial;
  87850. /**
  87851. * Set a float32Array in the shader from a matrix array.
  87852. * @param name Define the name of the uniform as defined in the shader
  87853. * @param value Define the value to give to the uniform
  87854. * @return the material itself allowing "fluent" like uniform updates
  87855. */
  87856. setMatrices(name: string, value: Matrix[]): ShaderMaterial;
  87857. /**
  87858. * Set a mat3 in the shader from a Float32Array.
  87859. * @param name Define the name of the uniform as defined in the shader
  87860. * @param value Define the value to give to the uniform
  87861. * @return the material itself allowing "fluent" like uniform updates
  87862. */
  87863. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  87864. /**
  87865. * Set a mat2 in the shader from a Float32Array.
  87866. * @param name Define the name of the uniform as defined in the shader
  87867. * @param value Define the value to give to the uniform
  87868. * @return the material itself allowing "fluent" like uniform updates
  87869. */
  87870. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  87871. /**
  87872. * Set a vec2 array in the shader from a number array.
  87873. * @param name Define the name of the uniform as defined in the shader
  87874. * @param value Define the value to give to the uniform
  87875. * @return the material itself allowing "fluent" like uniform updates
  87876. */
  87877. setArray2(name: string, value: number[]): ShaderMaterial;
  87878. /**
  87879. * Set a vec3 array in the shader from a number array.
  87880. * @param name Define the name of the uniform as defined in the shader
  87881. * @param value Define the value to give to the uniform
  87882. * @return the material itself allowing "fluent" like uniform updates
  87883. */
  87884. setArray3(name: string, value: number[]): ShaderMaterial;
  87885. /**
  87886. * Set a vec4 array in the shader from a number array.
  87887. * @param name Define the name of the uniform as defined in the shader
  87888. * @param value Define the value to give to the uniform
  87889. * @return the material itself allowing "fluent" like uniform updates
  87890. */
  87891. setArray4(name: string, value: number[]): ShaderMaterial;
  87892. private _checkCache;
  87893. /**
  87894. * Specifies that the submesh is ready to be used
  87895. * @param mesh defines the mesh to check
  87896. * @param subMesh defines which submesh to check
  87897. * @param useInstances specifies that instances should be used
  87898. * @returns a boolean indicating that the submesh is ready or not
  87899. */
  87900. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  87901. /**
  87902. * Checks if the material is ready to render the requested mesh
  87903. * @param mesh Define the mesh to render
  87904. * @param useInstances Define whether or not the material is used with instances
  87905. * @returns true if ready, otherwise false
  87906. */
  87907. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  87908. /**
  87909. * Binds the world matrix to the material
  87910. * @param world defines the world transformation matrix
  87911. */
  87912. bindOnlyWorldMatrix(world: Matrix): void;
  87913. /**
  87914. * Binds the material to the mesh
  87915. * @param world defines the world transformation matrix
  87916. * @param mesh defines the mesh to bind the material to
  87917. */
  87918. bind(world: Matrix, mesh?: Mesh): void;
  87919. /**
  87920. * Gets the active textures from the material
  87921. * @returns an array of textures
  87922. */
  87923. getActiveTextures(): BaseTexture[];
  87924. /**
  87925. * Specifies if the material uses a texture
  87926. * @param texture defines the texture to check against the material
  87927. * @returns a boolean specifying if the material uses the texture
  87928. */
  87929. hasTexture(texture: BaseTexture): boolean;
  87930. /**
  87931. * Makes a duplicate of the material, and gives it a new name
  87932. * @param name defines the new name for the duplicated material
  87933. * @returns the cloned material
  87934. */
  87935. clone(name: string): ShaderMaterial;
  87936. /**
  87937. * Disposes the material
  87938. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  87939. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  87940. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  87941. */
  87942. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  87943. /**
  87944. * Serializes this material in a JSON representation
  87945. * @returns the serialized material object
  87946. */
  87947. serialize(): any;
  87948. /**
  87949. * Creates a shader material from parsed shader material data
  87950. * @param source defines the JSON represnetation of the material
  87951. * @param scene defines the hosting scene
  87952. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  87953. * @returns a new material
  87954. */
  87955. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  87956. }
  87957. }
  87958. declare module BABYLON {
  87959. /** @hidden */
  87960. export var colorPixelShader: {
  87961. name: string;
  87962. shader: string;
  87963. };
  87964. }
  87965. declare module BABYLON {
  87966. /** @hidden */
  87967. export var colorVertexShader: {
  87968. name: string;
  87969. shader: string;
  87970. };
  87971. }
  87972. declare module BABYLON {
  87973. /**
  87974. * Line mesh
  87975. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  87976. */
  87977. export class LinesMesh extends Mesh {
  87978. /**
  87979. * If vertex color should be applied to the mesh
  87980. */
  87981. readonly useVertexColor?: boolean | undefined;
  87982. /**
  87983. * If vertex alpha should be applied to the mesh
  87984. */
  87985. readonly useVertexAlpha?: boolean | undefined;
  87986. /**
  87987. * Color of the line (Default: White)
  87988. */
  87989. color: Color3;
  87990. /**
  87991. * Alpha of the line (Default: 1)
  87992. */
  87993. alpha: number;
  87994. /**
  87995. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  87996. * This margin is expressed in world space coordinates, so its value may vary.
  87997. * Default value is 0.1
  87998. */
  87999. intersectionThreshold: number;
  88000. private _colorShader;
  88001. private color4;
  88002. /**
  88003. * Creates a new LinesMesh
  88004. * @param name defines the name
  88005. * @param scene defines the hosting scene
  88006. * @param parent defines the parent mesh if any
  88007. * @param source defines the optional source LinesMesh used to clone data from
  88008. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  88009. * When false, achieved by calling a clone(), also passing False.
  88010. * This will make creation of children, recursive.
  88011. * @param useVertexColor defines if this LinesMesh supports vertex color
  88012. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  88013. */
  88014. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  88015. /**
  88016. * If vertex color should be applied to the mesh
  88017. */
  88018. useVertexColor?: boolean | undefined,
  88019. /**
  88020. * If vertex alpha should be applied to the mesh
  88021. */
  88022. useVertexAlpha?: boolean | undefined);
  88023. private _addClipPlaneDefine;
  88024. private _removeClipPlaneDefine;
  88025. isReady(): boolean;
  88026. /**
  88027. * Returns the string "LineMesh"
  88028. */
  88029. getClassName(): string;
  88030. /**
  88031. * @hidden
  88032. */
  88033. /**
  88034. * @hidden
  88035. */
  88036. material: Material;
  88037. /**
  88038. * @hidden
  88039. */
  88040. readonly checkCollisions: boolean;
  88041. /** @hidden */
  88042. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  88043. /** @hidden */
  88044. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  88045. /**
  88046. * Disposes of the line mesh
  88047. * @param doNotRecurse If children should be disposed
  88048. */
  88049. dispose(doNotRecurse?: boolean): void;
  88050. /**
  88051. * Returns a new LineMesh object cloned from the current one.
  88052. */
  88053. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  88054. /**
  88055. * Creates a new InstancedLinesMesh object from the mesh model.
  88056. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  88057. * @param name defines the name of the new instance
  88058. * @returns a new InstancedLinesMesh
  88059. */
  88060. createInstance(name: string): InstancedLinesMesh;
  88061. }
  88062. /**
  88063. * Creates an instance based on a source LinesMesh
  88064. */
  88065. export class InstancedLinesMesh extends InstancedMesh {
  88066. /**
  88067. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  88068. * This margin is expressed in world space coordinates, so its value may vary.
  88069. * Initilized with the intersectionThreshold value of the source LinesMesh
  88070. */
  88071. intersectionThreshold: number;
  88072. constructor(name: string, source: LinesMesh);
  88073. /**
  88074. * Returns the string "InstancedLinesMesh".
  88075. */
  88076. getClassName(): string;
  88077. }
  88078. }
  88079. declare module BABYLON {
  88080. /** @hidden */
  88081. export var linePixelShader: {
  88082. name: string;
  88083. shader: string;
  88084. };
  88085. }
  88086. declare module BABYLON {
  88087. /** @hidden */
  88088. export var lineVertexShader: {
  88089. name: string;
  88090. shader: string;
  88091. };
  88092. }
  88093. declare module BABYLON {
  88094. interface AbstractMesh {
  88095. /**
  88096. * Gets the edgesRenderer associated with the mesh
  88097. */
  88098. edgesRenderer: Nullable<EdgesRenderer>;
  88099. }
  88100. interface LinesMesh {
  88101. /**
  88102. * Enables the edge rendering mode on the mesh.
  88103. * This mode makes the mesh edges visible
  88104. * @param epsilon defines the maximal distance between two angles to detect a face
  88105. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  88106. * @returns the currentAbstractMesh
  88107. * @see https://www.babylonjs-playground.com/#19O9TU#0
  88108. */
  88109. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  88110. }
  88111. interface InstancedLinesMesh {
  88112. /**
  88113. * Enables the edge rendering mode on the mesh.
  88114. * This mode makes the mesh edges visible
  88115. * @param epsilon defines the maximal distance between two angles to detect a face
  88116. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  88117. * @returns the current InstancedLinesMesh
  88118. * @see https://www.babylonjs-playground.com/#19O9TU#0
  88119. */
  88120. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  88121. }
  88122. /**
  88123. * Defines the minimum contract an Edges renderer should follow.
  88124. */
  88125. export interface IEdgesRenderer extends IDisposable {
  88126. /**
  88127. * Gets or sets a boolean indicating if the edgesRenderer is active
  88128. */
  88129. isEnabled: boolean;
  88130. /**
  88131. * Renders the edges of the attached mesh,
  88132. */
  88133. render(): void;
  88134. /**
  88135. * Checks wether or not the edges renderer is ready to render.
  88136. * @return true if ready, otherwise false.
  88137. */
  88138. isReady(): boolean;
  88139. }
  88140. /**
  88141. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  88142. */
  88143. export class EdgesRenderer implements IEdgesRenderer {
  88144. /**
  88145. * Define the size of the edges with an orthographic camera
  88146. */
  88147. edgesWidthScalerForOrthographic: number;
  88148. /**
  88149. * Define the size of the edges with a perspective camera
  88150. */
  88151. edgesWidthScalerForPerspective: number;
  88152. protected _source: AbstractMesh;
  88153. protected _linesPositions: number[];
  88154. protected _linesNormals: number[];
  88155. protected _linesIndices: number[];
  88156. protected _epsilon: number;
  88157. protected _indicesCount: number;
  88158. protected _lineShader: ShaderMaterial;
  88159. protected _ib: DataBuffer;
  88160. protected _buffers: {
  88161. [key: string]: Nullable<VertexBuffer>;
  88162. };
  88163. protected _checkVerticesInsteadOfIndices: boolean;
  88164. private _meshRebuildObserver;
  88165. private _meshDisposeObserver;
  88166. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  88167. isEnabled: boolean;
  88168. /**
  88169. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  88170. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  88171. * @param source Mesh used to create edges
  88172. * @param epsilon sum of angles in adjacency to check for edge
  88173. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  88174. * @param generateEdgesLines - should generate Lines or only prepare resources.
  88175. */
  88176. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  88177. protected _prepareRessources(): void;
  88178. /** @hidden */
  88179. _rebuild(): void;
  88180. /**
  88181. * Releases the required resources for the edges renderer
  88182. */
  88183. dispose(): void;
  88184. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  88185. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  88186. /**
  88187. * Checks if the pair of p0 and p1 is en edge
  88188. * @param faceIndex
  88189. * @param edge
  88190. * @param faceNormals
  88191. * @param p0
  88192. * @param p1
  88193. * @private
  88194. */
  88195. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  88196. /**
  88197. * push line into the position, normal and index buffer
  88198. * @protected
  88199. */
  88200. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  88201. /**
  88202. * Generates lines edges from adjacencjes
  88203. * @private
  88204. */
  88205. _generateEdgesLines(): void;
  88206. /**
  88207. * Checks wether or not the edges renderer is ready to render.
  88208. * @return true if ready, otherwise false.
  88209. */
  88210. isReady(): boolean;
  88211. /**
  88212. * Renders the edges of the attached mesh,
  88213. */
  88214. render(): void;
  88215. }
  88216. /**
  88217. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  88218. */
  88219. export class LineEdgesRenderer extends EdgesRenderer {
  88220. /**
  88221. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  88222. * @param source LineMesh used to generate edges
  88223. * @param epsilon not important (specified angle for edge detection)
  88224. * @param checkVerticesInsteadOfIndices not important for LineMesh
  88225. */
  88226. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  88227. /**
  88228. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  88229. */
  88230. _generateEdgesLines(): void;
  88231. }
  88232. }
  88233. declare module BABYLON {
  88234. /**
  88235. * This represents the object necessary to create a rendering group.
  88236. * This is exclusively used and created by the rendering manager.
  88237. * To modify the behavior, you use the available helpers in your scene or meshes.
  88238. * @hidden
  88239. */
  88240. export class RenderingGroup {
  88241. index: number;
  88242. private static _zeroVector;
  88243. private _scene;
  88244. private _opaqueSubMeshes;
  88245. private _transparentSubMeshes;
  88246. private _alphaTestSubMeshes;
  88247. private _depthOnlySubMeshes;
  88248. private _particleSystems;
  88249. private _spriteManagers;
  88250. private _opaqueSortCompareFn;
  88251. private _alphaTestSortCompareFn;
  88252. private _transparentSortCompareFn;
  88253. private _renderOpaque;
  88254. private _renderAlphaTest;
  88255. private _renderTransparent;
  88256. /** @hidden */
  88257. _edgesRenderers: SmartArray<IEdgesRenderer>;
  88258. onBeforeTransparentRendering: () => void;
  88259. /**
  88260. * Set the opaque sort comparison function.
  88261. * If null the sub meshes will be render in the order they were created
  88262. */
  88263. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  88264. /**
  88265. * Set the alpha test sort comparison function.
  88266. * If null the sub meshes will be render in the order they were created
  88267. */
  88268. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  88269. /**
  88270. * Set the transparent sort comparison function.
  88271. * If null the sub meshes will be render in the order they were created
  88272. */
  88273. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  88274. /**
  88275. * Creates a new rendering group.
  88276. * @param index The rendering group index
  88277. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  88278. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  88279. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  88280. */
  88281. constructor(index: number, scene: Scene, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>);
  88282. /**
  88283. * Render all the sub meshes contained in the group.
  88284. * @param customRenderFunction Used to override the default render behaviour of the group.
  88285. * @returns true if rendered some submeshes.
  88286. */
  88287. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  88288. /**
  88289. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  88290. * @param subMeshes The submeshes to render
  88291. */
  88292. private renderOpaqueSorted;
  88293. /**
  88294. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  88295. * @param subMeshes The submeshes to render
  88296. */
  88297. private renderAlphaTestSorted;
  88298. /**
  88299. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  88300. * @param subMeshes The submeshes to render
  88301. */
  88302. private renderTransparentSorted;
  88303. /**
  88304. * Renders the submeshes in a specified order.
  88305. * @param subMeshes The submeshes to sort before render
  88306. * @param sortCompareFn The comparison function use to sort
  88307. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  88308. * @param transparent Specifies to activate blending if true
  88309. */
  88310. private static renderSorted;
  88311. /**
  88312. * Renders the submeshes in the order they were dispatched (no sort applied).
  88313. * @param subMeshes The submeshes to render
  88314. */
  88315. private static renderUnsorted;
  88316. /**
  88317. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  88318. * are rendered back to front if in the same alpha index.
  88319. *
  88320. * @param a The first submesh
  88321. * @param b The second submesh
  88322. * @returns The result of the comparison
  88323. */
  88324. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  88325. /**
  88326. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  88327. * are rendered back to front.
  88328. *
  88329. * @param a The first submesh
  88330. * @param b The second submesh
  88331. * @returns The result of the comparison
  88332. */
  88333. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  88334. /**
  88335. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  88336. * are rendered front to back (prevent overdraw).
  88337. *
  88338. * @param a The first submesh
  88339. * @param b The second submesh
  88340. * @returns The result of the comparison
  88341. */
  88342. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  88343. /**
  88344. * Resets the different lists of submeshes to prepare a new frame.
  88345. */
  88346. prepare(): void;
  88347. dispose(): void;
  88348. /**
  88349. * Inserts the submesh in its correct queue depending on its material.
  88350. * @param subMesh The submesh to dispatch
  88351. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  88352. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  88353. */
  88354. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  88355. dispatchSprites(spriteManager: ISpriteManager): void;
  88356. dispatchParticles(particleSystem: IParticleSystem): void;
  88357. private _renderParticles;
  88358. private _renderSprites;
  88359. }
  88360. }
  88361. declare module BABYLON {
  88362. /**
  88363. * Interface describing the different options available in the rendering manager
  88364. * regarding Auto Clear between groups.
  88365. */
  88366. export interface IRenderingManagerAutoClearSetup {
  88367. /**
  88368. * Defines whether or not autoclear is enable.
  88369. */
  88370. autoClear: boolean;
  88371. /**
  88372. * Defines whether or not to autoclear the depth buffer.
  88373. */
  88374. depth: boolean;
  88375. /**
  88376. * Defines whether or not to autoclear the stencil buffer.
  88377. */
  88378. stencil: boolean;
  88379. }
  88380. /**
  88381. * This class is used by the onRenderingGroupObservable
  88382. */
  88383. export class RenderingGroupInfo {
  88384. /**
  88385. * The Scene that being rendered
  88386. */
  88387. scene: Scene;
  88388. /**
  88389. * The camera currently used for the rendering pass
  88390. */
  88391. camera: Nullable<Camera>;
  88392. /**
  88393. * The ID of the renderingGroup being processed
  88394. */
  88395. renderingGroupId: number;
  88396. }
  88397. /**
  88398. * This is the manager responsible of all the rendering for meshes sprites and particles.
  88399. * It is enable to manage the different groups as well as the different necessary sort functions.
  88400. * This should not be used directly aside of the few static configurations
  88401. */
  88402. export class RenderingManager {
  88403. /**
  88404. * The max id used for rendering groups (not included)
  88405. */
  88406. static MAX_RENDERINGGROUPS: number;
  88407. /**
  88408. * The min id used for rendering groups (included)
  88409. */
  88410. static MIN_RENDERINGGROUPS: number;
  88411. /**
  88412. * Used to globally prevent autoclearing scenes.
  88413. */
  88414. static AUTOCLEAR: boolean;
  88415. /**
  88416. * @hidden
  88417. */
  88418. _useSceneAutoClearSetup: boolean;
  88419. private _scene;
  88420. private _renderingGroups;
  88421. private _depthStencilBufferAlreadyCleaned;
  88422. private _autoClearDepthStencil;
  88423. private _customOpaqueSortCompareFn;
  88424. private _customAlphaTestSortCompareFn;
  88425. private _customTransparentSortCompareFn;
  88426. private _renderingGroupInfo;
  88427. /**
  88428. * Instantiates a new rendering group for a particular scene
  88429. * @param scene Defines the scene the groups belongs to
  88430. */
  88431. constructor(scene: Scene);
  88432. private _clearDepthStencilBuffer;
  88433. /**
  88434. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  88435. * @hidden
  88436. */
  88437. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  88438. /**
  88439. * Resets the different information of the group to prepare a new frame
  88440. * @hidden
  88441. */
  88442. reset(): void;
  88443. /**
  88444. * Dispose and release the group and its associated resources.
  88445. * @hidden
  88446. */
  88447. dispose(): void;
  88448. /**
  88449. * Clear the info related to rendering groups preventing retention points during dispose.
  88450. */
  88451. freeRenderingGroups(): void;
  88452. private _prepareRenderingGroup;
  88453. /**
  88454. * Add a sprite manager to the rendering manager in order to render it this frame.
  88455. * @param spriteManager Define the sprite manager to render
  88456. */
  88457. dispatchSprites(spriteManager: ISpriteManager): void;
  88458. /**
  88459. * Add a particle system to the rendering manager in order to render it this frame.
  88460. * @param particleSystem Define the particle system to render
  88461. */
  88462. dispatchParticles(particleSystem: IParticleSystem): void;
  88463. /**
  88464. * Add a submesh to the manager in order to render it this frame
  88465. * @param subMesh The submesh to dispatch
  88466. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  88467. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  88468. */
  88469. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  88470. /**
  88471. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  88472. * This allowed control for front to back rendering or reversly depending of the special needs.
  88473. *
  88474. * @param renderingGroupId The rendering group id corresponding to its index
  88475. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  88476. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  88477. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  88478. */
  88479. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  88480. /**
  88481. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  88482. *
  88483. * @param renderingGroupId The rendering group id corresponding to its index
  88484. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  88485. * @param depth Automatically clears depth between groups if true and autoClear is true.
  88486. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  88487. */
  88488. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  88489. /**
  88490. * Gets the current auto clear configuration for one rendering group of the rendering
  88491. * manager.
  88492. * @param index the rendering group index to get the information for
  88493. * @returns The auto clear setup for the requested rendering group
  88494. */
  88495. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  88496. }
  88497. }
  88498. declare module BABYLON {
  88499. /**
  88500. * This Helps creating a texture that will be created from a camera in your scene.
  88501. * It is basically a dynamic texture that could be used to create special effects for instance.
  88502. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  88503. */
  88504. export class RenderTargetTexture extends Texture {
  88505. isCube: boolean;
  88506. /**
  88507. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  88508. */
  88509. static readonly REFRESHRATE_RENDER_ONCE: number;
  88510. /**
  88511. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  88512. */
  88513. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  88514. /**
  88515. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  88516. * the central point of your effect and can save a lot of performances.
  88517. */
  88518. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  88519. /**
  88520. * Use this predicate to dynamically define the list of mesh you want to render.
  88521. * If set, the renderList property will be overwritten.
  88522. */
  88523. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  88524. private _renderList;
  88525. /**
  88526. * Use this list to define the list of mesh you want to render.
  88527. */
  88528. renderList: Nullable<Array<AbstractMesh>>;
  88529. private _hookArray;
  88530. /**
  88531. * Define if particles should be rendered in your texture.
  88532. */
  88533. renderParticles: boolean;
  88534. /**
  88535. * Define if sprites should be rendered in your texture.
  88536. */
  88537. renderSprites: boolean;
  88538. /**
  88539. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  88540. */
  88541. coordinatesMode: number;
  88542. /**
  88543. * Define the camera used to render the texture.
  88544. */
  88545. activeCamera: Nullable<Camera>;
  88546. /**
  88547. * Override the render function of the texture with your own one.
  88548. */
  88549. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  88550. /**
  88551. * Define if camera post processes should be use while rendering the texture.
  88552. */
  88553. useCameraPostProcesses: boolean;
  88554. /**
  88555. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  88556. */
  88557. ignoreCameraViewport: boolean;
  88558. private _postProcessManager;
  88559. private _postProcesses;
  88560. private _resizeObserver;
  88561. /**
  88562. * An event triggered when the texture is unbind.
  88563. */
  88564. onBeforeBindObservable: Observable<RenderTargetTexture>;
  88565. /**
  88566. * An event triggered when the texture is unbind.
  88567. */
  88568. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  88569. private _onAfterUnbindObserver;
  88570. /**
  88571. * Set a after unbind callback in the texture.
  88572. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  88573. */
  88574. onAfterUnbind: () => void;
  88575. /**
  88576. * An event triggered before rendering the texture
  88577. */
  88578. onBeforeRenderObservable: Observable<number>;
  88579. private _onBeforeRenderObserver;
  88580. /**
  88581. * Set a before render callback in the texture.
  88582. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  88583. */
  88584. onBeforeRender: (faceIndex: number) => void;
  88585. /**
  88586. * An event triggered after rendering the texture
  88587. */
  88588. onAfterRenderObservable: Observable<number>;
  88589. private _onAfterRenderObserver;
  88590. /**
  88591. * Set a after render callback in the texture.
  88592. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  88593. */
  88594. onAfterRender: (faceIndex: number) => void;
  88595. /**
  88596. * An event triggered after the texture clear
  88597. */
  88598. onClearObservable: Observable<Engine>;
  88599. private _onClearObserver;
  88600. /**
  88601. * Set a clear callback in the texture.
  88602. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  88603. */
  88604. onClear: (Engine: Engine) => void;
  88605. /**
  88606. * An event triggered when the texture is resized.
  88607. */
  88608. onResizeObservable: Observable<RenderTargetTexture>;
  88609. /**
  88610. * Define the clear color of the Render Target if it should be different from the scene.
  88611. */
  88612. clearColor: Color4;
  88613. protected _size: number | {
  88614. width: number;
  88615. height: number;
  88616. };
  88617. protected _initialSizeParameter: number | {
  88618. width: number;
  88619. height: number;
  88620. } | {
  88621. ratio: number;
  88622. };
  88623. protected _sizeRatio: Nullable<number>;
  88624. /** @hidden */
  88625. _generateMipMaps: boolean;
  88626. protected _renderingManager: RenderingManager;
  88627. /** @hidden */
  88628. _waitingRenderList: string[];
  88629. protected _doNotChangeAspectRatio: boolean;
  88630. protected _currentRefreshId: number;
  88631. protected _refreshRate: number;
  88632. protected _textureMatrix: Matrix;
  88633. protected _samples: number;
  88634. protected _renderTargetOptions: RenderTargetCreationOptions;
  88635. /**
  88636. * Gets render target creation options that were used.
  88637. */
  88638. readonly renderTargetOptions: RenderTargetCreationOptions;
  88639. protected _engine: Engine;
  88640. protected _onRatioRescale(): void;
  88641. /**
  88642. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  88643. * It must define where the camera used to render the texture is set
  88644. */
  88645. boundingBoxPosition: Vector3;
  88646. private _boundingBoxSize;
  88647. /**
  88648. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  88649. * When defined, the cubemap will switch to local mode
  88650. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  88651. * @example https://www.babylonjs-playground.com/#RNASML
  88652. */
  88653. boundingBoxSize: Vector3;
  88654. /**
  88655. * In case the RTT has been created with a depth texture, get the associated
  88656. * depth texture.
  88657. * Otherwise, return null.
  88658. */
  88659. depthStencilTexture: Nullable<InternalTexture>;
  88660. /**
  88661. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  88662. * or used a shadow, depth texture...
  88663. * @param name The friendly name of the texture
  88664. * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  88665. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  88666. * @param generateMipMaps True if mip maps need to be generated after render.
  88667. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  88668. * @param type The type of the buffer in the RTT (int, half float, float...)
  88669. * @param isCube True if a cube texture needs to be created
  88670. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  88671. * @param generateDepthBuffer True to generate a depth buffer
  88672. * @param generateStencilBuffer True to generate a stencil buffer
  88673. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  88674. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  88675. * @param delayAllocation if the texture allocation should be delayed (default: false)
  88676. */
  88677. constructor(name: string, size: number | {
  88678. width: number;
  88679. height: number;
  88680. } | {
  88681. ratio: number;
  88682. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  88683. /**
  88684. * Creates a depth stencil texture.
  88685. * This is only available in WebGL 2 or with the depth texture extension available.
  88686. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  88687. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  88688. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  88689. */
  88690. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  88691. private _processSizeParameter;
  88692. /**
  88693. * Define the number of samples to use in case of MSAA.
  88694. * It defaults to one meaning no MSAA has been enabled.
  88695. */
  88696. samples: number;
  88697. /**
  88698. * Resets the refresh counter of the texture and start bak from scratch.
  88699. * Could be useful to regenerate the texture if it is setup to render only once.
  88700. */
  88701. resetRefreshCounter(): void;
  88702. /**
  88703. * Define the refresh rate of the texture or the rendering frequency.
  88704. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  88705. */
  88706. refreshRate: number;
  88707. /**
  88708. * Adds a post process to the render target rendering passes.
  88709. * @param postProcess define the post process to add
  88710. */
  88711. addPostProcess(postProcess: PostProcess): void;
  88712. /**
  88713. * Clear all the post processes attached to the render target
  88714. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  88715. */
  88716. clearPostProcesses(dispose?: boolean): void;
  88717. /**
  88718. * Remove one of the post process from the list of attached post processes to the texture
  88719. * @param postProcess define the post process to remove from the list
  88720. */
  88721. removePostProcess(postProcess: PostProcess): void;
  88722. /** @hidden */
  88723. _shouldRender(): boolean;
  88724. /**
  88725. * Gets the actual render size of the texture.
  88726. * @returns the width of the render size
  88727. */
  88728. getRenderSize(): number;
  88729. /**
  88730. * Gets the actual render width of the texture.
  88731. * @returns the width of the render size
  88732. */
  88733. getRenderWidth(): number;
  88734. /**
  88735. * Gets the actual render height of the texture.
  88736. * @returns the height of the render size
  88737. */
  88738. getRenderHeight(): number;
  88739. /**
  88740. * Get if the texture can be rescaled or not.
  88741. */
  88742. readonly canRescale: boolean;
  88743. /**
  88744. * Resize the texture using a ratio.
  88745. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  88746. */
  88747. scale(ratio: number): void;
  88748. /**
  88749. * Get the texture reflection matrix used to rotate/transform the reflection.
  88750. * @returns the reflection matrix
  88751. */
  88752. getReflectionTextureMatrix(): Matrix;
  88753. /**
  88754. * Resize the texture to a new desired size.
  88755. * Be carrefull as it will recreate all the data in the new texture.
  88756. * @param size Define the new size. It can be:
  88757. * - a number for squared texture,
  88758. * - an object containing { width: number, height: number }
  88759. * - or an object containing a ratio { ratio: number }
  88760. */
  88761. resize(size: number | {
  88762. width: number;
  88763. height: number;
  88764. } | {
  88765. ratio: number;
  88766. }): void;
  88767. /**
  88768. * Renders all the objects from the render list into the texture.
  88769. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  88770. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  88771. */
  88772. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  88773. private _bestReflectionRenderTargetDimension;
  88774. /**
  88775. * @hidden
  88776. * @param faceIndex face index to bind to if this is a cubetexture
  88777. */
  88778. _bindFrameBuffer(faceIndex?: number): void;
  88779. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  88780. private renderToTarget;
  88781. /**
  88782. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  88783. * This allowed control for front to back rendering or reversly depending of the special needs.
  88784. *
  88785. * @param renderingGroupId The rendering group id corresponding to its index
  88786. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  88787. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  88788. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  88789. */
  88790. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  88791. /**
  88792. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  88793. *
  88794. * @param renderingGroupId The rendering group id corresponding to its index
  88795. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  88796. */
  88797. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  88798. /**
  88799. * Clones the texture.
  88800. * @returns the cloned texture
  88801. */
  88802. clone(): RenderTargetTexture;
  88803. /**
  88804. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  88805. * @returns The JSON representation of the texture
  88806. */
  88807. serialize(): any;
  88808. /**
  88809. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  88810. */
  88811. disposeFramebufferObjects(): void;
  88812. /**
  88813. * Dispose the texture and release its associated resources.
  88814. */
  88815. dispose(): void;
  88816. /** @hidden */
  88817. _rebuild(): void;
  88818. /**
  88819. * Clear the info related to rendering groups preventing retention point in material dispose.
  88820. */
  88821. freeRenderingGroups(): void;
  88822. /**
  88823. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  88824. * @returns the view count
  88825. */
  88826. getViewCount(): number;
  88827. }
  88828. }
  88829. declare module BABYLON {
  88830. /**
  88831. * Options for compiling materials.
  88832. */
  88833. export interface IMaterialCompilationOptions {
  88834. /**
  88835. * Defines whether clip planes are enabled.
  88836. */
  88837. clipPlane: boolean;
  88838. /**
  88839. * Defines whether instances are enabled.
  88840. */
  88841. useInstances: boolean;
  88842. }
  88843. /**
  88844. * Base class for the main features of a material in Babylon.js
  88845. */
  88846. export class Material implements IAnimatable {
  88847. /**
  88848. * Returns the triangle fill mode
  88849. */
  88850. static readonly TriangleFillMode: number;
  88851. /**
  88852. * Returns the wireframe mode
  88853. */
  88854. static readonly WireFrameFillMode: number;
  88855. /**
  88856. * Returns the point fill mode
  88857. */
  88858. static readonly PointFillMode: number;
  88859. /**
  88860. * Returns the point list draw mode
  88861. */
  88862. static readonly PointListDrawMode: number;
  88863. /**
  88864. * Returns the line list draw mode
  88865. */
  88866. static readonly LineListDrawMode: number;
  88867. /**
  88868. * Returns the line loop draw mode
  88869. */
  88870. static readonly LineLoopDrawMode: number;
  88871. /**
  88872. * Returns the line strip draw mode
  88873. */
  88874. static readonly LineStripDrawMode: number;
  88875. /**
  88876. * Returns the triangle strip draw mode
  88877. */
  88878. static readonly TriangleStripDrawMode: number;
  88879. /**
  88880. * Returns the triangle fan draw mode
  88881. */
  88882. static readonly TriangleFanDrawMode: number;
  88883. /**
  88884. * Stores the clock-wise side orientation
  88885. */
  88886. static readonly ClockWiseSideOrientation: number;
  88887. /**
  88888. * Stores the counter clock-wise side orientation
  88889. */
  88890. static readonly CounterClockWiseSideOrientation: number;
  88891. /**
  88892. * The dirty texture flag value
  88893. */
  88894. static readonly TextureDirtyFlag: number;
  88895. /**
  88896. * The dirty light flag value
  88897. */
  88898. static readonly LightDirtyFlag: number;
  88899. /**
  88900. * The dirty fresnel flag value
  88901. */
  88902. static readonly FresnelDirtyFlag: number;
  88903. /**
  88904. * The dirty attribute flag value
  88905. */
  88906. static readonly AttributesDirtyFlag: number;
  88907. /**
  88908. * The dirty misc flag value
  88909. */
  88910. static readonly MiscDirtyFlag: number;
  88911. /**
  88912. * The all dirty flag value
  88913. */
  88914. static readonly AllDirtyFlag: number;
  88915. /**
  88916. * The ID of the material
  88917. */
  88918. id: string;
  88919. /**
  88920. * Gets or sets the unique id of the material
  88921. */
  88922. uniqueId: number;
  88923. /**
  88924. * The name of the material
  88925. */
  88926. name: string;
  88927. /**
  88928. * Gets or sets user defined metadata
  88929. */
  88930. metadata: any;
  88931. /**
  88932. * For internal use only. Please do not use.
  88933. */
  88934. reservedDataStore: any;
  88935. /**
  88936. * Specifies if the ready state should be checked on each call
  88937. */
  88938. checkReadyOnEveryCall: boolean;
  88939. /**
  88940. * Specifies if the ready state should be checked once
  88941. */
  88942. checkReadyOnlyOnce: boolean;
  88943. /**
  88944. * The state of the material
  88945. */
  88946. state: string;
  88947. /**
  88948. * The alpha value of the material
  88949. */
  88950. protected _alpha: number;
  88951. /**
  88952. * List of inspectable custom properties (used by the Inspector)
  88953. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  88954. */
  88955. inspectableCustomProperties: IInspectable[];
  88956. /**
  88957. * Sets the alpha value of the material
  88958. */
  88959. /**
  88960. * Gets the alpha value of the material
  88961. */
  88962. alpha: number;
  88963. /**
  88964. * Specifies if back face culling is enabled
  88965. */
  88966. protected _backFaceCulling: boolean;
  88967. /**
  88968. * Sets the back-face culling state
  88969. */
  88970. /**
  88971. * Gets the back-face culling state
  88972. */
  88973. backFaceCulling: boolean;
  88974. /**
  88975. * Stores the value for side orientation
  88976. */
  88977. sideOrientation: number;
  88978. /**
  88979. * Callback triggered when the material is compiled
  88980. */
  88981. onCompiled: Nullable<(effect: Effect) => void>;
  88982. /**
  88983. * Callback triggered when an error occurs
  88984. */
  88985. onError: Nullable<(effect: Effect, errors: string) => void>;
  88986. /**
  88987. * Callback triggered to get the render target textures
  88988. */
  88989. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  88990. /**
  88991. * Gets a boolean indicating that current material needs to register RTT
  88992. */
  88993. readonly hasRenderTargetTextures: boolean;
  88994. /**
  88995. * Specifies if the material should be serialized
  88996. */
  88997. doNotSerialize: boolean;
  88998. /**
  88999. * @hidden
  89000. */
  89001. _storeEffectOnSubMeshes: boolean;
  89002. /**
  89003. * Stores the animations for the material
  89004. */
  89005. animations: Nullable<Array<Animation>>;
  89006. /**
  89007. * An event triggered when the material is disposed
  89008. */
  89009. onDisposeObservable: Observable<Material>;
  89010. /**
  89011. * An observer which watches for dispose events
  89012. */
  89013. private _onDisposeObserver;
  89014. private _onUnBindObservable;
  89015. /**
  89016. * Called during a dispose event
  89017. */
  89018. onDispose: () => void;
  89019. private _onBindObservable;
  89020. /**
  89021. * An event triggered when the material is bound
  89022. */
  89023. readonly onBindObservable: Observable<AbstractMesh>;
  89024. /**
  89025. * An observer which watches for bind events
  89026. */
  89027. private _onBindObserver;
  89028. /**
  89029. * Called during a bind event
  89030. */
  89031. onBind: (Mesh: AbstractMesh) => void;
  89032. /**
  89033. * An event triggered when the material is unbound
  89034. */
  89035. readonly onUnBindObservable: Observable<Material>;
  89036. /**
  89037. * Stores the value of the alpha mode
  89038. */
  89039. private _alphaMode;
  89040. /**
  89041. * Sets the value of the alpha mode.
  89042. *
  89043. * | Value | Type | Description |
  89044. * | --- | --- | --- |
  89045. * | 0 | ALPHA_DISABLE | |
  89046. * | 1 | ALPHA_ADD | |
  89047. * | 2 | ALPHA_COMBINE | |
  89048. * | 3 | ALPHA_SUBTRACT | |
  89049. * | 4 | ALPHA_MULTIPLY | |
  89050. * | 5 | ALPHA_MAXIMIZED | |
  89051. * | 6 | ALPHA_ONEONE | |
  89052. * | 7 | ALPHA_PREMULTIPLIED | |
  89053. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  89054. * | 9 | ALPHA_INTERPOLATE | |
  89055. * | 10 | ALPHA_SCREENMODE | |
  89056. *
  89057. */
  89058. /**
  89059. * Gets the value of the alpha mode
  89060. */
  89061. alphaMode: number;
  89062. /**
  89063. * Stores the state of the need depth pre-pass value
  89064. */
  89065. private _needDepthPrePass;
  89066. /**
  89067. * Sets the need depth pre-pass value
  89068. */
  89069. /**
  89070. * Gets the depth pre-pass value
  89071. */
  89072. needDepthPrePass: boolean;
  89073. /**
  89074. * Specifies if depth writing should be disabled
  89075. */
  89076. disableDepthWrite: boolean;
  89077. /**
  89078. * Specifies if depth writing should be forced
  89079. */
  89080. forceDepthWrite: boolean;
  89081. /**
  89082. * Specifies the depth function that should be used. 0 means the default engine function
  89083. */
  89084. depthFunction: number;
  89085. /**
  89086. * Specifies if there should be a separate pass for culling
  89087. */
  89088. separateCullingPass: boolean;
  89089. /**
  89090. * Stores the state specifing if fog should be enabled
  89091. */
  89092. private _fogEnabled;
  89093. /**
  89094. * Sets the state for enabling fog
  89095. */
  89096. /**
  89097. * Gets the value of the fog enabled state
  89098. */
  89099. fogEnabled: boolean;
  89100. /**
  89101. * Stores the size of points
  89102. */
  89103. pointSize: number;
  89104. /**
  89105. * Stores the z offset value
  89106. */
  89107. zOffset: number;
  89108. /**
  89109. * Gets a value specifying if wireframe mode is enabled
  89110. */
  89111. /**
  89112. * Sets the state of wireframe mode
  89113. */
  89114. wireframe: boolean;
  89115. /**
  89116. * Gets the value specifying if point clouds are enabled
  89117. */
  89118. /**
  89119. * Sets the state of point cloud mode
  89120. */
  89121. pointsCloud: boolean;
  89122. /**
  89123. * Gets the material fill mode
  89124. */
  89125. /**
  89126. * Sets the material fill mode
  89127. */
  89128. fillMode: number;
  89129. /**
  89130. * @hidden
  89131. * Stores the effects for the material
  89132. */
  89133. _effect: Nullable<Effect>;
  89134. /**
  89135. * @hidden
  89136. * Specifies if the material was previously ready
  89137. */
  89138. _wasPreviouslyReady: boolean;
  89139. /**
  89140. * Specifies if uniform buffers should be used
  89141. */
  89142. private _useUBO;
  89143. /**
  89144. * Stores a reference to the scene
  89145. */
  89146. private _scene;
  89147. /**
  89148. * Stores the fill mode state
  89149. */
  89150. private _fillMode;
  89151. /**
  89152. * Specifies if the depth write state should be cached
  89153. */
  89154. private _cachedDepthWriteState;
  89155. /**
  89156. * Specifies if the depth function state should be cached
  89157. */
  89158. private _cachedDepthFunctionState;
  89159. /**
  89160. * Stores the uniform buffer
  89161. */
  89162. protected _uniformBuffer: UniformBuffer;
  89163. /** @hidden */
  89164. _indexInSceneMaterialArray: number;
  89165. /** @hidden */
  89166. meshMap: Nullable<{
  89167. [id: string]: AbstractMesh | undefined;
  89168. }>;
  89169. /**
  89170. * Creates a material instance
  89171. * @param name defines the name of the material
  89172. * @param scene defines the scene to reference
  89173. * @param doNotAdd specifies if the material should be added to the scene
  89174. */
  89175. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  89176. /**
  89177. * Returns a string representation of the current material
  89178. * @param fullDetails defines a boolean indicating which levels of logging is desired
  89179. * @returns a string with material information
  89180. */
  89181. toString(fullDetails?: boolean): string;
  89182. /**
  89183. * Gets the class name of the material
  89184. * @returns a string with the class name of the material
  89185. */
  89186. getClassName(): string;
  89187. /**
  89188. * Specifies if updates for the material been locked
  89189. */
  89190. readonly isFrozen: boolean;
  89191. /**
  89192. * Locks updates for the material
  89193. */
  89194. freeze(): void;
  89195. /**
  89196. * Unlocks updates for the material
  89197. */
  89198. unfreeze(): void;
  89199. /**
  89200. * Specifies if the material is ready to be used
  89201. * @param mesh defines the mesh to check
  89202. * @param useInstances specifies if instances should be used
  89203. * @returns a boolean indicating if the material is ready to be used
  89204. */
  89205. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  89206. /**
  89207. * Specifies that the submesh is ready to be used
  89208. * @param mesh defines the mesh to check
  89209. * @param subMesh defines which submesh to check
  89210. * @param useInstances specifies that instances should be used
  89211. * @returns a boolean indicating that the submesh is ready or not
  89212. */
  89213. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  89214. /**
  89215. * Returns the material effect
  89216. * @returns the effect associated with the material
  89217. */
  89218. getEffect(): Nullable<Effect>;
  89219. /**
  89220. * Returns the current scene
  89221. * @returns a Scene
  89222. */
  89223. getScene(): Scene;
  89224. /**
  89225. * Specifies if the material will require alpha blending
  89226. * @returns a boolean specifying if alpha blending is needed
  89227. */
  89228. needAlphaBlending(): boolean;
  89229. /**
  89230. * Specifies if the mesh will require alpha blending
  89231. * @param mesh defines the mesh to check
  89232. * @returns a boolean specifying if alpha blending is needed for the mesh
  89233. */
  89234. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  89235. /**
  89236. * Specifies if this material should be rendered in alpha test mode
  89237. * @returns a boolean specifying if an alpha test is needed.
  89238. */
  89239. needAlphaTesting(): boolean;
  89240. /**
  89241. * Gets the texture used for the alpha test
  89242. * @returns the texture to use for alpha testing
  89243. */
  89244. getAlphaTestTexture(): Nullable<BaseTexture>;
  89245. /**
  89246. * Marks the material to indicate that it needs to be re-calculated
  89247. */
  89248. markDirty(): void;
  89249. /** @hidden */
  89250. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  89251. /**
  89252. * Binds the material to the mesh
  89253. * @param world defines the world transformation matrix
  89254. * @param mesh defines the mesh to bind the material to
  89255. */
  89256. bind(world: Matrix, mesh?: Mesh): void;
  89257. /**
  89258. * Binds the submesh to the material
  89259. * @param world defines the world transformation matrix
  89260. * @param mesh defines the mesh containing the submesh
  89261. * @param subMesh defines the submesh to bind the material to
  89262. */
  89263. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  89264. /**
  89265. * Binds the world matrix to the material
  89266. * @param world defines the world transformation matrix
  89267. */
  89268. bindOnlyWorldMatrix(world: Matrix): void;
  89269. /**
  89270. * Binds the scene's uniform buffer to the effect.
  89271. * @param effect defines the effect to bind to the scene uniform buffer
  89272. * @param sceneUbo defines the uniform buffer storing scene data
  89273. */
  89274. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  89275. /**
  89276. * Binds the view matrix to the effect
  89277. * @param effect defines the effect to bind the view matrix to
  89278. */
  89279. bindView(effect: Effect): void;
  89280. /**
  89281. * Binds the view projection matrix to the effect
  89282. * @param effect defines the effect to bind the view projection matrix to
  89283. */
  89284. bindViewProjection(effect: Effect): void;
  89285. /**
  89286. * Specifies if material alpha testing should be turned on for the mesh
  89287. * @param mesh defines the mesh to check
  89288. */
  89289. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  89290. /**
  89291. * Processes to execute after binding the material to a mesh
  89292. * @param mesh defines the rendered mesh
  89293. */
  89294. protected _afterBind(mesh?: Mesh): void;
  89295. /**
  89296. * Unbinds the material from the mesh
  89297. */
  89298. unbind(): void;
  89299. /**
  89300. * Gets the active textures from the material
  89301. * @returns an array of textures
  89302. */
  89303. getActiveTextures(): BaseTexture[];
  89304. /**
  89305. * Specifies if the material uses a texture
  89306. * @param texture defines the texture to check against the material
  89307. * @returns a boolean specifying if the material uses the texture
  89308. */
  89309. hasTexture(texture: BaseTexture): boolean;
  89310. /**
  89311. * Makes a duplicate of the material, and gives it a new name
  89312. * @param name defines the new name for the duplicated material
  89313. * @returns the cloned material
  89314. */
  89315. clone(name: string): Nullable<Material>;
  89316. /**
  89317. * Gets the meshes bound to the material
  89318. * @returns an array of meshes bound to the material
  89319. */
  89320. getBindedMeshes(): AbstractMesh[];
  89321. /**
  89322. * Force shader compilation
  89323. * @param mesh defines the mesh associated with this material
  89324. * @param onCompiled defines a function to execute once the material is compiled
  89325. * @param options defines the options to configure the compilation
  89326. * @param onError defines a function to execute if the material fails compiling
  89327. */
  89328. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  89329. /**
  89330. * Force shader compilation
  89331. * @param mesh defines the mesh that will use this material
  89332. * @param options defines additional options for compiling the shaders
  89333. * @returns a promise that resolves when the compilation completes
  89334. */
  89335. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  89336. private static readonly _AllDirtyCallBack;
  89337. private static readonly _ImageProcessingDirtyCallBack;
  89338. private static readonly _TextureDirtyCallBack;
  89339. private static readonly _FresnelDirtyCallBack;
  89340. private static readonly _MiscDirtyCallBack;
  89341. private static readonly _LightsDirtyCallBack;
  89342. private static readonly _AttributeDirtyCallBack;
  89343. private static _FresnelAndMiscDirtyCallBack;
  89344. private static _TextureAndMiscDirtyCallBack;
  89345. private static readonly _DirtyCallbackArray;
  89346. private static readonly _RunDirtyCallBacks;
  89347. /**
  89348. * Marks a define in the material to indicate that it needs to be re-computed
  89349. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  89350. */
  89351. markAsDirty(flag: number): void;
  89352. /**
  89353. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  89354. * @param func defines a function which checks material defines against the submeshes
  89355. */
  89356. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  89357. /**
  89358. * Indicates that we need to re-calculated for all submeshes
  89359. */
  89360. protected _markAllSubMeshesAsAllDirty(): void;
  89361. /**
  89362. * Indicates that image processing needs to be re-calculated for all submeshes
  89363. */
  89364. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  89365. /**
  89366. * Indicates that textures need to be re-calculated for all submeshes
  89367. */
  89368. protected _markAllSubMeshesAsTexturesDirty(): void;
  89369. /**
  89370. * Indicates that fresnel needs to be re-calculated for all submeshes
  89371. */
  89372. protected _markAllSubMeshesAsFresnelDirty(): void;
  89373. /**
  89374. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  89375. */
  89376. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  89377. /**
  89378. * Indicates that lights need to be re-calculated for all submeshes
  89379. */
  89380. protected _markAllSubMeshesAsLightsDirty(): void;
  89381. /**
  89382. * Indicates that attributes need to be re-calculated for all submeshes
  89383. */
  89384. protected _markAllSubMeshesAsAttributesDirty(): void;
  89385. /**
  89386. * Indicates that misc needs to be re-calculated for all submeshes
  89387. */
  89388. protected _markAllSubMeshesAsMiscDirty(): void;
  89389. /**
  89390. * Indicates that textures and misc need to be re-calculated for all submeshes
  89391. */
  89392. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  89393. /**
  89394. * Disposes the material
  89395. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  89396. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  89397. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  89398. */
  89399. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  89400. /** @hidden */
  89401. private releaseVertexArrayObject;
  89402. /**
  89403. * Serializes this material
  89404. * @returns the serialized material object
  89405. */
  89406. serialize(): any;
  89407. /**
  89408. * Creates a material from parsed material data
  89409. * @param parsedMaterial defines parsed material data
  89410. * @param scene defines the hosting scene
  89411. * @param rootUrl defines the root URL to use to load textures
  89412. * @returns a new material
  89413. */
  89414. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  89415. }
  89416. }
  89417. declare module BABYLON {
  89418. /**
  89419. * A multi-material is used to apply different materials to different parts of the same object without the need of
  89420. * separate meshes. This can be use to improve performances.
  89421. * @see http://doc.babylonjs.com/how_to/multi_materials
  89422. */
  89423. export class MultiMaterial extends Material {
  89424. private _subMaterials;
  89425. /**
  89426. * Gets or Sets the list of Materials used within the multi material.
  89427. * They need to be ordered according to the submeshes order in the associated mesh
  89428. */
  89429. subMaterials: Nullable<Material>[];
  89430. /**
  89431. * Function used to align with Node.getChildren()
  89432. * @returns the list of Materials used within the multi material
  89433. */
  89434. getChildren(): Nullable<Material>[];
  89435. /**
  89436. * Instantiates a new Multi Material
  89437. * A multi-material is used to apply different materials to different parts of the same object without the need of
  89438. * separate meshes. This can be use to improve performances.
  89439. * @see http://doc.babylonjs.com/how_to/multi_materials
  89440. * @param name Define the name in the scene
  89441. * @param scene Define the scene the material belongs to
  89442. */
  89443. constructor(name: string, scene: Scene);
  89444. private _hookArray;
  89445. /**
  89446. * Get one of the submaterial by its index in the submaterials array
  89447. * @param index The index to look the sub material at
  89448. * @returns The Material if the index has been defined
  89449. */
  89450. getSubMaterial(index: number): Nullable<Material>;
  89451. /**
  89452. * Get the list of active textures for the whole sub materials list.
  89453. * @returns All the textures that will be used during the rendering
  89454. */
  89455. getActiveTextures(): BaseTexture[];
  89456. /**
  89457. * Gets the current class name of the material e.g. "MultiMaterial"
  89458. * Mainly use in serialization.
  89459. * @returns the class name
  89460. */
  89461. getClassName(): string;
  89462. /**
  89463. * Checks if the material is ready to render the requested sub mesh
  89464. * @param mesh Define the mesh the submesh belongs to
  89465. * @param subMesh Define the sub mesh to look readyness for
  89466. * @param useInstances Define whether or not the material is used with instances
  89467. * @returns true if ready, otherwise false
  89468. */
  89469. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  89470. /**
  89471. * Clones the current material and its related sub materials
  89472. * @param name Define the name of the newly cloned material
  89473. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  89474. * @returns the cloned material
  89475. */
  89476. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  89477. /**
  89478. * Serializes the materials into a JSON representation.
  89479. * @returns the JSON representation
  89480. */
  89481. serialize(): any;
  89482. /**
  89483. * Dispose the material and release its associated resources
  89484. * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)
  89485. * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)
  89486. * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)
  89487. */
  89488. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  89489. /**
  89490. * Creates a MultiMaterial from parsed MultiMaterial data.
  89491. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  89492. * @param scene defines the hosting scene
  89493. * @returns a new MultiMaterial
  89494. */
  89495. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  89496. }
  89497. }
  89498. declare module BABYLON {
  89499. /**
  89500. * Base class for submeshes
  89501. */
  89502. export class BaseSubMesh {
  89503. /** @hidden */
  89504. _materialDefines: Nullable<MaterialDefines>;
  89505. /** @hidden */
  89506. _materialEffect: Nullable<Effect>;
  89507. /**
  89508. * Gets associated effect
  89509. */
  89510. readonly effect: Nullable<Effect>;
  89511. /**
  89512. * Sets associated effect (effect used to render this submesh)
  89513. * @param effect defines the effect to associate with
  89514. * @param defines defines the set of defines used to compile this effect
  89515. */
  89516. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  89517. }
  89518. /**
  89519. * Defines a subdivision inside a mesh
  89520. */
  89521. export class SubMesh extends BaseSubMesh implements ICullable {
  89522. /** the material index to use */
  89523. materialIndex: number;
  89524. /** vertex index start */
  89525. verticesStart: number;
  89526. /** vertices count */
  89527. verticesCount: number;
  89528. /** index start */
  89529. indexStart: number;
  89530. /** indices count */
  89531. indexCount: number;
  89532. /** @hidden */
  89533. _linesIndexCount: number;
  89534. private _mesh;
  89535. private _renderingMesh;
  89536. private _boundingInfo;
  89537. private _linesIndexBuffer;
  89538. /** @hidden */
  89539. _lastColliderWorldVertices: Nullable<Vector3[]>;
  89540. /** @hidden */
  89541. _trianglePlanes: Plane[];
  89542. /** @hidden */
  89543. _lastColliderTransformMatrix: Nullable<Matrix>;
  89544. /** @hidden */
  89545. _renderId: number;
  89546. /** @hidden */
  89547. _alphaIndex: number;
  89548. /** @hidden */
  89549. _distanceToCamera: number;
  89550. /** @hidden */
  89551. _id: number;
  89552. private _currentMaterial;
  89553. /**
  89554. * Add a new submesh to a mesh
  89555. * @param materialIndex defines the material index to use
  89556. * @param verticesStart defines vertex index start
  89557. * @param verticesCount defines vertices count
  89558. * @param indexStart defines index start
  89559. * @param indexCount defines indices count
  89560. * @param mesh defines the parent mesh
  89561. * @param renderingMesh defines an optional rendering mesh
  89562. * @param createBoundingBox defines if bounding box should be created for this submesh
  89563. * @returns the new submesh
  89564. */
  89565. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  89566. /**
  89567. * Creates a new submesh
  89568. * @param materialIndex defines the material index to use
  89569. * @param verticesStart defines vertex index start
  89570. * @param verticesCount defines vertices count
  89571. * @param indexStart defines index start
  89572. * @param indexCount defines indices count
  89573. * @param mesh defines the parent mesh
  89574. * @param renderingMesh defines an optional rendering mesh
  89575. * @param createBoundingBox defines if bounding box should be created for this submesh
  89576. */
  89577. constructor(
  89578. /** the material index to use */
  89579. materialIndex: number,
  89580. /** vertex index start */
  89581. verticesStart: number,
  89582. /** vertices count */
  89583. verticesCount: number,
  89584. /** index start */
  89585. indexStart: number,
  89586. /** indices count */
  89587. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  89588. /**
  89589. * Returns true if this submesh covers the entire parent mesh
  89590. * @ignorenaming
  89591. */
  89592. readonly IsGlobal: boolean;
  89593. /**
  89594. * Returns the submesh BoudingInfo object
  89595. * @returns current bounding info (or mesh's one if the submesh is global)
  89596. */
  89597. getBoundingInfo(): BoundingInfo;
  89598. /**
  89599. * Sets the submesh BoundingInfo
  89600. * @param boundingInfo defines the new bounding info to use
  89601. * @returns the SubMesh
  89602. */
  89603. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  89604. /**
  89605. * Returns the mesh of the current submesh
  89606. * @return the parent mesh
  89607. */
  89608. getMesh(): AbstractMesh;
  89609. /**
  89610. * Returns the rendering mesh of the submesh
  89611. * @returns the rendering mesh (could be different from parent mesh)
  89612. */
  89613. getRenderingMesh(): Mesh;
  89614. /**
  89615. * Returns the submesh material
  89616. * @returns null or the current material
  89617. */
  89618. getMaterial(): Nullable<Material>;
  89619. /**
  89620. * Sets a new updated BoundingInfo object to the submesh
  89621. * @param data defines an optional position array to use to determine the bounding info
  89622. * @returns the SubMesh
  89623. */
  89624. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  89625. /** @hidden */
  89626. _checkCollision(collider: Collider): boolean;
  89627. /**
  89628. * Updates the submesh BoundingInfo
  89629. * @param world defines the world matrix to use to update the bounding info
  89630. * @returns the submesh
  89631. */
  89632. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  89633. /**
  89634. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  89635. * @param frustumPlanes defines the frustum planes
  89636. * @returns true if the submesh is intersecting with the frustum
  89637. */
  89638. isInFrustum(frustumPlanes: Plane[]): boolean;
  89639. /**
  89640. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  89641. * @param frustumPlanes defines the frustum planes
  89642. * @returns true if the submesh is inside the frustum
  89643. */
  89644. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  89645. /**
  89646. * Renders the submesh
  89647. * @param enableAlphaMode defines if alpha needs to be used
  89648. * @returns the submesh
  89649. */
  89650. render(enableAlphaMode: boolean): SubMesh;
  89651. /**
  89652. * @hidden
  89653. */
  89654. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  89655. /**
  89656. * Checks if the submesh intersects with a ray
  89657. * @param ray defines the ray to test
  89658. * @returns true is the passed ray intersects the submesh bounding box
  89659. */
  89660. canIntersects(ray: Ray): boolean;
  89661. /**
  89662. * Intersects current submesh with a ray
  89663. * @param ray defines the ray to test
  89664. * @param positions defines mesh's positions array
  89665. * @param indices defines mesh's indices array
  89666. * @param fastCheck defines if only bounding info should be used
  89667. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  89668. * @returns intersection info or null if no intersection
  89669. */
  89670. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  89671. /** @hidden */
  89672. private _intersectLines;
  89673. /** @hidden */
  89674. private _intersectUnIndexedLines;
  89675. /** @hidden */
  89676. private _intersectTriangles;
  89677. /** @hidden */
  89678. private _intersectUnIndexedTriangles;
  89679. /** @hidden */
  89680. _rebuild(): void;
  89681. /**
  89682. * Creates a new submesh from the passed mesh
  89683. * @param newMesh defines the new hosting mesh
  89684. * @param newRenderingMesh defines an optional rendering mesh
  89685. * @returns the new submesh
  89686. */
  89687. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  89688. /**
  89689. * Release associated resources
  89690. */
  89691. dispose(): void;
  89692. /**
  89693. * Gets the class name
  89694. * @returns the string "SubMesh".
  89695. */
  89696. getClassName(): string;
  89697. /**
  89698. * Creates a new submesh from indices data
  89699. * @param materialIndex the index of the main mesh material
  89700. * @param startIndex the index where to start the copy in the mesh indices array
  89701. * @param indexCount the number of indices to copy then from the startIndex
  89702. * @param mesh the main mesh to create the submesh from
  89703. * @param renderingMesh the optional rendering mesh
  89704. * @returns a new submesh
  89705. */
  89706. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  89707. }
  89708. }
  89709. declare module BABYLON {
  89710. /**
  89711. * Class used to represent data loading progression
  89712. */
  89713. export class SceneLoaderFlags {
  89714. private static _ForceFullSceneLoadingForIncremental;
  89715. private static _ShowLoadingScreen;
  89716. private static _CleanBoneMatrixWeights;
  89717. private static _loggingLevel;
  89718. /**
  89719. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  89720. */
  89721. static ForceFullSceneLoadingForIncremental: boolean;
  89722. /**
  89723. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  89724. */
  89725. static ShowLoadingScreen: boolean;
  89726. /**
  89727. * Defines the current logging level (while loading the scene)
  89728. * @ignorenaming
  89729. */
  89730. static loggingLevel: number;
  89731. /**
  89732. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  89733. */
  89734. static CleanBoneMatrixWeights: boolean;
  89735. }
  89736. }
  89737. declare module BABYLON {
  89738. /**
  89739. * Class used to store geometry data (vertex buffers + index buffer)
  89740. */
  89741. export class Geometry implements IGetSetVerticesData {
  89742. /**
  89743. * Gets or sets the ID of the geometry
  89744. */
  89745. id: string;
  89746. /**
  89747. * Gets or sets the unique ID of the geometry
  89748. */
  89749. uniqueId: number;
  89750. /**
  89751. * Gets the delay loading state of the geometry (none by default which means not delayed)
  89752. */
  89753. delayLoadState: number;
  89754. /**
  89755. * Gets the file containing the data to load when running in delay load state
  89756. */
  89757. delayLoadingFile: Nullable<string>;
  89758. /**
  89759. * Callback called when the geometry is updated
  89760. */
  89761. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  89762. private _scene;
  89763. private _engine;
  89764. private _meshes;
  89765. private _totalVertices;
  89766. /** @hidden */
  89767. _indices: IndicesArray;
  89768. /** @hidden */
  89769. _vertexBuffers: {
  89770. [key: string]: VertexBuffer;
  89771. };
  89772. private _isDisposed;
  89773. private _extend;
  89774. private _boundingBias;
  89775. /** @hidden */
  89776. _delayInfo: Array<string>;
  89777. private _indexBuffer;
  89778. private _indexBufferIsUpdatable;
  89779. /** @hidden */
  89780. _boundingInfo: Nullable<BoundingInfo>;
  89781. /** @hidden */
  89782. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  89783. /** @hidden */
  89784. _softwareSkinningFrameId: number;
  89785. private _vertexArrayObjects;
  89786. private _updatable;
  89787. /** @hidden */
  89788. _positions: Nullable<Vector3[]>;
  89789. /**
  89790. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  89791. */
  89792. /**
  89793. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  89794. */
  89795. boundingBias: Vector2;
  89796. /**
  89797. * Static function used to attach a new empty geometry to a mesh
  89798. * @param mesh defines the mesh to attach the geometry to
  89799. * @returns the new Geometry
  89800. */
  89801. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  89802. /**
  89803. * Creates a new geometry
  89804. * @param id defines the unique ID
  89805. * @param scene defines the hosting scene
  89806. * @param vertexData defines the VertexData used to get geometry data
  89807. * @param updatable defines if geometry must be updatable (false by default)
  89808. * @param mesh defines the mesh that will be associated with the geometry
  89809. */
  89810. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  89811. /**
  89812. * Gets the current extend of the geometry
  89813. */
  89814. readonly extend: {
  89815. minimum: Vector3;
  89816. maximum: Vector3;
  89817. };
  89818. /**
  89819. * Gets the hosting scene
  89820. * @returns the hosting Scene
  89821. */
  89822. getScene(): Scene;
  89823. /**
  89824. * Gets the hosting engine
  89825. * @returns the hosting Engine
  89826. */
  89827. getEngine(): Engine;
  89828. /**
  89829. * Defines if the geometry is ready to use
  89830. * @returns true if the geometry is ready to be used
  89831. */
  89832. isReady(): boolean;
  89833. /**
  89834. * Gets a value indicating that the geometry should not be serialized
  89835. */
  89836. readonly doNotSerialize: boolean;
  89837. /** @hidden */
  89838. _rebuild(): void;
  89839. /**
  89840. * Affects all geometry data in one call
  89841. * @param vertexData defines the geometry data
  89842. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  89843. */
  89844. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  89845. /**
  89846. * Set specific vertex data
  89847. * @param kind defines the data kind (Position, normal, etc...)
  89848. * @param data defines the vertex data to use
  89849. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  89850. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  89851. */
  89852. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  89853. /**
  89854. * Removes a specific vertex data
  89855. * @param kind defines the data kind (Position, normal, etc...)
  89856. */
  89857. removeVerticesData(kind: string): void;
  89858. /**
  89859. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  89860. * @param buffer defines the vertex buffer to use
  89861. * @param totalVertices defines the total number of vertices for position kind (could be null)
  89862. */
  89863. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  89864. /**
  89865. * Update a specific vertex buffer
  89866. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  89867. * It will do nothing if the buffer is not updatable
  89868. * @param kind defines the data kind (Position, normal, etc...)
  89869. * @param data defines the data to use
  89870. * @param offset defines the offset in the target buffer where to store the data
  89871. * @param useBytes set to true if the offset is in bytes
  89872. */
  89873. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  89874. /**
  89875. * Update a specific vertex buffer
  89876. * This function will create a new buffer if the current one is not updatable
  89877. * @param kind defines the data kind (Position, normal, etc...)
  89878. * @param data defines the data to use
  89879. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  89880. */
  89881. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  89882. private _updateBoundingInfo;
  89883. /** @hidden */
  89884. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  89885. /**
  89886. * Gets total number of vertices
  89887. * @returns the total number of vertices
  89888. */
  89889. getTotalVertices(): number;
  89890. /**
  89891. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  89892. * @param kind defines the data kind (Position, normal, etc...)
  89893. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  89894. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89895. * @returns a float array containing vertex data
  89896. */
  89897. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  89898. /**
  89899. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  89900. * @param kind defines the data kind (Position, normal, etc...)
  89901. * @returns true if the vertex buffer with the specified kind is updatable
  89902. */
  89903. isVertexBufferUpdatable(kind: string): boolean;
  89904. /**
  89905. * Gets a specific vertex buffer
  89906. * @param kind defines the data kind (Position, normal, etc...)
  89907. * @returns a VertexBuffer
  89908. */
  89909. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  89910. /**
  89911. * Returns all vertex buffers
  89912. * @return an object holding all vertex buffers indexed by kind
  89913. */
  89914. getVertexBuffers(): Nullable<{
  89915. [key: string]: VertexBuffer;
  89916. }>;
  89917. /**
  89918. * Gets a boolean indicating if specific vertex buffer is present
  89919. * @param kind defines the data kind (Position, normal, etc...)
  89920. * @returns true if data is present
  89921. */
  89922. isVerticesDataPresent(kind: string): boolean;
  89923. /**
  89924. * Gets a list of all attached data kinds (Position, normal, etc...)
  89925. * @returns a list of string containing all kinds
  89926. */
  89927. getVerticesDataKinds(): string[];
  89928. /**
  89929. * Update index buffer
  89930. * @param indices defines the indices to store in the index buffer
  89931. * @param offset defines the offset in the target buffer where to store the data
  89932. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  89933. */
  89934. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  89935. /**
  89936. * Creates a new index buffer
  89937. * @param indices defines the indices to store in the index buffer
  89938. * @param totalVertices defines the total number of vertices (could be null)
  89939. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  89940. */
  89941. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  89942. /**
  89943. * Return the total number of indices
  89944. * @returns the total number of indices
  89945. */
  89946. getTotalIndices(): number;
  89947. /**
  89948. * Gets the index buffer array
  89949. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  89950. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89951. * @returns the index buffer array
  89952. */
  89953. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  89954. /**
  89955. * Gets the index buffer
  89956. * @return the index buffer
  89957. */
  89958. getIndexBuffer(): Nullable<DataBuffer>;
  89959. /** @hidden */
  89960. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  89961. /**
  89962. * Release the associated resources for a specific mesh
  89963. * @param mesh defines the source mesh
  89964. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  89965. */
  89966. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  89967. /**
  89968. * Apply current geometry to a given mesh
  89969. * @param mesh defines the mesh to apply geometry to
  89970. */
  89971. applyToMesh(mesh: Mesh): void;
  89972. private _updateExtend;
  89973. private _applyToMesh;
  89974. private notifyUpdate;
  89975. /**
  89976. * Load the geometry if it was flagged as delay loaded
  89977. * @param scene defines the hosting scene
  89978. * @param onLoaded defines a callback called when the geometry is loaded
  89979. */
  89980. load(scene: Scene, onLoaded?: () => void): void;
  89981. private _queueLoad;
  89982. /**
  89983. * Invert the geometry to move from a right handed system to a left handed one.
  89984. */
  89985. toLeftHanded(): void;
  89986. /** @hidden */
  89987. _resetPointsArrayCache(): void;
  89988. /** @hidden */
  89989. _generatePointsArray(): boolean;
  89990. /**
  89991. * Gets a value indicating if the geometry is disposed
  89992. * @returns true if the geometry was disposed
  89993. */
  89994. isDisposed(): boolean;
  89995. private _disposeVertexArrayObjects;
  89996. /**
  89997. * Free all associated resources
  89998. */
  89999. dispose(): void;
  90000. /**
  90001. * Clone the current geometry into a new geometry
  90002. * @param id defines the unique ID of the new geometry
  90003. * @returns a new geometry object
  90004. */
  90005. copy(id: string): Geometry;
  90006. /**
  90007. * Serialize the current geometry info (and not the vertices data) into a JSON object
  90008. * @return a JSON representation of the current geometry data (without the vertices data)
  90009. */
  90010. serialize(): any;
  90011. private toNumberArray;
  90012. /**
  90013. * Serialize all vertices data into a JSON oject
  90014. * @returns a JSON representation of the current geometry data
  90015. */
  90016. serializeVerticeData(): any;
  90017. /**
  90018. * Extracts a clone of a mesh geometry
  90019. * @param mesh defines the source mesh
  90020. * @param id defines the unique ID of the new geometry object
  90021. * @returns the new geometry object
  90022. */
  90023. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  90024. /**
  90025. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  90026. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  90027. * Be aware Math.random() could cause collisions, but:
  90028. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  90029. * @returns a string containing a new GUID
  90030. */
  90031. static RandomId(): string;
  90032. /** @hidden */
  90033. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  90034. private static _CleanMatricesWeights;
  90035. /**
  90036. * Create a new geometry from persisted data (Using .babylon file format)
  90037. * @param parsedVertexData defines the persisted data
  90038. * @param scene defines the hosting scene
  90039. * @param rootUrl defines the root url to use to load assets (like delayed data)
  90040. * @returns the new geometry object
  90041. */
  90042. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  90043. }
  90044. }
  90045. declare module BABYLON {
  90046. /**
  90047. * Define an interface for all classes that will get and set the data on vertices
  90048. */
  90049. export interface IGetSetVerticesData {
  90050. /**
  90051. * Gets a boolean indicating if specific vertex data is present
  90052. * @param kind defines the vertex data kind to use
  90053. * @returns true is data kind is present
  90054. */
  90055. isVerticesDataPresent(kind: string): boolean;
  90056. /**
  90057. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  90058. * @param kind defines the data kind (Position, normal, etc...)
  90059. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  90060. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  90061. * @returns a float array containing vertex data
  90062. */
  90063. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  90064. /**
  90065. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  90066. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  90067. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  90068. * @returns the indices array or an empty array if the mesh has no geometry
  90069. */
  90070. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  90071. /**
  90072. * Set specific vertex data
  90073. * @param kind defines the data kind (Position, normal, etc...)
  90074. * @param data defines the vertex data to use
  90075. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  90076. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  90077. */
  90078. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  90079. /**
  90080. * Update a specific associated vertex buffer
  90081. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  90082. * - VertexBuffer.PositionKind
  90083. * - VertexBuffer.UVKind
  90084. * - VertexBuffer.UV2Kind
  90085. * - VertexBuffer.UV3Kind
  90086. * - VertexBuffer.UV4Kind
  90087. * - VertexBuffer.UV5Kind
  90088. * - VertexBuffer.UV6Kind
  90089. * - VertexBuffer.ColorKind
  90090. * - VertexBuffer.MatricesIndicesKind
  90091. * - VertexBuffer.MatricesIndicesExtraKind
  90092. * - VertexBuffer.MatricesWeightsKind
  90093. * - VertexBuffer.MatricesWeightsExtraKind
  90094. * @param data defines the data source
  90095. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  90096. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  90097. */
  90098. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  90099. /**
  90100. * Creates a new index buffer
  90101. * @param indices defines the indices to store in the index buffer
  90102. * @param totalVertices defines the total number of vertices (could be null)
  90103. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  90104. */
  90105. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  90106. }
  90107. /**
  90108. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  90109. */
  90110. export class VertexData {
  90111. /**
  90112. * Mesh side orientation : usually the external or front surface
  90113. */
  90114. static readonly FRONTSIDE: number;
  90115. /**
  90116. * Mesh side orientation : usually the internal or back surface
  90117. */
  90118. static readonly BACKSIDE: number;
  90119. /**
  90120. * Mesh side orientation : both internal and external or front and back surfaces
  90121. */
  90122. static readonly DOUBLESIDE: number;
  90123. /**
  90124. * Mesh side orientation : by default, `FRONTSIDE`
  90125. */
  90126. static readonly DEFAULTSIDE: number;
  90127. /**
  90128. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  90129. */
  90130. positions: Nullable<FloatArray>;
  90131. /**
  90132. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  90133. */
  90134. normals: Nullable<FloatArray>;
  90135. /**
  90136. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  90137. */
  90138. tangents: Nullable<FloatArray>;
  90139. /**
  90140. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90141. */
  90142. uvs: Nullable<FloatArray>;
  90143. /**
  90144. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90145. */
  90146. uvs2: Nullable<FloatArray>;
  90147. /**
  90148. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90149. */
  90150. uvs3: Nullable<FloatArray>;
  90151. /**
  90152. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90153. */
  90154. uvs4: Nullable<FloatArray>;
  90155. /**
  90156. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90157. */
  90158. uvs5: Nullable<FloatArray>;
  90159. /**
  90160. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  90161. */
  90162. uvs6: Nullable<FloatArray>;
  90163. /**
  90164. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  90165. */
  90166. colors: Nullable<FloatArray>;
  90167. /**
  90168. * An array containing the list of indices to the array of matrices produced by bones, each vertex have up to 4 indices (8 if the matricesIndicesExtra is set).
  90169. */
  90170. matricesIndices: Nullable<FloatArray>;
  90171. /**
  90172. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  90173. */
  90174. matricesWeights: Nullable<FloatArray>;
  90175. /**
  90176. * An array extending the number of possible indices
  90177. */
  90178. matricesIndicesExtra: Nullable<FloatArray>;
  90179. /**
  90180. * An array extending the number of possible weights when the number of indices is extended
  90181. */
  90182. matricesWeightsExtra: Nullable<FloatArray>;
  90183. /**
  90184. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  90185. */
  90186. indices: Nullable<IndicesArray>;
  90187. /**
  90188. * Uses the passed data array to set the set the values for the specified kind of data
  90189. * @param data a linear array of floating numbers
  90190. * @param kind the type of data that is being set, eg positions, colors etc
  90191. */
  90192. set(data: FloatArray, kind: string): void;
  90193. /**
  90194. * Associates the vertexData to the passed Mesh.
  90195. * Sets it as updatable or not (default `false`)
  90196. * @param mesh the mesh the vertexData is applied to
  90197. * @param updatable when used and having the value true allows new data to update the vertexData
  90198. * @returns the VertexData
  90199. */
  90200. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  90201. /**
  90202. * Associates the vertexData to the passed Geometry.
  90203. * Sets it as updatable or not (default `false`)
  90204. * @param geometry the geometry the vertexData is applied to
  90205. * @param updatable when used and having the value true allows new data to update the vertexData
  90206. * @returns VertexData
  90207. */
  90208. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  90209. /**
  90210. * Updates the associated mesh
  90211. * @param mesh the mesh to be updated
  90212. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  90213. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  90214. * @returns VertexData
  90215. */
  90216. updateMesh(mesh: Mesh): VertexData;
  90217. /**
  90218. * Updates the associated geometry
  90219. * @param geometry the geometry to be updated
  90220. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  90221. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  90222. * @returns VertexData.
  90223. */
  90224. updateGeometry(geometry: Geometry): VertexData;
  90225. private _applyTo;
  90226. private _update;
  90227. /**
  90228. * Transforms each position and each normal of the vertexData according to the passed Matrix
  90229. * @param matrix the transforming matrix
  90230. * @returns the VertexData
  90231. */
  90232. transform(matrix: Matrix): VertexData;
  90233. /**
  90234. * Merges the passed VertexData into the current one
  90235. * @param other the VertexData to be merged into the current one
  90236. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  90237. * @returns the modified VertexData
  90238. */
  90239. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  90240. private _mergeElement;
  90241. private _validate;
  90242. /**
  90243. * Serializes the VertexData
  90244. * @returns a serialized object
  90245. */
  90246. serialize(): any;
  90247. /**
  90248. * Extracts the vertexData from a mesh
  90249. * @param mesh the mesh from which to extract the VertexData
  90250. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  90251. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  90252. * @returns the object VertexData associated to the passed mesh
  90253. */
  90254. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  90255. /**
  90256. * Extracts the vertexData from the geometry
  90257. * @param geometry the geometry from which to extract the VertexData
  90258. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  90259. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  90260. * @returns the object VertexData associated to the passed mesh
  90261. */
  90262. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  90263. private static _ExtractFrom;
  90264. /**
  90265. * Creates the VertexData for a Ribbon
  90266. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  90267. * * pathArray array of paths, each of which an array of successive Vector3
  90268. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  90269. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  90270. * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length
  90271. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90272. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  90273. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  90274. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  90275. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  90276. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  90277. * @returns the VertexData of the ribbon
  90278. */
  90279. static CreateRibbon(options: {
  90280. pathArray: Vector3[][];
  90281. closeArray?: boolean;
  90282. closePath?: boolean;
  90283. offset?: number;
  90284. sideOrientation?: number;
  90285. frontUVs?: Vector4;
  90286. backUVs?: Vector4;
  90287. invertUV?: boolean;
  90288. uvs?: Vector2[];
  90289. colors?: Color4[];
  90290. }): VertexData;
  90291. /**
  90292. * Creates the VertexData for a box
  90293. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90294. * * size sets the width, height and depth of the box to the value of size, optional default 1
  90295. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  90296. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  90297. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  90298. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  90299. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  90300. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90301. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  90302. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  90303. * @returns the VertexData of the box
  90304. */
  90305. static CreateBox(options: {
  90306. size?: number;
  90307. width?: number;
  90308. height?: number;
  90309. depth?: number;
  90310. faceUV?: Vector4[];
  90311. faceColors?: Color4[];
  90312. sideOrientation?: number;
  90313. frontUVs?: Vector4;
  90314. backUVs?: Vector4;
  90315. }): VertexData;
  90316. /**
  90317. * Creates the VertexData for a tiled box
  90318. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90319. * * faceTiles sets the pattern, tile size and number of tiles for a face
  90320. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  90321. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  90322. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90323. * @returns the VertexData of the box
  90324. */
  90325. static CreateTiledBox(options: {
  90326. pattern?: number;
  90327. width?: number;
  90328. height?: number;
  90329. depth?: number;
  90330. tileSize?: number;
  90331. tileWidth?: number;
  90332. tileHeight?: number;
  90333. alignHorizontal?: number;
  90334. alignVertical?: number;
  90335. faceUV?: Vector4[];
  90336. faceColors?: Color4[];
  90337. sideOrientation?: number;
  90338. }): VertexData;
  90339. /**
  90340. * Creates the VertexData for a tiled plane
  90341. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90342. * * pattern a limited pattern arrangement depending on the number
  90343. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  90344. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  90345. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  90346. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90347. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  90348. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  90349. * @returns the VertexData of the tiled plane
  90350. */
  90351. static CreateTiledPlane(options: {
  90352. pattern?: number;
  90353. tileSize?: number;
  90354. tileWidth?: number;
  90355. tileHeight?: number;
  90356. size?: number;
  90357. width?: number;
  90358. height?: number;
  90359. alignHorizontal?: number;
  90360. alignVertical?: number;
  90361. sideOrientation?: number;
  90362. frontUVs?: Vector4;
  90363. backUVs?: Vector4;
  90364. }): VertexData;
  90365. /**
  90366. * Creates the VertexData for an ellipsoid, defaults to a sphere
  90367. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90368. * * segments sets the number of horizontal strips optional, default 32
  90369. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  90370. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  90371. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  90372. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  90373. * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1
  90374. * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1
  90375. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90376. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  90377. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  90378. * @returns the VertexData of the ellipsoid
  90379. */
  90380. static CreateSphere(options: {
  90381. segments?: number;
  90382. diameter?: number;
  90383. diameterX?: number;
  90384. diameterY?: number;
  90385. diameterZ?: number;
  90386. arc?: number;
  90387. slice?: number;
  90388. sideOrientation?: number;
  90389. frontUVs?: Vector4;
  90390. backUVs?: Vector4;
  90391. }): VertexData;
  90392. /**
  90393. * Creates the VertexData for a cylinder, cone or prism
  90394. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90395. * * height sets the height (y direction) of the cylinder, optional, default 2
  90396. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  90397. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  90398. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  90399. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  90400. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  90401. * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
  90402. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  90403. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  90404. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  90405. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  90406. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90407. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  90408. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  90409. * @returns the VertexData of the cylinder, cone or prism
  90410. */
  90411. static CreateCylinder(options: {
  90412. height?: number;
  90413. diameterTop?: number;
  90414. diameterBottom?: number;
  90415. diameter?: number;
  90416. tessellation?: number;
  90417. subdivisions?: number;
  90418. arc?: number;
  90419. faceColors?: Color4[];
  90420. faceUV?: Vector4[];
  90421. hasRings?: boolean;
  90422. enclose?: boolean;
  90423. sideOrientation?: number;
  90424. frontUVs?: Vector4;
  90425. backUVs?: Vector4;
  90426. }): VertexData;
  90427. /**
  90428. * Creates the VertexData for a torus
  90429. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90430. * * diameter the diameter of the torus, optional default 1
  90431. * * thickness the diameter of the tube forming the torus, optional default 0.5
  90432. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  90433. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90434. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  90435. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  90436. * @returns the VertexData of the torus
  90437. */
  90438. static CreateTorus(options: {
  90439. diameter?: number;
  90440. thickness?: number;
  90441. tessellation?: number;
  90442. sideOrientation?: number;
  90443. frontUVs?: Vector4;
  90444. backUVs?: Vector4;
  90445. }): VertexData;
  90446. /**
  90447. * Creates the VertexData of the LineSystem
  90448. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  90449. * - lines an array of lines, each line being an array of successive Vector3
  90450. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  90451. * @returns the VertexData of the LineSystem
  90452. */
  90453. static CreateLineSystem(options: {
  90454. lines: Vector3[][];
  90455. colors?: Nullable<Color4[][]>;
  90456. }): VertexData;
  90457. /**
  90458. * Create the VertexData for a DashedLines
  90459. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  90460. * - points an array successive Vector3
  90461. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  90462. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  90463. * - dashNb the intended total number of dashes, optional, default 200
  90464. * @returns the VertexData for the DashedLines
  90465. */
  90466. static CreateDashedLines(options: {
  90467. points: Vector3[];
  90468. dashSize?: number;
  90469. gapSize?: number;
  90470. dashNb?: number;
  90471. }): VertexData;
  90472. /**
  90473. * Creates the VertexData for a Ground
  90474. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  90475. * - width the width (x direction) of the ground, optional, default 1
  90476. * - height the height (z direction) of the ground, optional, default 1
  90477. * - subdivisions the number of subdivisions per side, optional, default 1
  90478. * @returns the VertexData of the Ground
  90479. */
  90480. static CreateGround(options: {
  90481. width?: number;
  90482. height?: number;
  90483. subdivisions?: number;
  90484. subdivisionsX?: number;
  90485. subdivisionsY?: number;
  90486. }): VertexData;
  90487. /**
  90488. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  90489. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  90490. * * xmin the ground minimum X coordinate, optional, default -1
  90491. * * zmin the ground minimum Z coordinate, optional, default -1
  90492. * * xmax the ground maximum X coordinate, optional, default 1
  90493. * * zmax the ground maximum Z coordinate, optional, default 1
  90494. * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}
  90495. * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}
  90496. * @returns the VertexData of the TiledGround
  90497. */
  90498. static CreateTiledGround(options: {
  90499. xmin: number;
  90500. zmin: number;
  90501. xmax: number;
  90502. zmax: number;
  90503. subdivisions?: {
  90504. w: number;
  90505. h: number;
  90506. };
  90507. precision?: {
  90508. w: number;
  90509. h: number;
  90510. };
  90511. }): VertexData;
  90512. /**
  90513. * Creates the VertexData of the Ground designed from a heightmap
  90514. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  90515. * * width the width (x direction) of the ground
  90516. * * height the height (z direction) of the ground
  90517. * * subdivisions the number of subdivisions per side
  90518. * * minHeight the minimum altitude on the ground, optional, default 0
  90519. * * maxHeight the maximum altitude on the ground, optional default 1
  90520. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  90521. * * buffer the array holding the image color data
  90522. * * bufferWidth the width of image
  90523. * * bufferHeight the height of image
  90524. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  90525. * @returns the VertexData of the Ground designed from a heightmap
  90526. */
  90527. static CreateGroundFromHeightMap(options: {
  90528. width: number;
  90529. height: number;
  90530. subdivisions: number;
  90531. minHeight: number;
  90532. maxHeight: number;
  90533. colorFilter: Color3;
  90534. buffer: Uint8Array;
  90535. bufferWidth: number;
  90536. bufferHeight: number;
  90537. alphaFilter: number;
  90538. }): VertexData;
  90539. /**
  90540. * Creates the VertexData for a Plane
  90541. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  90542. * * size sets the width and height of the plane to the value of size, optional default 1
  90543. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  90544. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  90545. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90546. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  90547. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  90548. * @returns the VertexData of the box
  90549. */
  90550. static CreatePlane(options: {
  90551. size?: number;
  90552. width?: number;
  90553. height?: number;
  90554. sideOrientation?: number;
  90555. frontUVs?: Vector4;
  90556. backUVs?: Vector4;
  90557. }): VertexData;
  90558. /**
  90559. * Creates the VertexData of the Disc or regular Polygon
  90560. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  90561. * * radius the radius of the disc, optional default 0.5
  90562. * * tessellation the number of polygon sides, optional, default 64
  90563. * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1
  90564. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90565. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  90566. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  90567. * @returns the VertexData of the box
  90568. */
  90569. static CreateDisc(options: {
  90570. radius?: number;
  90571. tessellation?: number;
  90572. arc?: number;
  90573. sideOrientation?: number;
  90574. frontUVs?: Vector4;
  90575. backUVs?: Vector4;
  90576. }): VertexData;
  90577. /**
  90578. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  90579. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  90580. * @param polygon a mesh built from polygonTriangulation.build()
  90581. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90582. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  90583. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  90584. * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  90585. * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  90586. * @returns the VertexData of the Polygon
  90587. */
  90588. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  90589. /**
  90590. * Creates the VertexData of the IcoSphere
  90591. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  90592. * * radius the radius of the IcoSphere, optional default 1
  90593. * * radiusX allows stretching in the x direction, optional, default radius
  90594. * * radiusY allows stretching in the y direction, optional, default radius
  90595. * * radiusZ allows stretching in the z direction, optional, default radius
  90596. * * flat when true creates a flat shaded mesh, optional, default true
  90597. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  90598. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90599. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  90600. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  90601. * @returns the VertexData of the IcoSphere
  90602. */
  90603. static CreateIcoSphere(options: {
  90604. radius?: number;
  90605. radiusX?: number;
  90606. radiusY?: number;
  90607. radiusZ?: number;
  90608. flat?: boolean;
  90609. subdivisions?: number;
  90610. sideOrientation?: number;
  90611. frontUVs?: Vector4;
  90612. backUVs?: Vector4;
  90613. }): VertexData;
  90614. /**
  90615. * Creates the VertexData for a Polyhedron
  90616. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  90617. * * type provided types are:
  90618. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  90619. * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
  90620. * * size the size of the IcoSphere, optional default 1
  90621. * * sizeX allows stretching in the x direction, optional, default size
  90622. * * sizeY allows stretching in the y direction, optional, default size
  90623. * * sizeZ allows stretching in the z direction, optional, default size
  90624. * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor
  90625. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  90626. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  90627. * * flat when true creates a flat shaded mesh, optional, default true
  90628. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  90629. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90630. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  90631. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  90632. * @returns the VertexData of the Polyhedron
  90633. */
  90634. static CreatePolyhedron(options: {
  90635. type?: number;
  90636. size?: number;
  90637. sizeX?: number;
  90638. sizeY?: number;
  90639. sizeZ?: number;
  90640. custom?: any;
  90641. faceUV?: Vector4[];
  90642. faceColors?: Color4[];
  90643. flat?: boolean;
  90644. sideOrientation?: number;
  90645. frontUVs?: Vector4;
  90646. backUVs?: Vector4;
  90647. }): VertexData;
  90648. /**
  90649. * Creates the VertexData for a TorusKnot
  90650. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  90651. * * radius the radius of the torus knot, optional, default 2
  90652. * * tube the thickness of the tube, optional, default 0.5
  90653. * * radialSegments the number of sides on each tube segments, optional, default 32
  90654. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  90655. * * p the number of windings around the z axis, optional, default 2
  90656. * * q the number of windings around the x axis, optional, default 3
  90657. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90658. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  90659. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  90660. * @returns the VertexData of the Torus Knot
  90661. */
  90662. static CreateTorusKnot(options: {
  90663. radius?: number;
  90664. tube?: number;
  90665. radialSegments?: number;
  90666. tubularSegments?: number;
  90667. p?: number;
  90668. q?: number;
  90669. sideOrientation?: number;
  90670. frontUVs?: Vector4;
  90671. backUVs?: Vector4;
  90672. }): VertexData;
  90673. /**
  90674. * Compute normals for given positions and indices
  90675. * @param positions an array of vertex positions, [...., x, y, z, ......]
  90676. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  90677. * @param normals an array of vertex normals, [...., x, y, z, ......]
  90678. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  90679. * * facetNormals : optional array of facet normals (vector3)
  90680. * * facetPositions : optional array of facet positions (vector3)
  90681. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  90682. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  90683. * * bInfo : optional bounding info, required for facetPartitioning computation
  90684. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  90685. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  90686. * * useRightHandedSystem: optional boolean to for right handed system computation
  90687. * * depthSort : optional boolean to enable the facet depth sort computation
  90688. * * distanceTo : optional Vector3 to compute the facet depth from this location
  90689. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  90690. */
  90691. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  90692. facetNormals?: any;
  90693. facetPositions?: any;
  90694. facetPartitioning?: any;
  90695. ratio?: number;
  90696. bInfo?: any;
  90697. bbSize?: Vector3;
  90698. subDiv?: any;
  90699. useRightHandedSystem?: boolean;
  90700. depthSort?: boolean;
  90701. distanceTo?: Vector3;
  90702. depthSortedFacets?: any;
  90703. }): void;
  90704. /** @hidden */
  90705. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  90706. /**
  90707. * Applies VertexData created from the imported parameters to the geometry
  90708. * @param parsedVertexData the parsed data from an imported file
  90709. * @param geometry the geometry to apply the VertexData to
  90710. */
  90711. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  90712. }
  90713. }
  90714. declare module BABYLON {
  90715. /**
  90716. * Defines a target to use with MorphTargetManager
  90717. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  90718. */
  90719. export class MorphTarget implements IAnimatable {
  90720. /** defines the name of the target */
  90721. name: string;
  90722. /**
  90723. * Gets or sets the list of animations
  90724. */
  90725. animations: Animation[];
  90726. private _scene;
  90727. private _positions;
  90728. private _normals;
  90729. private _tangents;
  90730. private _uvs;
  90731. private _influence;
  90732. private _uniqueId;
  90733. /**
  90734. * Observable raised when the influence changes
  90735. */
  90736. onInfluenceChanged: Observable<boolean>;
  90737. /** @hidden */
  90738. _onDataLayoutChanged: Observable<void>;
  90739. /**
  90740. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  90741. */
  90742. influence: number;
  90743. /**
  90744. * Gets or sets the id of the morph Target
  90745. */
  90746. id: string;
  90747. private _animationPropertiesOverride;
  90748. /**
  90749. * Gets or sets the animation properties override
  90750. */
  90751. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  90752. /**
  90753. * Creates a new MorphTarget
  90754. * @param name defines the name of the target
  90755. * @param influence defines the influence to use
  90756. * @param scene defines the scene the morphtarget belongs to
  90757. */
  90758. constructor(
  90759. /** defines the name of the target */
  90760. name: string, influence?: number, scene?: Nullable<Scene>);
  90761. /**
  90762. * Gets the unique ID of this manager
  90763. */
  90764. readonly uniqueId: number;
  90765. /**
  90766. * Gets a boolean defining if the target contains position data
  90767. */
  90768. readonly hasPositions: boolean;
  90769. /**
  90770. * Gets a boolean defining if the target contains normal data
  90771. */
  90772. readonly hasNormals: boolean;
  90773. /**
  90774. * Gets a boolean defining if the target contains tangent data
  90775. */
  90776. readonly hasTangents: boolean;
  90777. /**
  90778. * Gets a boolean defining if the target contains texture coordinates data
  90779. */
  90780. readonly hasUVs: boolean;
  90781. /**
  90782. * Affects position data to this target
  90783. * @param data defines the position data to use
  90784. */
  90785. setPositions(data: Nullable<FloatArray>): void;
  90786. /**
  90787. * Gets the position data stored in this target
  90788. * @returns a FloatArray containing the position data (or null if not present)
  90789. */
  90790. getPositions(): Nullable<FloatArray>;
  90791. /**
  90792. * Affects normal data to this target
  90793. * @param data defines the normal data to use
  90794. */
  90795. setNormals(data: Nullable<FloatArray>): void;
  90796. /**
  90797. * Gets the normal data stored in this target
  90798. * @returns a FloatArray containing the normal data (or null if not present)
  90799. */
  90800. getNormals(): Nullable<FloatArray>;
  90801. /**
  90802. * Affects tangent data to this target
  90803. * @param data defines the tangent data to use
  90804. */
  90805. setTangents(data: Nullable<FloatArray>): void;
  90806. /**
  90807. * Gets the tangent data stored in this target
  90808. * @returns a FloatArray containing the tangent data (or null if not present)
  90809. */
  90810. getTangents(): Nullable<FloatArray>;
  90811. /**
  90812. * Affects texture coordinates data to this target
  90813. * @param data defines the texture coordinates data to use
  90814. */
  90815. setUVs(data: Nullable<FloatArray>): void;
  90816. /**
  90817. * Gets the texture coordinates data stored in this target
  90818. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  90819. */
  90820. getUVs(): Nullable<FloatArray>;
  90821. /**
  90822. * Clone the current target
  90823. * @returns a new MorphTarget
  90824. */
  90825. clone(): MorphTarget;
  90826. /**
  90827. * Serializes the current target into a Serialization object
  90828. * @returns the serialized object
  90829. */
  90830. serialize(): any;
  90831. /**
  90832. * Returns the string "MorphTarget"
  90833. * @returns "MorphTarget"
  90834. */
  90835. getClassName(): string;
  90836. /**
  90837. * Creates a new target from serialized data
  90838. * @param serializationObject defines the serialized data to use
  90839. * @returns a new MorphTarget
  90840. */
  90841. static Parse(serializationObject: any): MorphTarget;
  90842. /**
  90843. * Creates a MorphTarget from mesh data
  90844. * @param mesh defines the source mesh
  90845. * @param name defines the name to use for the new target
  90846. * @param influence defines the influence to attach to the target
  90847. * @returns a new MorphTarget
  90848. */
  90849. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  90850. }
  90851. }
  90852. declare module BABYLON {
  90853. /**
  90854. * This class is used to deform meshes using morphing between different targets
  90855. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  90856. */
  90857. export class MorphTargetManager {
  90858. private _targets;
  90859. private _targetInfluenceChangedObservers;
  90860. private _targetDataLayoutChangedObservers;
  90861. private _activeTargets;
  90862. private _scene;
  90863. private _influences;
  90864. private _supportsNormals;
  90865. private _supportsTangents;
  90866. private _supportsUVs;
  90867. private _vertexCount;
  90868. private _uniqueId;
  90869. private _tempInfluences;
  90870. /**
  90871. * Gets or sets a boolean indicating if normals must be morphed
  90872. */
  90873. enableNormalMorphing: boolean;
  90874. /**
  90875. * Gets or sets a boolean indicating if tangents must be morphed
  90876. */
  90877. enableTangentMorphing: boolean;
  90878. /**
  90879. * Gets or sets a boolean indicating if UV must be morphed
  90880. */
  90881. enableUVMorphing: boolean;
  90882. /**
  90883. * Creates a new MorphTargetManager
  90884. * @param scene defines the current scene
  90885. */
  90886. constructor(scene?: Nullable<Scene>);
  90887. /**
  90888. * Gets the unique ID of this manager
  90889. */
  90890. readonly uniqueId: number;
  90891. /**
  90892. * Gets the number of vertices handled by this manager
  90893. */
  90894. readonly vertexCount: number;
  90895. /**
  90896. * Gets a boolean indicating if this manager supports morphing of normals
  90897. */
  90898. readonly supportsNormals: boolean;
  90899. /**
  90900. * Gets a boolean indicating if this manager supports morphing of tangents
  90901. */
  90902. readonly supportsTangents: boolean;
  90903. /**
  90904. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  90905. */
  90906. readonly supportsUVs: boolean;
  90907. /**
  90908. * Gets the number of targets stored in this manager
  90909. */
  90910. readonly numTargets: number;
  90911. /**
  90912. * Gets the number of influencers (ie. the number of targets with influences > 0)
  90913. */
  90914. readonly numInfluencers: number;
  90915. /**
  90916. * Gets the list of influences (one per target)
  90917. */
  90918. readonly influences: Float32Array;
  90919. /**
  90920. * Gets the active target at specified index. An active target is a target with an influence > 0
  90921. * @param index defines the index to check
  90922. * @returns the requested target
  90923. */
  90924. getActiveTarget(index: number): MorphTarget;
  90925. /**
  90926. * Gets the target at specified index
  90927. * @param index defines the index to check
  90928. * @returns the requested target
  90929. */
  90930. getTarget(index: number): MorphTarget;
  90931. /**
  90932. * Add a new target to this manager
  90933. * @param target defines the target to add
  90934. */
  90935. addTarget(target: MorphTarget): void;
  90936. /**
  90937. * Removes a target from the manager
  90938. * @param target defines the target to remove
  90939. */
  90940. removeTarget(target: MorphTarget): void;
  90941. /**
  90942. * Clone the current manager
  90943. * @returns a new MorphTargetManager
  90944. */
  90945. clone(): MorphTargetManager;
  90946. /**
  90947. * Serializes the current manager into a Serialization object
  90948. * @returns the serialized object
  90949. */
  90950. serialize(): any;
  90951. private _syncActiveTargets;
  90952. /**
  90953. * Syncrhonize the targets with all the meshes using this morph target manager
  90954. */
  90955. synchronize(): void;
  90956. /**
  90957. * Creates a new MorphTargetManager from serialized data
  90958. * @param serializationObject defines the serialized data
  90959. * @param scene defines the hosting scene
  90960. * @returns the new MorphTargetManager
  90961. */
  90962. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  90963. }
  90964. }
  90965. declare module BABYLON {
  90966. /**
  90967. * Class used to represent a specific level of detail of a mesh
  90968. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  90969. */
  90970. export class MeshLODLevel {
  90971. /** Defines the distance where this level should start being displayed */
  90972. distance: number;
  90973. /** Defines the mesh to use to render this level */
  90974. mesh: Nullable<Mesh>;
  90975. /**
  90976. * Creates a new LOD level
  90977. * @param distance defines the distance where this level should star being displayed
  90978. * @param mesh defines the mesh to use to render this level
  90979. */
  90980. constructor(
  90981. /** Defines the distance where this level should start being displayed */
  90982. distance: number,
  90983. /** Defines the mesh to use to render this level */
  90984. mesh: Nullable<Mesh>);
  90985. }
  90986. }
  90987. declare module BABYLON {
  90988. /**
  90989. * Mesh representing the gorund
  90990. */
  90991. export class GroundMesh extends Mesh {
  90992. /** If octree should be generated */
  90993. generateOctree: boolean;
  90994. private _heightQuads;
  90995. /** @hidden */
  90996. _subdivisionsX: number;
  90997. /** @hidden */
  90998. _subdivisionsY: number;
  90999. /** @hidden */
  91000. _width: number;
  91001. /** @hidden */
  91002. _height: number;
  91003. /** @hidden */
  91004. _minX: number;
  91005. /** @hidden */
  91006. _maxX: number;
  91007. /** @hidden */
  91008. _minZ: number;
  91009. /** @hidden */
  91010. _maxZ: number;
  91011. constructor(name: string, scene: Scene);
  91012. /**
  91013. * "GroundMesh"
  91014. * @returns "GroundMesh"
  91015. */
  91016. getClassName(): string;
  91017. /**
  91018. * The minimum of x and y subdivisions
  91019. */
  91020. readonly subdivisions: number;
  91021. /**
  91022. * X subdivisions
  91023. */
  91024. readonly subdivisionsX: number;
  91025. /**
  91026. * Y subdivisions
  91027. */
  91028. readonly subdivisionsY: number;
  91029. /**
  91030. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  91031. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  91032. * @param chunksCount the number of subdivisions for x and y
  91033. * @param octreeBlocksSize (Default: 32)
  91034. */
  91035. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  91036. /**
  91037. * Returns a height (y) value in the Worl system :
  91038. * the ground altitude at the coordinates (x, z) expressed in the World system.
  91039. * @param x x coordinate
  91040. * @param z z coordinate
  91041. * @returns the ground y position if (x, z) are outside the ground surface.
  91042. */
  91043. getHeightAtCoordinates(x: number, z: number): number;
  91044. /**
  91045. * Returns a normalized vector (Vector3) orthogonal to the ground
  91046. * at the ground coordinates (x, z) expressed in the World system.
  91047. * @param x x coordinate
  91048. * @param z z coordinate
  91049. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  91050. */
  91051. getNormalAtCoordinates(x: number, z: number): Vector3;
  91052. /**
  91053. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  91054. * at the ground coordinates (x, z) expressed in the World system.
  91055. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  91056. * @param x x coordinate
  91057. * @param z z coordinate
  91058. * @param ref vector to store the result
  91059. * @returns the GroundMesh.
  91060. */
  91061. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  91062. /**
  91063. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  91064. * if the ground has been updated.
  91065. * This can be used in the render loop.
  91066. * @returns the GroundMesh.
  91067. */
  91068. updateCoordinateHeights(): GroundMesh;
  91069. private _getFacetAt;
  91070. private _initHeightQuads;
  91071. private _computeHeightQuads;
  91072. /**
  91073. * Serializes this ground mesh
  91074. * @param serializationObject object to write serialization to
  91075. */
  91076. serialize(serializationObject: any): void;
  91077. /**
  91078. * Parses a serialized ground mesh
  91079. * @param parsedMesh the serialized mesh
  91080. * @param scene the scene to create the ground mesh in
  91081. * @returns the created ground mesh
  91082. */
  91083. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  91084. }
  91085. }
  91086. declare module BABYLON {
  91087. /**
  91088. * Interface for Physics-Joint data
  91089. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91090. */
  91091. export interface PhysicsJointData {
  91092. /**
  91093. * The main pivot of the joint
  91094. */
  91095. mainPivot?: Vector3;
  91096. /**
  91097. * The connected pivot of the joint
  91098. */
  91099. connectedPivot?: Vector3;
  91100. /**
  91101. * The main axis of the joint
  91102. */
  91103. mainAxis?: Vector3;
  91104. /**
  91105. * The connected axis of the joint
  91106. */
  91107. connectedAxis?: Vector3;
  91108. /**
  91109. * The collision of the joint
  91110. */
  91111. collision?: boolean;
  91112. /**
  91113. * Native Oimo/Cannon/Energy data
  91114. */
  91115. nativeParams?: any;
  91116. }
  91117. /**
  91118. * This is a holder class for the physics joint created by the physics plugin
  91119. * It holds a set of functions to control the underlying joint
  91120. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91121. */
  91122. export class PhysicsJoint {
  91123. /**
  91124. * The type of the physics joint
  91125. */
  91126. type: number;
  91127. /**
  91128. * The data for the physics joint
  91129. */
  91130. jointData: PhysicsJointData;
  91131. private _physicsJoint;
  91132. protected _physicsPlugin: IPhysicsEnginePlugin;
  91133. /**
  91134. * Initializes the physics joint
  91135. * @param type The type of the physics joint
  91136. * @param jointData The data for the physics joint
  91137. */
  91138. constructor(
  91139. /**
  91140. * The type of the physics joint
  91141. */
  91142. type: number,
  91143. /**
  91144. * The data for the physics joint
  91145. */
  91146. jointData: PhysicsJointData);
  91147. /**
  91148. * Gets the physics joint
  91149. */
  91150. /**
  91151. * Sets the physics joint
  91152. */
  91153. physicsJoint: any;
  91154. /**
  91155. * Sets the physics plugin
  91156. */
  91157. physicsPlugin: IPhysicsEnginePlugin;
  91158. /**
  91159. * Execute a function that is physics-plugin specific.
  91160. * @param {Function} func the function that will be executed.
  91161. * It accepts two parameters: the physics world and the physics joint
  91162. */
  91163. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  91164. /**
  91165. * Distance-Joint type
  91166. */
  91167. static DistanceJoint: number;
  91168. /**
  91169. * Hinge-Joint type
  91170. */
  91171. static HingeJoint: number;
  91172. /**
  91173. * Ball-and-Socket joint type
  91174. */
  91175. static BallAndSocketJoint: number;
  91176. /**
  91177. * Wheel-Joint type
  91178. */
  91179. static WheelJoint: number;
  91180. /**
  91181. * Slider-Joint type
  91182. */
  91183. static SliderJoint: number;
  91184. /**
  91185. * Prismatic-Joint type
  91186. */
  91187. static PrismaticJoint: number;
  91188. /**
  91189. * Universal-Joint type
  91190. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  91191. */
  91192. static UniversalJoint: number;
  91193. /**
  91194. * Hinge-Joint 2 type
  91195. */
  91196. static Hinge2Joint: number;
  91197. /**
  91198. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  91199. */
  91200. static PointToPointJoint: number;
  91201. /**
  91202. * Spring-Joint type
  91203. */
  91204. static SpringJoint: number;
  91205. /**
  91206. * Lock-Joint type
  91207. */
  91208. static LockJoint: number;
  91209. }
  91210. /**
  91211. * A class representing a physics distance joint
  91212. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91213. */
  91214. export class DistanceJoint extends PhysicsJoint {
  91215. /**
  91216. *
  91217. * @param jointData The data for the Distance-Joint
  91218. */
  91219. constructor(jointData: DistanceJointData);
  91220. /**
  91221. * Update the predefined distance.
  91222. * @param maxDistance The maximum preferred distance
  91223. * @param minDistance The minimum preferred distance
  91224. */
  91225. updateDistance(maxDistance: number, minDistance?: number): void;
  91226. }
  91227. /**
  91228. * Represents a Motor-Enabled Joint
  91229. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91230. */
  91231. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  91232. /**
  91233. * Initializes the Motor-Enabled Joint
  91234. * @param type The type of the joint
  91235. * @param jointData The physica joint data for the joint
  91236. */
  91237. constructor(type: number, jointData: PhysicsJointData);
  91238. /**
  91239. * Set the motor values.
  91240. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91241. * @param force the force to apply
  91242. * @param maxForce max force for this motor.
  91243. */
  91244. setMotor(force?: number, maxForce?: number): void;
  91245. /**
  91246. * Set the motor's limits.
  91247. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91248. * @param upperLimit The upper limit of the motor
  91249. * @param lowerLimit The lower limit of the motor
  91250. */
  91251. setLimit(upperLimit: number, lowerLimit?: number): void;
  91252. }
  91253. /**
  91254. * This class represents a single physics Hinge-Joint
  91255. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91256. */
  91257. export class HingeJoint extends MotorEnabledJoint {
  91258. /**
  91259. * Initializes the Hinge-Joint
  91260. * @param jointData The joint data for the Hinge-Joint
  91261. */
  91262. constructor(jointData: PhysicsJointData);
  91263. /**
  91264. * Set the motor values.
  91265. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91266. * @param {number} force the force to apply
  91267. * @param {number} maxForce max force for this motor.
  91268. */
  91269. setMotor(force?: number, maxForce?: number): void;
  91270. /**
  91271. * Set the motor's limits.
  91272. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91273. * @param upperLimit The upper limit of the motor
  91274. * @param lowerLimit The lower limit of the motor
  91275. */
  91276. setLimit(upperLimit: number, lowerLimit?: number): void;
  91277. }
  91278. /**
  91279. * This class represents a dual hinge physics joint (same as wheel joint)
  91280. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91281. */
  91282. export class Hinge2Joint extends MotorEnabledJoint {
  91283. /**
  91284. * Initializes the Hinge2-Joint
  91285. * @param jointData The joint data for the Hinge2-Joint
  91286. */
  91287. constructor(jointData: PhysicsJointData);
  91288. /**
  91289. * Set the motor values.
  91290. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91291. * @param {number} targetSpeed the speed the motor is to reach
  91292. * @param {number} maxForce max force for this motor.
  91293. * @param {motorIndex} the motor's index, 0 or 1.
  91294. */
  91295. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  91296. /**
  91297. * Set the motor limits.
  91298. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91299. * @param {number} upperLimit the upper limit
  91300. * @param {number} lowerLimit lower limit
  91301. * @param {motorIndex} the motor's index, 0 or 1.
  91302. */
  91303. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  91304. }
  91305. /**
  91306. * Interface for a motor enabled joint
  91307. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91308. */
  91309. export interface IMotorEnabledJoint {
  91310. /**
  91311. * Physics joint
  91312. */
  91313. physicsJoint: any;
  91314. /**
  91315. * Sets the motor of the motor-enabled joint
  91316. * @param force The force of the motor
  91317. * @param maxForce The maximum force of the motor
  91318. * @param motorIndex The index of the motor
  91319. */
  91320. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  91321. /**
  91322. * Sets the limit of the motor
  91323. * @param upperLimit The upper limit of the motor
  91324. * @param lowerLimit The lower limit of the motor
  91325. * @param motorIndex The index of the motor
  91326. */
  91327. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  91328. }
  91329. /**
  91330. * Joint data for a Distance-Joint
  91331. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91332. */
  91333. export interface DistanceJointData extends PhysicsJointData {
  91334. /**
  91335. * Max distance the 2 joint objects can be apart
  91336. */
  91337. maxDistance: number;
  91338. }
  91339. /**
  91340. * Joint data from a spring joint
  91341. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91342. */
  91343. export interface SpringJointData extends PhysicsJointData {
  91344. /**
  91345. * Length of the spring
  91346. */
  91347. length: number;
  91348. /**
  91349. * Stiffness of the spring
  91350. */
  91351. stiffness: number;
  91352. /**
  91353. * Damping of the spring
  91354. */
  91355. damping: number;
  91356. /** this callback will be called when applying the force to the impostors. */
  91357. forceApplicationCallback: () => void;
  91358. }
  91359. }
  91360. declare module BABYLON {
  91361. /**
  91362. * Holds the data for the raycast result
  91363. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91364. */
  91365. export class PhysicsRaycastResult {
  91366. private _hasHit;
  91367. private _hitDistance;
  91368. private _hitNormalWorld;
  91369. private _hitPointWorld;
  91370. private _rayFromWorld;
  91371. private _rayToWorld;
  91372. /**
  91373. * Gets if there was a hit
  91374. */
  91375. readonly hasHit: boolean;
  91376. /**
  91377. * Gets the distance from the hit
  91378. */
  91379. readonly hitDistance: number;
  91380. /**
  91381. * Gets the hit normal/direction in the world
  91382. */
  91383. readonly hitNormalWorld: Vector3;
  91384. /**
  91385. * Gets the hit point in the world
  91386. */
  91387. readonly hitPointWorld: Vector3;
  91388. /**
  91389. * Gets the ray "start point" of the ray in the world
  91390. */
  91391. readonly rayFromWorld: Vector3;
  91392. /**
  91393. * Gets the ray "end point" of the ray in the world
  91394. */
  91395. readonly rayToWorld: Vector3;
  91396. /**
  91397. * Sets the hit data (normal & point in world space)
  91398. * @param hitNormalWorld defines the normal in world space
  91399. * @param hitPointWorld defines the point in world space
  91400. */
  91401. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  91402. /**
  91403. * Sets the distance from the start point to the hit point
  91404. * @param distance
  91405. */
  91406. setHitDistance(distance: number): void;
  91407. /**
  91408. * Calculates the distance manually
  91409. */
  91410. calculateHitDistance(): void;
  91411. /**
  91412. * Resets all the values to default
  91413. * @param from The from point on world space
  91414. * @param to The to point on world space
  91415. */
  91416. reset(from?: Vector3, to?: Vector3): void;
  91417. }
  91418. /**
  91419. * Interface for the size containing width and height
  91420. */
  91421. interface IXYZ {
  91422. /**
  91423. * X
  91424. */
  91425. x: number;
  91426. /**
  91427. * Y
  91428. */
  91429. y: number;
  91430. /**
  91431. * Z
  91432. */
  91433. z: number;
  91434. }
  91435. }
  91436. declare module BABYLON {
  91437. /**
  91438. * Interface used to describe a physics joint
  91439. */
  91440. export interface PhysicsImpostorJoint {
  91441. /** Defines the main impostor to which the joint is linked */
  91442. mainImpostor: PhysicsImpostor;
  91443. /** Defines the impostor that is connected to the main impostor using this joint */
  91444. connectedImpostor: PhysicsImpostor;
  91445. /** Defines the joint itself */
  91446. joint: PhysicsJoint;
  91447. }
  91448. /** @hidden */
  91449. export interface IPhysicsEnginePlugin {
  91450. world: any;
  91451. name: string;
  91452. setGravity(gravity: Vector3): void;
  91453. setTimeStep(timeStep: number): void;
  91454. getTimeStep(): number;
  91455. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  91456. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  91457. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  91458. generatePhysicsBody(impostor: PhysicsImpostor): void;
  91459. removePhysicsBody(impostor: PhysicsImpostor): void;
  91460. generateJoint(joint: PhysicsImpostorJoint): void;
  91461. removeJoint(joint: PhysicsImpostorJoint): void;
  91462. isSupported(): boolean;
  91463. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  91464. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  91465. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  91466. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  91467. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  91468. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  91469. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  91470. getBodyMass(impostor: PhysicsImpostor): number;
  91471. getBodyFriction(impostor: PhysicsImpostor): number;
  91472. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  91473. getBodyRestitution(impostor: PhysicsImpostor): number;
  91474. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  91475. getBodyPressure?(impostor: PhysicsImpostor): number;
  91476. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  91477. getBodyStiffness?(impostor: PhysicsImpostor): number;
  91478. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  91479. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  91480. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  91481. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  91482. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  91483. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  91484. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  91485. sleepBody(impostor: PhysicsImpostor): void;
  91486. wakeUpBody(impostor: PhysicsImpostor): void;
  91487. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  91488. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  91489. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  91490. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  91491. getRadius(impostor: PhysicsImpostor): number;
  91492. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  91493. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  91494. dispose(): void;
  91495. }
  91496. /**
  91497. * Interface used to define a physics engine
  91498. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  91499. */
  91500. export interface IPhysicsEngine {
  91501. /**
  91502. * Gets the gravity vector used by the simulation
  91503. */
  91504. gravity: Vector3;
  91505. /**
  91506. * Sets the gravity vector used by the simulation
  91507. * @param gravity defines the gravity vector to use
  91508. */
  91509. setGravity(gravity: Vector3): void;
  91510. /**
  91511. * Set the time step of the physics engine.
  91512. * Default is 1/60.
  91513. * To slow it down, enter 1/600 for example.
  91514. * To speed it up, 1/30
  91515. * @param newTimeStep the new timestep to apply to this world.
  91516. */
  91517. setTimeStep(newTimeStep: number): void;
  91518. /**
  91519. * Get the time step of the physics engine.
  91520. * @returns the current time step
  91521. */
  91522. getTimeStep(): number;
  91523. /**
  91524. * Release all resources
  91525. */
  91526. dispose(): void;
  91527. /**
  91528. * Gets the name of the current physics plugin
  91529. * @returns the name of the plugin
  91530. */
  91531. getPhysicsPluginName(): string;
  91532. /**
  91533. * Adding a new impostor for the impostor tracking.
  91534. * This will be done by the impostor itself.
  91535. * @param impostor the impostor to add
  91536. */
  91537. addImpostor(impostor: PhysicsImpostor): void;
  91538. /**
  91539. * Remove an impostor from the engine.
  91540. * This impostor and its mesh will not longer be updated by the physics engine.
  91541. * @param impostor the impostor to remove
  91542. */
  91543. removeImpostor(impostor: PhysicsImpostor): void;
  91544. /**
  91545. * Add a joint to the physics engine
  91546. * @param mainImpostor defines the main impostor to which the joint is added.
  91547. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  91548. * @param joint defines the joint that will connect both impostors.
  91549. */
  91550. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  91551. /**
  91552. * Removes a joint from the simulation
  91553. * @param mainImpostor defines the impostor used with the joint
  91554. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  91555. * @param joint defines the joint to remove
  91556. */
  91557. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  91558. /**
  91559. * Gets the current plugin used to run the simulation
  91560. * @returns current plugin
  91561. */
  91562. getPhysicsPlugin(): IPhysicsEnginePlugin;
  91563. /**
  91564. * Gets the list of physic impostors
  91565. * @returns an array of PhysicsImpostor
  91566. */
  91567. getImpostors(): Array<PhysicsImpostor>;
  91568. /**
  91569. * Gets the impostor for a physics enabled object
  91570. * @param object defines the object impersonated by the impostor
  91571. * @returns the PhysicsImpostor or null if not found
  91572. */
  91573. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  91574. /**
  91575. * Gets the impostor for a physics body object
  91576. * @param body defines physics body used by the impostor
  91577. * @returns the PhysicsImpostor or null if not found
  91578. */
  91579. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  91580. /**
  91581. * Does a raycast in the physics world
  91582. * @param from when should the ray start?
  91583. * @param to when should the ray end?
  91584. * @returns PhysicsRaycastResult
  91585. */
  91586. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  91587. /**
  91588. * Called by the scene. No need to call it.
  91589. * @param delta defines the timespam between frames
  91590. */
  91591. _step(delta: number): void;
  91592. }
  91593. }
  91594. declare module BABYLON {
  91595. /**
  91596. * The interface for the physics imposter parameters
  91597. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91598. */
  91599. export interface PhysicsImpostorParameters {
  91600. /**
  91601. * The mass of the physics imposter
  91602. */
  91603. mass: number;
  91604. /**
  91605. * The friction of the physics imposter
  91606. */
  91607. friction?: number;
  91608. /**
  91609. * The coefficient of restitution of the physics imposter
  91610. */
  91611. restitution?: number;
  91612. /**
  91613. * The native options of the physics imposter
  91614. */
  91615. nativeOptions?: any;
  91616. /**
  91617. * Specifies if the parent should be ignored
  91618. */
  91619. ignoreParent?: boolean;
  91620. /**
  91621. * Specifies if bi-directional transformations should be disabled
  91622. */
  91623. disableBidirectionalTransformation?: boolean;
  91624. /**
  91625. * The pressure inside the physics imposter, soft object only
  91626. */
  91627. pressure?: number;
  91628. /**
  91629. * The stiffness the physics imposter, soft object only
  91630. */
  91631. stiffness?: number;
  91632. /**
  91633. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  91634. */
  91635. velocityIterations?: number;
  91636. /**
  91637. * The number of iterations used in maintaining consistent vertex positions, soft object only
  91638. */
  91639. positionIterations?: number;
  91640. /**
  91641. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  91642. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  91643. * Add to fix multiple points
  91644. */
  91645. fixedPoints?: number;
  91646. /**
  91647. * The collision margin around a soft object
  91648. */
  91649. margin?: number;
  91650. /**
  91651. * The collision margin around a soft object
  91652. */
  91653. damping?: number;
  91654. /**
  91655. * The path for a rope based on an extrusion
  91656. */
  91657. path?: any;
  91658. /**
  91659. * The shape of an extrusion used for a rope based on an extrusion
  91660. */
  91661. shape?: any;
  91662. }
  91663. /**
  91664. * Interface for a physics-enabled object
  91665. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91666. */
  91667. export interface IPhysicsEnabledObject {
  91668. /**
  91669. * The position of the physics-enabled object
  91670. */
  91671. position: Vector3;
  91672. /**
  91673. * The rotation of the physics-enabled object
  91674. */
  91675. rotationQuaternion: Nullable<Quaternion>;
  91676. /**
  91677. * The scale of the physics-enabled object
  91678. */
  91679. scaling: Vector3;
  91680. /**
  91681. * The rotation of the physics-enabled object
  91682. */
  91683. rotation?: Vector3;
  91684. /**
  91685. * The parent of the physics-enabled object
  91686. */
  91687. parent?: any;
  91688. /**
  91689. * The bounding info of the physics-enabled object
  91690. * @returns The bounding info of the physics-enabled object
  91691. */
  91692. getBoundingInfo(): BoundingInfo;
  91693. /**
  91694. * Computes the world matrix
  91695. * @param force Specifies if the world matrix should be computed by force
  91696. * @returns A world matrix
  91697. */
  91698. computeWorldMatrix(force: boolean): Matrix;
  91699. /**
  91700. * Gets the world matrix
  91701. * @returns A world matrix
  91702. */
  91703. getWorldMatrix?(): Matrix;
  91704. /**
  91705. * Gets the child meshes
  91706. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  91707. * @returns An array of abstract meshes
  91708. */
  91709. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  91710. /**
  91711. * Gets the vertex data
  91712. * @param kind The type of vertex data
  91713. * @returns A nullable array of numbers, or a float32 array
  91714. */
  91715. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  91716. /**
  91717. * Gets the indices from the mesh
  91718. * @returns A nullable array of index arrays
  91719. */
  91720. getIndices?(): Nullable<IndicesArray>;
  91721. /**
  91722. * Gets the scene from the mesh
  91723. * @returns the indices array or null
  91724. */
  91725. getScene?(): Scene;
  91726. /**
  91727. * Gets the absolute position from the mesh
  91728. * @returns the absolute position
  91729. */
  91730. getAbsolutePosition(): Vector3;
  91731. /**
  91732. * Gets the absolute pivot point from the mesh
  91733. * @returns the absolute pivot point
  91734. */
  91735. getAbsolutePivotPoint(): Vector3;
  91736. /**
  91737. * Rotates the mesh
  91738. * @param axis The axis of rotation
  91739. * @param amount The amount of rotation
  91740. * @param space The space of the rotation
  91741. * @returns The rotation transform node
  91742. */
  91743. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  91744. /**
  91745. * Translates the mesh
  91746. * @param axis The axis of translation
  91747. * @param distance The distance of translation
  91748. * @param space The space of the translation
  91749. * @returns The transform node
  91750. */
  91751. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  91752. /**
  91753. * Sets the absolute position of the mesh
  91754. * @param absolutePosition The absolute position of the mesh
  91755. * @returns The transform node
  91756. */
  91757. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  91758. /**
  91759. * Gets the class name of the mesh
  91760. * @returns The class name
  91761. */
  91762. getClassName(): string;
  91763. }
  91764. /**
  91765. * Represents a physics imposter
  91766. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91767. */
  91768. export class PhysicsImpostor {
  91769. /**
  91770. * The physics-enabled object used as the physics imposter
  91771. */
  91772. object: IPhysicsEnabledObject;
  91773. /**
  91774. * The type of the physics imposter
  91775. */
  91776. type: number;
  91777. private _options;
  91778. private _scene?;
  91779. /**
  91780. * The default object size of the imposter
  91781. */
  91782. static DEFAULT_OBJECT_SIZE: Vector3;
  91783. /**
  91784. * The identity quaternion of the imposter
  91785. */
  91786. static IDENTITY_QUATERNION: Quaternion;
  91787. /** @hidden */
  91788. _pluginData: any;
  91789. private _physicsEngine;
  91790. private _physicsBody;
  91791. private _bodyUpdateRequired;
  91792. private _onBeforePhysicsStepCallbacks;
  91793. private _onAfterPhysicsStepCallbacks;
  91794. /** @hidden */
  91795. _onPhysicsCollideCallbacks: Array<{
  91796. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  91797. otherImpostors: Array<PhysicsImpostor>;
  91798. }>;
  91799. private _deltaPosition;
  91800. private _deltaRotation;
  91801. private _deltaRotationConjugated;
  91802. /** @hidden */
  91803. _isFromLine: boolean;
  91804. private _parent;
  91805. private _isDisposed;
  91806. private static _tmpVecs;
  91807. private static _tmpQuat;
  91808. /**
  91809. * Specifies if the physics imposter is disposed
  91810. */
  91811. readonly isDisposed: boolean;
  91812. /**
  91813. * Gets the mass of the physics imposter
  91814. */
  91815. mass: number;
  91816. /**
  91817. * Gets the coefficient of friction
  91818. */
  91819. /**
  91820. * Sets the coefficient of friction
  91821. */
  91822. friction: number;
  91823. /**
  91824. * Gets the coefficient of restitution
  91825. */
  91826. /**
  91827. * Sets the coefficient of restitution
  91828. */
  91829. restitution: number;
  91830. /**
  91831. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  91832. */
  91833. /**
  91834. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  91835. */
  91836. pressure: number;
  91837. /**
  91838. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  91839. */
  91840. /**
  91841. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  91842. */
  91843. stiffness: number;
  91844. /**
  91845. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  91846. */
  91847. /**
  91848. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  91849. */
  91850. velocityIterations: number;
  91851. /**
  91852. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  91853. */
  91854. /**
  91855. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  91856. */
  91857. positionIterations: number;
  91858. /**
  91859. * The unique id of the physics imposter
  91860. * set by the physics engine when adding this impostor to the array
  91861. */
  91862. uniqueId: number;
  91863. /**
  91864. * @hidden
  91865. */
  91866. soft: boolean;
  91867. /**
  91868. * @hidden
  91869. */
  91870. segments: number;
  91871. private _joints;
  91872. /**
  91873. * Initializes the physics imposter
  91874. * @param object The physics-enabled object used as the physics imposter
  91875. * @param type The type of the physics imposter
  91876. * @param _options The options for the physics imposter
  91877. * @param _scene The Babylon scene
  91878. */
  91879. constructor(
  91880. /**
  91881. * The physics-enabled object used as the physics imposter
  91882. */
  91883. object: IPhysicsEnabledObject,
  91884. /**
  91885. * The type of the physics imposter
  91886. */
  91887. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  91888. /**
  91889. * This function will completly initialize this impostor.
  91890. * It will create a new body - but only if this mesh has no parent.
  91891. * If it has, this impostor will not be used other than to define the impostor
  91892. * of the child mesh.
  91893. * @hidden
  91894. */
  91895. _init(): void;
  91896. private _getPhysicsParent;
  91897. /**
  91898. * Should a new body be generated.
  91899. * @returns boolean specifying if body initialization is required
  91900. */
  91901. isBodyInitRequired(): boolean;
  91902. /**
  91903. * Sets the updated scaling
  91904. * @param updated Specifies if the scaling is updated
  91905. */
  91906. setScalingUpdated(): void;
  91907. /**
  91908. * Force a regeneration of this or the parent's impostor's body.
  91909. * Use under cautious - This will remove all joints already implemented.
  91910. */
  91911. forceUpdate(): void;
  91912. /**
  91913. * Gets the body that holds this impostor. Either its own, or its parent.
  91914. */
  91915. /**
  91916. * Set the physics body. Used mainly by the physics engine/plugin
  91917. */
  91918. physicsBody: any;
  91919. /**
  91920. * Get the parent of the physics imposter
  91921. * @returns Physics imposter or null
  91922. */
  91923. /**
  91924. * Sets the parent of the physics imposter
  91925. */
  91926. parent: Nullable<PhysicsImpostor>;
  91927. /**
  91928. * Resets the update flags
  91929. */
  91930. resetUpdateFlags(): void;
  91931. /**
  91932. * Gets the object extend size
  91933. * @returns the object extend size
  91934. */
  91935. getObjectExtendSize(): Vector3;
  91936. /**
  91937. * Gets the object center
  91938. * @returns The object center
  91939. */
  91940. getObjectCenter(): Vector3;
  91941. /**
  91942. * Get a specific parametes from the options parameter
  91943. * @param paramName The object parameter name
  91944. * @returns The object parameter
  91945. */
  91946. getParam(paramName: string): any;
  91947. /**
  91948. * Sets a specific parameter in the options given to the physics plugin
  91949. * @param paramName The parameter name
  91950. * @param value The value of the parameter
  91951. */
  91952. setParam(paramName: string, value: number): void;
  91953. /**
  91954. * Specifically change the body's mass option. Won't recreate the physics body object
  91955. * @param mass The mass of the physics imposter
  91956. */
  91957. setMass(mass: number): void;
  91958. /**
  91959. * Gets the linear velocity
  91960. * @returns linear velocity or null
  91961. */
  91962. getLinearVelocity(): Nullable<Vector3>;
  91963. /**
  91964. * Sets the linear velocity
  91965. * @param velocity linear velocity or null
  91966. */
  91967. setLinearVelocity(velocity: Nullable<Vector3>): void;
  91968. /**
  91969. * Gets the angular velocity
  91970. * @returns angular velocity or null
  91971. */
  91972. getAngularVelocity(): Nullable<Vector3>;
  91973. /**
  91974. * Sets the angular velocity
  91975. * @param velocity The velocity or null
  91976. */
  91977. setAngularVelocity(velocity: Nullable<Vector3>): void;
  91978. /**
  91979. * Execute a function with the physics plugin native code
  91980. * Provide a function the will have two variables - the world object and the physics body object
  91981. * @param func The function to execute with the physics plugin native code
  91982. */
  91983. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  91984. /**
  91985. * Register a function that will be executed before the physics world is stepping forward
  91986. * @param func The function to execute before the physics world is stepped forward
  91987. */
  91988. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91989. /**
  91990. * Unregister a function that will be executed before the physics world is stepping forward
  91991. * @param func The function to execute before the physics world is stepped forward
  91992. */
  91993. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91994. /**
  91995. * Register a function that will be executed after the physics step
  91996. * @param func The function to execute after physics step
  91997. */
  91998. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91999. /**
  92000. * Unregisters a function that will be executed after the physics step
  92001. * @param func The function to execute after physics step
  92002. */
  92003. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  92004. /**
  92005. * register a function that will be executed when this impostor collides against a different body
  92006. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  92007. * @param func Callback that is executed on collision
  92008. */
  92009. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  92010. /**
  92011. * Unregisters the physics imposter on contact
  92012. * @param collideAgainst The physics object to collide against
  92013. * @param func Callback to execute on collision
  92014. */
  92015. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  92016. private _tmpQuat;
  92017. private _tmpQuat2;
  92018. /**
  92019. * Get the parent rotation
  92020. * @returns The parent rotation
  92021. */
  92022. getParentsRotation(): Quaternion;
  92023. /**
  92024. * this function is executed by the physics engine.
  92025. */
  92026. beforeStep: () => void;
  92027. /**
  92028. * this function is executed by the physics engine
  92029. */
  92030. afterStep: () => void;
  92031. /**
  92032. * Legacy collision detection event support
  92033. */
  92034. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  92035. /**
  92036. * event and body object due to cannon's event-based architecture.
  92037. */
  92038. onCollide: (e: {
  92039. body: any;
  92040. }) => void;
  92041. /**
  92042. * Apply a force
  92043. * @param force The force to apply
  92044. * @param contactPoint The contact point for the force
  92045. * @returns The physics imposter
  92046. */
  92047. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  92048. /**
  92049. * Apply an impulse
  92050. * @param force The impulse force
  92051. * @param contactPoint The contact point for the impulse force
  92052. * @returns The physics imposter
  92053. */
  92054. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  92055. /**
  92056. * A help function to create a joint
  92057. * @param otherImpostor A physics imposter used to create a joint
  92058. * @param jointType The type of joint
  92059. * @param jointData The data for the joint
  92060. * @returns The physics imposter
  92061. */
  92062. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  92063. /**
  92064. * Add a joint to this impostor with a different impostor
  92065. * @param otherImpostor A physics imposter used to add a joint
  92066. * @param joint The joint to add
  92067. * @returns The physics imposter
  92068. */
  92069. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  92070. /**
  92071. * Add an anchor to a cloth impostor
  92072. * @param otherImpostor rigid impostor to anchor to
  92073. * @param width ratio across width from 0 to 1
  92074. * @param height ratio up height from 0 to 1
  92075. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  92076. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  92077. * @returns impostor the soft imposter
  92078. */
  92079. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  92080. /**
  92081. * Add a hook to a rope impostor
  92082. * @param otherImpostor rigid impostor to anchor to
  92083. * @param length ratio across rope from 0 to 1
  92084. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  92085. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  92086. * @returns impostor the rope imposter
  92087. */
  92088. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  92089. /**
  92090. * Will keep this body still, in a sleep mode.
  92091. * @returns the physics imposter
  92092. */
  92093. sleep(): PhysicsImpostor;
  92094. /**
  92095. * Wake the body up.
  92096. * @returns The physics imposter
  92097. */
  92098. wakeUp(): PhysicsImpostor;
  92099. /**
  92100. * Clones the physics imposter
  92101. * @param newObject The physics imposter clones to this physics-enabled object
  92102. * @returns A nullable physics imposter
  92103. */
  92104. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  92105. /**
  92106. * Disposes the physics imposter
  92107. */
  92108. dispose(): void;
  92109. /**
  92110. * Sets the delta position
  92111. * @param position The delta position amount
  92112. */
  92113. setDeltaPosition(position: Vector3): void;
  92114. /**
  92115. * Sets the delta rotation
  92116. * @param rotation The delta rotation amount
  92117. */
  92118. setDeltaRotation(rotation: Quaternion): void;
  92119. /**
  92120. * Gets the box size of the physics imposter and stores the result in the input parameter
  92121. * @param result Stores the box size
  92122. * @returns The physics imposter
  92123. */
  92124. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  92125. /**
  92126. * Gets the radius of the physics imposter
  92127. * @returns Radius of the physics imposter
  92128. */
  92129. getRadius(): number;
  92130. /**
  92131. * Sync a bone with this impostor
  92132. * @param bone The bone to sync to the impostor.
  92133. * @param boneMesh The mesh that the bone is influencing.
  92134. * @param jointPivot The pivot of the joint / bone in local space.
  92135. * @param distToJoint Optional distance from the impostor to the joint.
  92136. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  92137. */
  92138. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  92139. /**
  92140. * Sync impostor to a bone
  92141. * @param bone The bone that the impostor will be synced to.
  92142. * @param boneMesh The mesh that the bone is influencing.
  92143. * @param jointPivot The pivot of the joint / bone in local space.
  92144. * @param distToJoint Optional distance from the impostor to the joint.
  92145. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  92146. * @param boneAxis Optional vector3 axis the bone is aligned with
  92147. */
  92148. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  92149. /**
  92150. * No-Imposter type
  92151. */
  92152. static NoImpostor: number;
  92153. /**
  92154. * Sphere-Imposter type
  92155. */
  92156. static SphereImpostor: number;
  92157. /**
  92158. * Box-Imposter type
  92159. */
  92160. static BoxImpostor: number;
  92161. /**
  92162. * Plane-Imposter type
  92163. */
  92164. static PlaneImpostor: number;
  92165. /**
  92166. * Mesh-imposter type
  92167. */
  92168. static MeshImpostor: number;
  92169. /**
  92170. * Capsule-Impostor type (Ammo.js plugin only)
  92171. */
  92172. static CapsuleImpostor: number;
  92173. /**
  92174. * Cylinder-Imposter type
  92175. */
  92176. static CylinderImpostor: number;
  92177. /**
  92178. * Particle-Imposter type
  92179. */
  92180. static ParticleImpostor: number;
  92181. /**
  92182. * Heightmap-Imposter type
  92183. */
  92184. static HeightmapImpostor: number;
  92185. /**
  92186. * ConvexHull-Impostor type (Ammo.js plugin only)
  92187. */
  92188. static ConvexHullImpostor: number;
  92189. /**
  92190. * Rope-Imposter type
  92191. */
  92192. static RopeImpostor: number;
  92193. /**
  92194. * Cloth-Imposter type
  92195. */
  92196. static ClothImpostor: number;
  92197. /**
  92198. * Softbody-Imposter type
  92199. */
  92200. static SoftbodyImpostor: number;
  92201. }
  92202. }
  92203. declare module BABYLON {
  92204. /**
  92205. * @hidden
  92206. **/
  92207. export class _CreationDataStorage {
  92208. closePath?: boolean;
  92209. closeArray?: boolean;
  92210. idx: number[];
  92211. dashSize: number;
  92212. gapSize: number;
  92213. path3D: Path3D;
  92214. pathArray: Vector3[][];
  92215. arc: number;
  92216. radius: number;
  92217. cap: number;
  92218. tessellation: number;
  92219. }
  92220. /**
  92221. * @hidden
  92222. **/
  92223. class _InstanceDataStorage {
  92224. visibleInstances: any;
  92225. batchCache: _InstancesBatch;
  92226. instancesBufferSize: number;
  92227. instancesBuffer: Nullable<Buffer>;
  92228. instancesData: Float32Array;
  92229. overridenInstanceCount: number;
  92230. isFrozen: boolean;
  92231. previousBatch: Nullable<_InstancesBatch>;
  92232. hardwareInstancedRendering: boolean;
  92233. sideOrientation: number;
  92234. manualUpdate: boolean;
  92235. }
  92236. /**
  92237. * @hidden
  92238. **/
  92239. export class _InstancesBatch {
  92240. mustReturn: boolean;
  92241. visibleInstances: Nullable<InstancedMesh[]>[];
  92242. renderSelf: boolean[];
  92243. hardwareInstancedRendering: boolean[];
  92244. }
  92245. /**
  92246. * Class used to represent renderable models
  92247. */
  92248. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  92249. /**
  92250. * Mesh side orientation : usually the external or front surface
  92251. */
  92252. static readonly FRONTSIDE: number;
  92253. /**
  92254. * Mesh side orientation : usually the internal or back surface
  92255. */
  92256. static readonly BACKSIDE: number;
  92257. /**
  92258. * Mesh side orientation : both internal and external or front and back surfaces
  92259. */
  92260. static readonly DOUBLESIDE: number;
  92261. /**
  92262. * Mesh side orientation : by default, `FRONTSIDE`
  92263. */
  92264. static readonly DEFAULTSIDE: number;
  92265. /**
  92266. * Mesh cap setting : no cap
  92267. */
  92268. static readonly NO_CAP: number;
  92269. /**
  92270. * Mesh cap setting : one cap at the beginning of the mesh
  92271. */
  92272. static readonly CAP_START: number;
  92273. /**
  92274. * Mesh cap setting : one cap at the end of the mesh
  92275. */
  92276. static readonly CAP_END: number;
  92277. /**
  92278. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  92279. */
  92280. static readonly CAP_ALL: number;
  92281. /**
  92282. * Mesh pattern setting : no flip or rotate
  92283. */
  92284. static readonly NO_FLIP: number;
  92285. /**
  92286. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  92287. */
  92288. static readonly FLIP_TILE: number;
  92289. /**
  92290. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  92291. */
  92292. static readonly ROTATE_TILE: number;
  92293. /**
  92294. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  92295. */
  92296. static readonly FLIP_ROW: number;
  92297. /**
  92298. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  92299. */
  92300. static readonly ROTATE_ROW: number;
  92301. /**
  92302. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  92303. */
  92304. static readonly FLIP_N_ROTATE_TILE: number;
  92305. /**
  92306. * Mesh pattern setting : rotate pattern and rotate
  92307. */
  92308. static readonly FLIP_N_ROTATE_ROW: number;
  92309. /**
  92310. * Mesh tile positioning : part tiles same on left/right or top/bottom
  92311. */
  92312. static readonly CENTER: number;
  92313. /**
  92314. * Mesh tile positioning : part tiles on left
  92315. */
  92316. static readonly LEFT: number;
  92317. /**
  92318. * Mesh tile positioning : part tiles on right
  92319. */
  92320. static readonly RIGHT: number;
  92321. /**
  92322. * Mesh tile positioning : part tiles on top
  92323. */
  92324. static readonly TOP: number;
  92325. /**
  92326. * Mesh tile positioning : part tiles on bottom
  92327. */
  92328. static readonly BOTTOM: number;
  92329. /**
  92330. * Gets the default side orientation.
  92331. * @param orientation the orientation to value to attempt to get
  92332. * @returns the default orientation
  92333. * @hidden
  92334. */
  92335. static _GetDefaultSideOrientation(orientation?: number): number;
  92336. private _internalMeshDataInfo;
  92337. /**
  92338. * An event triggered before rendering the mesh
  92339. */
  92340. readonly onBeforeRenderObservable: Observable<Mesh>;
  92341. /**
  92342. * An event triggered before binding the mesh
  92343. */
  92344. readonly onBeforeBindObservable: Observable<Mesh>;
  92345. /**
  92346. * An event triggered after rendering the mesh
  92347. */
  92348. readonly onAfterRenderObservable: Observable<Mesh>;
  92349. /**
  92350. * An event triggered before drawing the mesh
  92351. */
  92352. readonly onBeforeDrawObservable: Observable<Mesh>;
  92353. private _onBeforeDrawObserver;
  92354. /**
  92355. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  92356. */
  92357. onBeforeDraw: () => void;
  92358. readonly hasInstances: boolean;
  92359. /**
  92360. * Gets the delay loading state of the mesh (when delay loading is turned on)
  92361. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  92362. */
  92363. delayLoadState: number;
  92364. /**
  92365. * Gets the list of instances created from this mesh
  92366. * it is not supposed to be modified manually.
  92367. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  92368. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  92369. */
  92370. instances: InstancedMesh[];
  92371. /**
  92372. * Gets the file containing delay loading data for this mesh
  92373. */
  92374. delayLoadingFile: string;
  92375. /** @hidden */
  92376. _binaryInfo: any;
  92377. /**
  92378. * User defined function used to change how LOD level selection is done
  92379. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  92380. */
  92381. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  92382. /**
  92383. * Gets or sets the morph target manager
  92384. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  92385. */
  92386. morphTargetManager: Nullable<MorphTargetManager>;
  92387. /** @hidden */
  92388. _creationDataStorage: Nullable<_CreationDataStorage>;
  92389. /** @hidden */
  92390. _geometry: Nullable<Geometry>;
  92391. /** @hidden */
  92392. _delayInfo: Array<string>;
  92393. /** @hidden */
  92394. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  92395. /** @hidden */
  92396. _instanceDataStorage: _InstanceDataStorage;
  92397. private _effectiveMaterial;
  92398. /** @hidden */
  92399. _shouldGenerateFlatShading: boolean;
  92400. /** @hidden */
  92401. _originalBuilderSideOrientation: number;
  92402. /**
  92403. * Use this property to change the original side orientation defined at construction time
  92404. */
  92405. overrideMaterialSideOrientation: Nullable<number>;
  92406. /**
  92407. * Gets the source mesh (the one used to clone this one from)
  92408. */
  92409. readonly source: Nullable<Mesh>;
  92410. /**
  92411. * Gets or sets a boolean indicating that this mesh does not use index buffer
  92412. */
  92413. isUnIndexed: boolean;
  92414. /** Gets the array buffer used to store the instanced buffer used for instances' world matrices */
  92415. readonly worldMatrixInstancedBuffer: Float32Array;
  92416. /** Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual */
  92417. manualUpdateOfWorldMatrixInstancedBuffer: boolean;
  92418. /**
  92419. * @constructor
  92420. * @param name The value used by scene.getMeshByName() to do a lookup.
  92421. * @param scene The scene to add this mesh to.
  92422. * @param parent The parent of this mesh, if it has one
  92423. * @param source An optional Mesh from which geometry is shared, cloned.
  92424. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  92425. * When false, achieved by calling a clone(), also passing False.
  92426. * This will make creation of children, recursive.
  92427. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  92428. */
  92429. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  92430. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  92431. doNotInstantiate: boolean;
  92432. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  92433. /**
  92434. * Gets the class name
  92435. * @returns the string "Mesh".
  92436. */
  92437. getClassName(): string;
  92438. /** @hidden */
  92439. readonly _isMesh: boolean;
  92440. /**
  92441. * Returns a description of this mesh
  92442. * @param fullDetails define if full details about this mesh must be used
  92443. * @returns a descriptive string representing this mesh
  92444. */
  92445. toString(fullDetails?: boolean): string;
  92446. /** @hidden */
  92447. _unBindEffect(): void;
  92448. /**
  92449. * Gets a boolean indicating if this mesh has LOD
  92450. */
  92451. readonly hasLODLevels: boolean;
  92452. /**
  92453. * Gets the list of MeshLODLevel associated with the current mesh
  92454. * @returns an array of MeshLODLevel
  92455. */
  92456. getLODLevels(): MeshLODLevel[];
  92457. private _sortLODLevels;
  92458. /**
  92459. * Add a mesh as LOD level triggered at the given distance.
  92460. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  92461. * @param distance The distance from the center of the object to show this level
  92462. * @param mesh The mesh to be added as LOD level (can be null)
  92463. * @return This mesh (for chaining)
  92464. */
  92465. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  92466. /**
  92467. * Returns the LOD level mesh at the passed distance or null if not found.
  92468. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  92469. * @param distance The distance from the center of the object to show this level
  92470. * @returns a Mesh or `null`
  92471. */
  92472. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  92473. /**
  92474. * Remove a mesh from the LOD array
  92475. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  92476. * @param mesh defines the mesh to be removed
  92477. * @return This mesh (for chaining)
  92478. */
  92479. removeLODLevel(mesh: Mesh): Mesh;
  92480. /**
  92481. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  92482. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  92483. * @param camera defines the camera to use to compute distance
  92484. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  92485. * @return This mesh (for chaining)
  92486. */
  92487. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  92488. /**
  92489. * Gets the mesh internal Geometry object
  92490. */
  92491. readonly geometry: Nullable<Geometry>;
  92492. /**
  92493. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  92494. * @returns the total number of vertices
  92495. */
  92496. getTotalVertices(): number;
  92497. /**
  92498. * Returns the content of an associated vertex buffer
  92499. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  92500. * - VertexBuffer.PositionKind
  92501. * - VertexBuffer.UVKind
  92502. * - VertexBuffer.UV2Kind
  92503. * - VertexBuffer.UV3Kind
  92504. * - VertexBuffer.UV4Kind
  92505. * - VertexBuffer.UV5Kind
  92506. * - VertexBuffer.UV6Kind
  92507. * - VertexBuffer.ColorKind
  92508. * - VertexBuffer.MatricesIndicesKind
  92509. * - VertexBuffer.MatricesIndicesExtraKind
  92510. * - VertexBuffer.MatricesWeightsKind
  92511. * - VertexBuffer.MatricesWeightsExtraKind
  92512. * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
  92513. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  92514. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  92515. */
  92516. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  92517. /**
  92518. * Returns the mesh VertexBuffer object from the requested `kind`
  92519. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  92520. * - VertexBuffer.PositionKind
  92521. * - VertexBuffer.NormalKind
  92522. * - VertexBuffer.UVKind
  92523. * - VertexBuffer.UV2Kind
  92524. * - VertexBuffer.UV3Kind
  92525. * - VertexBuffer.UV4Kind
  92526. * - VertexBuffer.UV5Kind
  92527. * - VertexBuffer.UV6Kind
  92528. * - VertexBuffer.ColorKind
  92529. * - VertexBuffer.MatricesIndicesKind
  92530. * - VertexBuffer.MatricesIndicesExtraKind
  92531. * - VertexBuffer.MatricesWeightsKind
  92532. * - VertexBuffer.MatricesWeightsExtraKind
  92533. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  92534. */
  92535. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  92536. /**
  92537. * Tests if a specific vertex buffer is associated with this mesh
  92538. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  92539. * - VertexBuffer.PositionKind
  92540. * - VertexBuffer.NormalKind
  92541. * - VertexBuffer.UVKind
  92542. * - VertexBuffer.UV2Kind
  92543. * - VertexBuffer.UV3Kind
  92544. * - VertexBuffer.UV4Kind
  92545. * - VertexBuffer.UV5Kind
  92546. * - VertexBuffer.UV6Kind
  92547. * - VertexBuffer.ColorKind
  92548. * - VertexBuffer.MatricesIndicesKind
  92549. * - VertexBuffer.MatricesIndicesExtraKind
  92550. * - VertexBuffer.MatricesWeightsKind
  92551. * - VertexBuffer.MatricesWeightsExtraKind
  92552. * @returns a boolean
  92553. */
  92554. isVerticesDataPresent(kind: string): boolean;
  92555. /**
  92556. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  92557. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  92558. * - VertexBuffer.PositionKind
  92559. * - VertexBuffer.UVKind
  92560. * - VertexBuffer.UV2Kind
  92561. * - VertexBuffer.UV3Kind
  92562. * - VertexBuffer.UV4Kind
  92563. * - VertexBuffer.UV5Kind
  92564. * - VertexBuffer.UV6Kind
  92565. * - VertexBuffer.ColorKind
  92566. * - VertexBuffer.MatricesIndicesKind
  92567. * - VertexBuffer.MatricesIndicesExtraKind
  92568. * - VertexBuffer.MatricesWeightsKind
  92569. * - VertexBuffer.MatricesWeightsExtraKind
  92570. * @returns a boolean
  92571. */
  92572. isVertexBufferUpdatable(kind: string): boolean;
  92573. /**
  92574. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  92575. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  92576. * - VertexBuffer.PositionKind
  92577. * - VertexBuffer.NormalKind
  92578. * - VertexBuffer.UVKind
  92579. * - VertexBuffer.UV2Kind
  92580. * - VertexBuffer.UV3Kind
  92581. * - VertexBuffer.UV4Kind
  92582. * - VertexBuffer.UV5Kind
  92583. * - VertexBuffer.UV6Kind
  92584. * - VertexBuffer.ColorKind
  92585. * - VertexBuffer.MatricesIndicesKind
  92586. * - VertexBuffer.MatricesIndicesExtraKind
  92587. * - VertexBuffer.MatricesWeightsKind
  92588. * - VertexBuffer.MatricesWeightsExtraKind
  92589. * @returns an array of strings
  92590. */
  92591. getVerticesDataKinds(): string[];
  92592. /**
  92593. * Returns a positive integer : the total number of indices in this mesh geometry.
  92594. * @returns the numner of indices or zero if the mesh has no geometry.
  92595. */
  92596. getTotalIndices(): number;
  92597. /**
  92598. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  92599. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  92600. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  92601. * @returns the indices array or an empty array if the mesh has no geometry
  92602. */
  92603. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  92604. readonly isBlocked: boolean;
  92605. /**
  92606. * Determine if the current mesh is ready to be rendered
  92607. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  92608. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  92609. * @returns true if all associated assets are ready (material, textures, shaders)
  92610. */
  92611. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  92612. /**
  92613. * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.
  92614. */
  92615. readonly areNormalsFrozen: boolean;
  92616. /**
  92617. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.
  92618. * @returns the current mesh
  92619. */
  92620. freezeNormals(): Mesh;
  92621. /**
  92622. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen
  92623. * @returns the current mesh
  92624. */
  92625. unfreezeNormals(): Mesh;
  92626. /**
  92627. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  92628. */
  92629. overridenInstanceCount: number;
  92630. /** @hidden */
  92631. _preActivate(): Mesh;
  92632. /** @hidden */
  92633. _preActivateForIntermediateRendering(renderId: number): Mesh;
  92634. /** @hidden */
  92635. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  92636. /**
  92637. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  92638. * This means the mesh underlying bounding box and sphere are recomputed.
  92639. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  92640. * @returns the current mesh
  92641. */
  92642. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  92643. /** @hidden */
  92644. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  92645. /**
  92646. * This function will subdivide the mesh into multiple submeshes
  92647. * @param count defines the expected number of submeshes
  92648. */
  92649. subdivide(count: number): void;
  92650. /**
  92651. * Copy a FloatArray into a specific associated vertex buffer
  92652. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  92653. * - VertexBuffer.PositionKind
  92654. * - VertexBuffer.UVKind
  92655. * - VertexBuffer.UV2Kind
  92656. * - VertexBuffer.UV3Kind
  92657. * - VertexBuffer.UV4Kind
  92658. * - VertexBuffer.UV5Kind
  92659. * - VertexBuffer.UV6Kind
  92660. * - VertexBuffer.ColorKind
  92661. * - VertexBuffer.MatricesIndicesKind
  92662. * - VertexBuffer.MatricesIndicesExtraKind
  92663. * - VertexBuffer.MatricesWeightsKind
  92664. * - VertexBuffer.MatricesWeightsExtraKind
  92665. * @param data defines the data source
  92666. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  92667. * @param stride defines the data stride size (can be null)
  92668. * @returns the current mesh
  92669. */
  92670. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  92671. /**
  92672. * Delete a vertex buffer associated with this mesh
  92673. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  92674. * - VertexBuffer.PositionKind
  92675. * - VertexBuffer.UVKind
  92676. * - VertexBuffer.UV2Kind
  92677. * - VertexBuffer.UV3Kind
  92678. * - VertexBuffer.UV4Kind
  92679. * - VertexBuffer.UV5Kind
  92680. * - VertexBuffer.UV6Kind
  92681. * - VertexBuffer.ColorKind
  92682. * - VertexBuffer.MatricesIndicesKind
  92683. * - VertexBuffer.MatricesIndicesExtraKind
  92684. * - VertexBuffer.MatricesWeightsKind
  92685. * - VertexBuffer.MatricesWeightsExtraKind
  92686. */
  92687. removeVerticesData(kind: string): void;
  92688. /**
  92689. * Flags an associated vertex buffer as updatable
  92690. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  92691. * - VertexBuffer.PositionKind
  92692. * - VertexBuffer.UVKind
  92693. * - VertexBuffer.UV2Kind
  92694. * - VertexBuffer.UV3Kind
  92695. * - VertexBuffer.UV4Kind
  92696. * - VertexBuffer.UV5Kind
  92697. * - VertexBuffer.UV6Kind
  92698. * - VertexBuffer.ColorKind
  92699. * - VertexBuffer.MatricesIndicesKind
  92700. * - VertexBuffer.MatricesIndicesExtraKind
  92701. * - VertexBuffer.MatricesWeightsKind
  92702. * - VertexBuffer.MatricesWeightsExtraKind
  92703. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  92704. */
  92705. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  92706. /**
  92707. * Sets the mesh global Vertex Buffer
  92708. * @param buffer defines the buffer to use
  92709. * @returns the current mesh
  92710. */
  92711. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  92712. /**
  92713. * Update a specific associated vertex buffer
  92714. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  92715. * - VertexBuffer.PositionKind
  92716. * - VertexBuffer.UVKind
  92717. * - VertexBuffer.UV2Kind
  92718. * - VertexBuffer.UV3Kind
  92719. * - VertexBuffer.UV4Kind
  92720. * - VertexBuffer.UV5Kind
  92721. * - VertexBuffer.UV6Kind
  92722. * - VertexBuffer.ColorKind
  92723. * - VertexBuffer.MatricesIndicesKind
  92724. * - VertexBuffer.MatricesIndicesExtraKind
  92725. * - VertexBuffer.MatricesWeightsKind
  92726. * - VertexBuffer.MatricesWeightsExtraKind
  92727. * @param data defines the data source
  92728. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  92729. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  92730. * @returns the current mesh
  92731. */
  92732. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  92733. /**
  92734. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  92735. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  92736. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  92737. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  92738. * @returns the current mesh
  92739. */
  92740. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  92741. /**
  92742. * Creates a un-shared specific occurence of the geometry for the mesh.
  92743. * @returns the current mesh
  92744. */
  92745. makeGeometryUnique(): Mesh;
  92746. /**
  92747. * Set the index buffer of this mesh
  92748. * @param indices defines the source data
  92749. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  92750. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  92751. * @returns the current mesh
  92752. */
  92753. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  92754. /**
  92755. * Update the current index buffer
  92756. * @param indices defines the source data
  92757. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  92758. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  92759. * @returns the current mesh
  92760. */
  92761. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  92762. /**
  92763. * Invert the geometry to move from a right handed system to a left handed one.
  92764. * @returns the current mesh
  92765. */
  92766. toLeftHanded(): Mesh;
  92767. /** @hidden */
  92768. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  92769. /** @hidden */
  92770. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  92771. /**
  92772. * Registers for this mesh a javascript function called just before the rendering process
  92773. * @param func defines the function to call before rendering this mesh
  92774. * @returns the current mesh
  92775. */
  92776. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  92777. /**
  92778. * Disposes a previously registered javascript function called before the rendering
  92779. * @param func defines the function to remove
  92780. * @returns the current mesh
  92781. */
  92782. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  92783. /**
  92784. * Registers for this mesh a javascript function called just after the rendering is complete
  92785. * @param func defines the function to call after rendering this mesh
  92786. * @returns the current mesh
  92787. */
  92788. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  92789. /**
  92790. * Disposes a previously registered javascript function called after the rendering.
  92791. * @param func defines the function to remove
  92792. * @returns the current mesh
  92793. */
  92794. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  92795. /** @hidden */
  92796. _getInstancesRenderList(subMeshId: number, isReplacementMode?: boolean): _InstancesBatch;
  92797. /** @hidden */
  92798. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  92799. /** @hidden */
  92800. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  92801. /** @hidden */
  92802. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  92803. /** @hidden */
  92804. _rebuild(): void;
  92805. /** @hidden */
  92806. _freeze(): void;
  92807. /** @hidden */
  92808. _unFreeze(): void;
  92809. /**
  92810. * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
  92811. * @param subMesh defines the subMesh to render
  92812. * @param enableAlphaMode defines if alpha mode can be changed
  92813. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  92814. * @returns the current mesh
  92815. */
  92816. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  92817. private _onBeforeDraw;
  92818. /**
  92819. * Renormalize the mesh and patch it up if there are no weights
  92820. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  92821. * However in the case of zero weights then we set just a single influence to 1.
  92822. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  92823. */
  92824. cleanMatrixWeights(): void;
  92825. private normalizeSkinFourWeights;
  92826. private normalizeSkinWeightsAndExtra;
  92827. /**
  92828. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  92829. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  92830. * the user know there was an issue with importing the mesh
  92831. * @returns a validation object with skinned, valid and report string
  92832. */
  92833. validateSkinning(): {
  92834. skinned: boolean;
  92835. valid: boolean;
  92836. report: string;
  92837. };
  92838. /** @hidden */
  92839. _checkDelayState(): Mesh;
  92840. private _queueLoad;
  92841. /**
  92842. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  92843. * A mesh is in the frustum if its bounding box intersects the frustum
  92844. * @param frustumPlanes defines the frustum to test
  92845. * @returns true if the mesh is in the frustum planes
  92846. */
  92847. isInFrustum(frustumPlanes: Plane[]): boolean;
  92848. /**
  92849. * Sets the mesh material by the material or multiMaterial `id` property
  92850. * @param id is a string identifying the material or the multiMaterial
  92851. * @returns the current mesh
  92852. */
  92853. setMaterialByID(id: string): Mesh;
  92854. /**
  92855. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  92856. * @returns an array of IAnimatable
  92857. */
  92858. getAnimatables(): IAnimatable[];
  92859. /**
  92860. * Modifies the mesh geometry according to the passed transformation matrix.
  92861. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  92862. * The mesh normals are modified using the same transformation.
  92863. * Note that, under the hood, this method sets a new VertexBuffer each call.
  92864. * @param transform defines the transform matrix to use
  92865. * @see http://doc.babylonjs.com/resources/baking_transformations
  92866. * @returns the current mesh
  92867. */
  92868. bakeTransformIntoVertices(transform: Matrix): Mesh;
  92869. /**
  92870. * Modifies the mesh geometry according to its own current World Matrix.
  92871. * The mesh World Matrix is then reset.
  92872. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  92873. * Note that, under the hood, this method sets a new VertexBuffer each call.
  92874. * @see http://doc.babylonjs.com/resources/baking_transformations
  92875. * @returns the current mesh
  92876. */
  92877. bakeCurrentTransformIntoVertices(): Mesh;
  92878. /** @hidden */
  92879. readonly _positions: Nullable<Vector3[]>;
  92880. /** @hidden */
  92881. _resetPointsArrayCache(): Mesh;
  92882. /** @hidden */
  92883. _generatePointsArray(): boolean;
  92884. /**
  92885. * Returns a new Mesh object generated from the current mesh properties.
  92886. * This method must not get confused with createInstance()
  92887. * @param name is a string, the name given to the new mesh
  92888. * @param newParent can be any Node object (default `null`)
  92889. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  92890. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  92891. * @returns a new mesh
  92892. */
  92893. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  92894. /**
  92895. * Releases resources associated with this mesh.
  92896. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  92897. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  92898. */
  92899. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  92900. /** @hidden */
  92901. _disposeInstanceSpecificData(): void;
  92902. /**
  92903. * Modifies the mesh geometry according to a displacement map.
  92904. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  92905. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  92906. * @param url is a string, the URL from the image file is to be downloaded.
  92907. * @param minHeight is the lower limit of the displacement.
  92908. * @param maxHeight is the upper limit of the displacement.
  92909. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  92910. * @param uvOffset is an optional vector2 used to offset UV.
  92911. * @param uvScale is an optional vector2 used to scale UV.
  92912. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  92913. * @returns the Mesh.
  92914. */
  92915. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  92916. /**
  92917. * Modifies the mesh geometry according to a displacementMap buffer.
  92918. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  92919. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  92920. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  92921. * @param heightMapWidth is the width of the buffer image.
  92922. * @param heightMapHeight is the height of the buffer image.
  92923. * @param minHeight is the lower limit of the displacement.
  92924. * @param maxHeight is the upper limit of the displacement.
  92925. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  92926. * @param uvOffset is an optional vector2 used to offset UV.
  92927. * @param uvScale is an optional vector2 used to scale UV.
  92928. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  92929. * @returns the Mesh.
  92930. */
  92931. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  92932. /**
  92933. * Modify the mesh to get a flat shading rendering.
  92934. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  92935. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  92936. * @returns current mesh
  92937. */
  92938. convertToFlatShadedMesh(): Mesh;
  92939. /**
  92940. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  92941. * In other words, more vertices, no more indices and a single bigger VBO.
  92942. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  92943. * @returns current mesh
  92944. */
  92945. convertToUnIndexedMesh(): Mesh;
  92946. /**
  92947. * Inverses facet orientations.
  92948. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92949. * @param flipNormals will also inverts the normals
  92950. * @returns current mesh
  92951. */
  92952. flipFaces(flipNormals?: boolean): Mesh;
  92953. /**
  92954. * Increase the number of facets and hence vertices in a mesh
  92955. * Vertex normals are interpolated from existing vertex normals
  92956. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92957. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  92958. */
  92959. increaseVertices(numberPerEdge: number): void;
  92960. /**
  92961. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  92962. * This will undo any application of covertToFlatShadedMesh
  92963. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92964. */
  92965. forceSharedVertices(): void;
  92966. /** @hidden */
  92967. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  92968. /** @hidden */
  92969. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  92970. /**
  92971. * Creates a new InstancedMesh object from the mesh model.
  92972. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  92973. * @param name defines the name of the new instance
  92974. * @returns a new InstancedMesh
  92975. */
  92976. createInstance(name: string): InstancedMesh;
  92977. /**
  92978. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  92979. * After this call, all the mesh instances have the same submeshes than the current mesh.
  92980. * @returns the current mesh
  92981. */
  92982. synchronizeInstances(): Mesh;
  92983. /**
  92984. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  92985. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  92986. * This should be used together with the simplification to avoid disappearing triangles.
  92987. * @param successCallback an optional success callback to be called after the optimization finished.
  92988. * @returns the current mesh
  92989. */
  92990. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  92991. /**
  92992. * Serialize current mesh
  92993. * @param serializationObject defines the object which will receive the serialization data
  92994. */
  92995. serialize(serializationObject: any): void;
  92996. /** @hidden */
  92997. _syncGeometryWithMorphTargetManager(): void;
  92998. /** @hidden */
  92999. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  93000. /**
  93001. * Returns a new Mesh object parsed from the source provided.
  93002. * @param parsedMesh is the source
  93003. * @param scene defines the hosting scene
  93004. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  93005. * @returns a new Mesh
  93006. */
  93007. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  93008. /**
  93009. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  93010. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  93011. * @param name defines the name of the mesh to create
  93012. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  93013. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  93014. * @param closePath creates a seam between the first and the last points of each path of the path array
  93015. * @param offset is taken in account only if the `pathArray` is containing a single path
  93016. * @param scene defines the hosting scene
  93017. * @param updatable defines if the mesh must be flagged as updatable
  93018. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93019. * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)
  93020. * @returns a new Mesh
  93021. */
  93022. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  93023. /**
  93024. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  93025. * @param name defines the name of the mesh to create
  93026. * @param radius sets the radius size (float) of the polygon (default 0.5)
  93027. * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  93028. * @param scene defines the hosting scene
  93029. * @param updatable defines if the mesh must be flagged as updatable
  93030. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93031. * @returns a new Mesh
  93032. */
  93033. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  93034. /**
  93035. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  93036. * @param name defines the name of the mesh to create
  93037. * @param size sets the size (float) of each box side (default 1)
  93038. * @param scene defines the hosting scene
  93039. * @param updatable defines if the mesh must be flagged as updatable
  93040. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93041. * @returns a new Mesh
  93042. */
  93043. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  93044. /**
  93045. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  93046. * @param name defines the name of the mesh to create
  93047. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  93048. * @param diameter sets the diameter size (float) of the sphere (default 1)
  93049. * @param scene defines the hosting scene
  93050. * @param updatable defines if the mesh must be flagged as updatable
  93051. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93052. * @returns a new Mesh
  93053. */
  93054. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  93055. /**
  93056. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  93057. * @param name defines the name of the mesh to create
  93058. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  93059. * @param diameter sets the diameter size (float) of the sphere (default 1)
  93060. * @param scene defines the hosting scene
  93061. * @returns a new Mesh
  93062. */
  93063. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  93064. /**
  93065. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  93066. * @param name defines the name of the mesh to create
  93067. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  93068. * @param diameterTop set the top cap diameter (floats, default 1)
  93069. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  93070. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  93071. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  93072. * @param scene defines the hosting scene
  93073. * @param updatable defines if the mesh must be flagged as updatable
  93074. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93075. * @returns a new Mesh
  93076. */
  93077. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  93078. /**
  93079. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  93080. * @param name defines the name of the mesh to create
  93081. * @param diameter sets the diameter size (float) of the torus (default 1)
  93082. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  93083. * @param tessellation sets the number of torus sides (postive integer, default 16)
  93084. * @param scene defines the hosting scene
  93085. * @param updatable defines if the mesh must be flagged as updatable
  93086. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93087. * @returns a new Mesh
  93088. */
  93089. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  93090. /**
  93091. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  93092. * @param name defines the name of the mesh to create
  93093. * @param radius sets the global radius size (float) of the torus knot (default 2)
  93094. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  93095. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  93096. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  93097. * @param p the number of windings on X axis (positive integers, default 2)
  93098. * @param q the number of windings on Y axis (positive integers, default 3)
  93099. * @param scene defines the hosting scene
  93100. * @param updatable defines if the mesh must be flagged as updatable
  93101. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93102. * @returns a new Mesh
  93103. */
  93104. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  93105. /**
  93106. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  93107. * @param name defines the name of the mesh to create
  93108. * @param points is an array successive Vector3
  93109. * @param scene defines the hosting scene
  93110. * @param updatable defines if the mesh must be flagged as updatable
  93111. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).
  93112. * @returns a new Mesh
  93113. */
  93114. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  93115. /**
  93116. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  93117. * @param name defines the name of the mesh to create
  93118. * @param points is an array successive Vector3
  93119. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  93120. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  93121. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  93122. * @param scene defines the hosting scene
  93123. * @param updatable defines if the mesh must be flagged as updatable
  93124. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
  93125. * @returns a new Mesh
  93126. */
  93127. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  93128. /**
  93129. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  93130. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  93131. * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
  93132. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  93133. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  93134. * Remember you can only change the shape positions, not their number when updating a polygon.
  93135. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  93136. * @param name defines the name of the mesh to create
  93137. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  93138. * @param scene defines the hosting scene
  93139. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  93140. * @param updatable defines if the mesh must be flagged as updatable
  93141. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93142. * @param earcutInjection can be used to inject your own earcut reference
  93143. * @returns a new Mesh
  93144. */
  93145. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  93146. /**
  93147. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  93148. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  93149. * @param name defines the name of the mesh to create
  93150. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  93151. * @param depth defines the height of extrusion
  93152. * @param scene defines the hosting scene
  93153. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  93154. * @param updatable defines if the mesh must be flagged as updatable
  93155. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93156. * @param earcutInjection can be used to inject your own earcut reference
  93157. * @returns a new Mesh
  93158. */
  93159. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  93160. /**
  93161. * Creates an extruded shape mesh.
  93162. * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
  93163. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  93164. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  93165. * @param name defines the name of the mesh to create
  93166. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  93167. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  93168. * @param scale is the value to scale the shape
  93169. * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
  93170. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  93171. * @param scene defines the hosting scene
  93172. * @param updatable defines if the mesh must be flagged as updatable
  93173. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93174. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)
  93175. * @returns a new Mesh
  93176. */
  93177. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  93178. /**
  93179. * Creates an custom extruded shape mesh.
  93180. * The custom extrusion is a parametric shape.
  93181. * It has no predefined shape. Its final shape will depend on the input parameters.
  93182. * Please consider using the same method from the MeshBuilder class instead
  93183. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  93184. * @param name defines the name of the mesh to create
  93185. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  93186. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  93187. * @param scaleFunction is a custom Javascript function called on each path point
  93188. * @param rotationFunction is a custom Javascript function called on each path point
  93189. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  93190. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  93191. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  93192. * @param scene defines the hosting scene
  93193. * @param updatable defines if the mesh must be flagged as updatable
  93194. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93195. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)
  93196. * @returns a new Mesh
  93197. */
  93198. static ExtrudeShapeCustom(name: string, shape: Vector3[], path: Vector3[], scaleFunction: Function, rotationFunction: Function, ribbonCloseArray: boolean, ribbonClosePath: boolean, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  93199. /**
  93200. * Creates lathe mesh.
  93201. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  93202. * Please consider using the same method from the MeshBuilder class instead
  93203. * @param name defines the name of the mesh to create
  93204. * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  93205. * @param radius is the radius value of the lathe
  93206. * @param tessellation is the side number of the lathe.
  93207. * @param scene defines the hosting scene
  93208. * @param updatable defines if the mesh must be flagged as updatable
  93209. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93210. * @returns a new Mesh
  93211. */
  93212. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  93213. /**
  93214. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  93215. * @param name defines the name of the mesh to create
  93216. * @param size sets the size (float) of both sides of the plane at once (default 1)
  93217. * @param scene defines the hosting scene
  93218. * @param updatable defines if the mesh must be flagged as updatable
  93219. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93220. * @returns a new Mesh
  93221. */
  93222. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  93223. /**
  93224. * Creates a ground mesh.
  93225. * Please consider using the same method from the MeshBuilder class instead
  93226. * @param name defines the name of the mesh to create
  93227. * @param width set the width of the ground
  93228. * @param height set the height of the ground
  93229. * @param subdivisions sets the number of subdivisions per side
  93230. * @param scene defines the hosting scene
  93231. * @param updatable defines if the mesh must be flagged as updatable
  93232. * @returns a new Mesh
  93233. */
  93234. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  93235. /**
  93236. * Creates a tiled ground mesh.
  93237. * Please consider using the same method from the MeshBuilder class instead
  93238. * @param name defines the name of the mesh to create
  93239. * @param xmin set the ground minimum X coordinate
  93240. * @param zmin set the ground minimum Y coordinate
  93241. * @param xmax set the ground maximum X coordinate
  93242. * @param zmax set the ground maximum Z coordinate
  93243. * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  93244. * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  93245. * @param scene defines the hosting scene
  93246. * @param updatable defines if the mesh must be flagged as updatable
  93247. * @returns a new Mesh
  93248. */
  93249. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  93250. w: number;
  93251. h: number;
  93252. }, precision: {
  93253. w: number;
  93254. h: number;
  93255. }, scene: Scene, updatable?: boolean): Mesh;
  93256. /**
  93257. * Creates a ground mesh from a height map.
  93258. * Please consider using the same method from the MeshBuilder class instead
  93259. * @see http://doc.babylonjs.com/babylon101/height_map
  93260. * @param name defines the name of the mesh to create
  93261. * @param url sets the URL of the height map image resource
  93262. * @param width set the ground width size
  93263. * @param height set the ground height size
  93264. * @param subdivisions sets the number of subdivision per side
  93265. * @param minHeight is the minimum altitude on the ground
  93266. * @param maxHeight is the maximum altitude on the ground
  93267. * @param scene defines the hosting scene
  93268. * @param updatable defines if the mesh must be flagged as updatable
  93269. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  93270. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  93271. * @returns a new Mesh
  93272. */
  93273. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => void, alphaFilter?: number): GroundMesh;
  93274. /**
  93275. * Creates a tube mesh.
  93276. * The tube is a parametric shape.
  93277. * It has no predefined shape. Its final shape will depend on the input parameters.
  93278. * Please consider using the same method from the MeshBuilder class instead
  93279. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  93280. * @param name defines the name of the mesh to create
  93281. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  93282. * @param radius sets the tube radius size
  93283. * @param tessellation is the number of sides on the tubular surface
  93284. * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
  93285. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  93286. * @param scene defines the hosting scene
  93287. * @param updatable defines if the mesh must be flagged as updatable
  93288. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93289. * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)
  93290. * @returns a new Mesh
  93291. */
  93292. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  93293. (i: number, distance: number): number;
  93294. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  93295. /**
  93296. * Creates a polyhedron mesh.
  93297. * Please consider using the same method from the MeshBuilder class instead.
  93298. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  93299. * * The parameter `size` (positive float, default 1) sets the polygon size
  93300. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  93301. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  93302. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  93303. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  93304. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  93305. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  93306. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  93307. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  93308. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  93309. * @param name defines the name of the mesh to create
  93310. * @param options defines the options used to create the mesh
  93311. * @param scene defines the hosting scene
  93312. * @returns a new Mesh
  93313. */
  93314. static CreatePolyhedron(name: string, options: {
  93315. type?: number;
  93316. size?: number;
  93317. sizeX?: number;
  93318. sizeY?: number;
  93319. sizeZ?: number;
  93320. custom?: any;
  93321. faceUV?: Vector4[];
  93322. faceColors?: Color4[];
  93323. updatable?: boolean;
  93324. sideOrientation?: number;
  93325. }, scene: Scene): Mesh;
  93326. /**
  93327. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  93328. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  93329. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)
  93330. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  93331. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  93332. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  93333. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  93334. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  93335. * @param name defines the name of the mesh
  93336. * @param options defines the options used to create the mesh
  93337. * @param scene defines the hosting scene
  93338. * @returns a new Mesh
  93339. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  93340. */
  93341. static CreateIcoSphere(name: string, options: {
  93342. radius?: number;
  93343. flat?: boolean;
  93344. subdivisions?: number;
  93345. sideOrientation?: number;
  93346. updatable?: boolean;
  93347. }, scene: Scene): Mesh;
  93348. /**
  93349. * Creates a decal mesh.
  93350. * Please consider using the same method from the MeshBuilder class instead.
  93351. * A decal is a mesh usually applied as a model onto the surface of another mesh
  93352. * @param name defines the name of the mesh
  93353. * @param sourceMesh defines the mesh receiving the decal
  93354. * @param position sets the position of the decal in world coordinates
  93355. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  93356. * @param size sets the decal scaling
  93357. * @param angle sets the angle to rotate the decal
  93358. * @returns a new Mesh
  93359. */
  93360. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  93361. /**
  93362. * Prepare internal position array for software CPU skinning
  93363. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  93364. */
  93365. setPositionsForCPUSkinning(): Float32Array;
  93366. /**
  93367. * Prepare internal normal array for software CPU skinning
  93368. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  93369. */
  93370. setNormalsForCPUSkinning(): Float32Array;
  93371. /**
  93372. * Updates the vertex buffer by applying transformation from the bones
  93373. * @param skeleton defines the skeleton to apply to current mesh
  93374. * @returns the current mesh
  93375. */
  93376. applySkeleton(skeleton: Skeleton): Mesh;
  93377. /**
  93378. * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates
  93379. * @param meshes defines the list of meshes to scan
  93380. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  93381. */
  93382. static MinMax(meshes: AbstractMesh[]): {
  93383. min: Vector3;
  93384. max: Vector3;
  93385. };
  93386. /**
  93387. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  93388. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  93389. * @returns a vector3
  93390. */
  93391. static Center(meshesOrMinMaxVector: {
  93392. min: Vector3;
  93393. max: Vector3;
  93394. } | AbstractMesh[]): Vector3;
  93395. /**
  93396. * Merge the array of meshes into a single mesh for performance reasons.
  93397. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  93398. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  93399. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  93400. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  93401. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  93402. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  93403. * @returns a new mesh
  93404. */
  93405. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  93406. /** @hidden */
  93407. addInstance(instance: InstancedMesh): void;
  93408. /** @hidden */
  93409. removeInstance(instance: InstancedMesh): void;
  93410. }
  93411. }
  93412. declare module BABYLON {
  93413. /**
  93414. * This is the base class of all the camera used in the application.
  93415. * @see http://doc.babylonjs.com/features/cameras
  93416. */
  93417. export class Camera extends Node {
  93418. /** @hidden */
  93419. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  93420. /**
  93421. * This is the default projection mode used by the cameras.
  93422. * It helps recreating a feeling of perspective and better appreciate depth.
  93423. * This is the best way to simulate real life cameras.
  93424. */
  93425. static readonly PERSPECTIVE_CAMERA: number;
  93426. /**
  93427. * This helps creating camera with an orthographic mode.
  93428. * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
  93429. */
  93430. static readonly ORTHOGRAPHIC_CAMERA: number;
  93431. /**
  93432. * This is the default FOV mode for perspective cameras.
  93433. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  93434. */
  93435. static readonly FOVMODE_VERTICAL_FIXED: number;
  93436. /**
  93437. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  93438. */
  93439. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  93440. /**
  93441. * This specifies ther is no need for a camera rig.
  93442. * Basically only one eye is rendered corresponding to the camera.
  93443. */
  93444. static readonly RIG_MODE_NONE: number;
  93445. /**
  93446. * Simulates a camera Rig with one blue eye and one red eye.
  93447. * This can be use with 3d blue and red glasses.
  93448. */
  93449. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  93450. /**
  93451. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  93452. */
  93453. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  93454. /**
  93455. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  93456. */
  93457. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  93458. /**
  93459. * Defines that both eyes of the camera will be rendered over under each other.
  93460. */
  93461. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  93462. /**
  93463. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  93464. */
  93465. static readonly RIG_MODE_VR: number;
  93466. /**
  93467. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  93468. */
  93469. static readonly RIG_MODE_WEBVR: number;
  93470. /**
  93471. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  93472. */
  93473. static readonly RIG_MODE_CUSTOM: number;
  93474. /**
  93475. * Defines if by default attaching controls should prevent the default javascript event to continue.
  93476. */
  93477. static ForceAttachControlToAlwaysPreventDefault: boolean;
  93478. /**
  93479. * Define the input manager associated with the camera.
  93480. */
  93481. inputs: CameraInputsManager<Camera>;
  93482. /** @hidden */
  93483. _position: Vector3;
  93484. /**
  93485. * Define the current local position of the camera in the scene
  93486. */
  93487. position: Vector3;
  93488. /**
  93489. * The vector the camera should consider as up.
  93490. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  93491. */
  93492. upVector: Vector3;
  93493. /**
  93494. * Define the current limit on the left side for an orthographic camera
  93495. * In scene unit
  93496. */
  93497. orthoLeft: Nullable<number>;
  93498. /**
  93499. * Define the current limit on the right side for an orthographic camera
  93500. * In scene unit
  93501. */
  93502. orthoRight: Nullable<number>;
  93503. /**
  93504. * Define the current limit on the bottom side for an orthographic camera
  93505. * In scene unit
  93506. */
  93507. orthoBottom: Nullable<number>;
  93508. /**
  93509. * Define the current limit on the top side for an orthographic camera
  93510. * In scene unit
  93511. */
  93512. orthoTop: Nullable<number>;
  93513. /**
  93514. * Field Of View is set in Radians. (default is 0.8)
  93515. */
  93516. fov: number;
  93517. /**
  93518. * Define the minimum distance the camera can see from.
  93519. * This is important to note that the depth buffer are not infinite and the closer it starts
  93520. * the more your scene might encounter depth fighting issue.
  93521. */
  93522. minZ: number;
  93523. /**
  93524. * Define the maximum distance the camera can see to.
  93525. * This is important to note that the depth buffer are not infinite and the further it end
  93526. * the more your scene might encounter depth fighting issue.
  93527. */
  93528. maxZ: number;
  93529. /**
  93530. * Define the default inertia of the camera.
  93531. * This helps giving a smooth feeling to the camera movement.
  93532. */
  93533. inertia: number;
  93534. /**
  93535. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  93536. */
  93537. mode: number;
  93538. /**
  93539. * Define wether the camera is intermediate.
  93540. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  93541. */
  93542. isIntermediate: boolean;
  93543. /**
  93544. * Define the viewport of the camera.
  93545. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  93546. */
  93547. viewport: Viewport;
  93548. /**
  93549. * Restricts the camera to viewing objects with the same layerMask.
  93550. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  93551. */
  93552. layerMask: number;
  93553. /**
  93554. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  93555. */
  93556. fovMode: number;
  93557. /**
  93558. * Rig mode of the camera.
  93559. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  93560. * This is normally controlled byt the camera themselves as internal use.
  93561. */
  93562. cameraRigMode: number;
  93563. /**
  93564. * Defines the distance between both "eyes" in case of a RIG
  93565. */
  93566. interaxialDistance: number;
  93567. /**
  93568. * Defines if stereoscopic rendering is done side by side or over under.
  93569. */
  93570. isStereoscopicSideBySide: boolean;
  93571. /**
  93572. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  93573. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  93574. * else in the scene. (Eg. security camera)
  93575. *
  93576. * To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)
  93577. */
  93578. customRenderTargets: RenderTargetTexture[];
  93579. /**
  93580. * When set, the camera will render to this render target instead of the default canvas
  93581. *
  93582. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  93583. */
  93584. outputRenderTarget: Nullable<RenderTargetTexture>;
  93585. /**
  93586. * Observable triggered when the camera view matrix has changed.
  93587. */
  93588. onViewMatrixChangedObservable: Observable<Camera>;
  93589. /**
  93590. * Observable triggered when the camera Projection matrix has changed.
  93591. */
  93592. onProjectionMatrixChangedObservable: Observable<Camera>;
  93593. /**
  93594. * Observable triggered when the inputs have been processed.
  93595. */
  93596. onAfterCheckInputsObservable: Observable<Camera>;
  93597. /**
  93598. * Observable triggered when reset has been called and applied to the camera.
  93599. */
  93600. onRestoreStateObservable: Observable<Camera>;
  93601. /** @hidden */
  93602. _cameraRigParams: any;
  93603. /** @hidden */
  93604. _rigCameras: Camera[];
  93605. /** @hidden */
  93606. _rigPostProcess: Nullable<PostProcess>;
  93607. protected _webvrViewMatrix: Matrix;
  93608. /** @hidden */
  93609. _skipRendering: boolean;
  93610. /** @hidden */
  93611. _projectionMatrix: Matrix;
  93612. /** @hidden */
  93613. _postProcesses: Nullable<PostProcess>[];
  93614. /** @hidden */
  93615. _activeMeshes: SmartArray<AbstractMesh>;
  93616. protected _globalPosition: Vector3;
  93617. /** @hidden */
  93618. _computedViewMatrix: Matrix;
  93619. private _doNotComputeProjectionMatrix;
  93620. private _transformMatrix;
  93621. private _frustumPlanes;
  93622. private _refreshFrustumPlanes;
  93623. private _storedFov;
  93624. private _stateStored;
  93625. /**
  93626. * Instantiates a new camera object.
  93627. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  93628. * @see http://doc.babylonjs.com/features/cameras
  93629. * @param name Defines the name of the camera in the scene
  93630. * @param position Defines the position of the camera
  93631. * @param scene Defines the scene the camera belongs too
  93632. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  93633. */
  93634. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  93635. /**
  93636. * Store current camera state (fov, position, etc..)
  93637. * @returns the camera
  93638. */
  93639. storeState(): Camera;
  93640. /**
  93641. * Restores the camera state values if it has been stored. You must call storeState() first
  93642. */
  93643. protected _restoreStateValues(): boolean;
  93644. /**
  93645. * Restored camera state. You must call storeState() first.
  93646. * @returns true if restored and false otherwise
  93647. */
  93648. restoreState(): boolean;
  93649. /**
  93650. * Gets the class name of the camera.
  93651. * @returns the class name
  93652. */
  93653. getClassName(): string;
  93654. /** @hidden */
  93655. readonly _isCamera: boolean;
  93656. /**
  93657. * Gets a string representation of the camera useful for debug purpose.
  93658. * @param fullDetails Defines that a more verboe level of logging is required
  93659. * @returns the string representation
  93660. */
  93661. toString(fullDetails?: boolean): string;
  93662. /**
  93663. * Gets the current world space position of the camera.
  93664. */
  93665. readonly globalPosition: Vector3;
  93666. /**
  93667. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  93668. * @returns the active meshe list
  93669. */
  93670. getActiveMeshes(): SmartArray<AbstractMesh>;
  93671. /**
  93672. * Check wether a mesh is part of the current active mesh list of the camera
  93673. * @param mesh Defines the mesh to check
  93674. * @returns true if active, false otherwise
  93675. */
  93676. isActiveMesh(mesh: Mesh): boolean;
  93677. /**
  93678. * Is this camera ready to be used/rendered
  93679. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  93680. * @return true if the camera is ready
  93681. */
  93682. isReady(completeCheck?: boolean): boolean;
  93683. /** @hidden */
  93684. _initCache(): void;
  93685. /** @hidden */
  93686. _updateCache(ignoreParentClass?: boolean): void;
  93687. /** @hidden */
  93688. _isSynchronized(): boolean;
  93689. /** @hidden */
  93690. _isSynchronizedViewMatrix(): boolean;
  93691. /** @hidden */
  93692. _isSynchronizedProjectionMatrix(): boolean;
  93693. /**
  93694. * Attach the input controls to a specific dom element to get the input from.
  93695. * @param element Defines the element the controls should be listened from
  93696. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  93697. */
  93698. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  93699. /**
  93700. * Detach the current controls from the specified dom element.
  93701. * @param element Defines the element to stop listening the inputs from
  93702. */
  93703. detachControl(element: HTMLElement): void;
  93704. /**
  93705. * Update the camera state according to the different inputs gathered during the frame.
  93706. */
  93707. update(): void;
  93708. /** @hidden */
  93709. _checkInputs(): void;
  93710. /** @hidden */
  93711. readonly rigCameras: Camera[];
  93712. /**
  93713. * Gets the post process used by the rig cameras
  93714. */
  93715. readonly rigPostProcess: Nullable<PostProcess>;
  93716. /**
  93717. * Internal, gets the first post proces.
  93718. * @returns the first post process to be run on this camera.
  93719. */
  93720. _getFirstPostProcess(): Nullable<PostProcess>;
  93721. private _cascadePostProcessesToRigCams;
  93722. /**
  93723. * Attach a post process to the camera.
  93724. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  93725. * @param postProcess The post process to attach to the camera
  93726. * @param insertAt The position of the post process in case several of them are in use in the scene
  93727. * @returns the position the post process has been inserted at
  93728. */
  93729. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  93730. /**
  93731. * Detach a post process to the camera.
  93732. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  93733. * @param postProcess The post process to detach from the camera
  93734. */
  93735. detachPostProcess(postProcess: PostProcess): void;
  93736. /**
  93737. * Gets the current world matrix of the camera
  93738. */
  93739. getWorldMatrix(): Matrix;
  93740. /** @hidden */
  93741. _getViewMatrix(): Matrix;
  93742. /**
  93743. * Gets the current view matrix of the camera.
  93744. * @param force forces the camera to recompute the matrix without looking at the cached state
  93745. * @returns the view matrix
  93746. */
  93747. getViewMatrix(force?: boolean): Matrix;
  93748. /**
  93749. * Freeze the projection matrix.
  93750. * It will prevent the cache check of the camera projection compute and can speed up perf
  93751. * if no parameter of the camera are meant to change
  93752. * @param projection Defines manually a projection if necessary
  93753. */
  93754. freezeProjectionMatrix(projection?: Matrix): void;
  93755. /**
  93756. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  93757. */
  93758. unfreezeProjectionMatrix(): void;
  93759. /**
  93760. * Gets the current projection matrix of the camera.
  93761. * @param force forces the camera to recompute the matrix without looking at the cached state
  93762. * @returns the projection matrix
  93763. */
  93764. getProjectionMatrix(force?: boolean): Matrix;
  93765. /**
  93766. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  93767. * @returns a Matrix
  93768. */
  93769. getTransformationMatrix(): Matrix;
  93770. private _updateFrustumPlanes;
  93771. /**
  93772. * Checks if a cullable object (mesh...) is in the camera frustum
  93773. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  93774. * @param target The object to check
  93775. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  93776. * @returns true if the object is in frustum otherwise false
  93777. */
  93778. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  93779. /**
  93780. * Checks if a cullable object (mesh...) is in the camera frustum
  93781. * Unlike isInFrustum this cheks the full bounding box
  93782. * @param target The object to check
  93783. * @returns true if the object is in frustum otherwise false
  93784. */
  93785. isCompletelyInFrustum(target: ICullable): boolean;
  93786. /**
  93787. * Gets a ray in the forward direction from the camera.
  93788. * @param length Defines the length of the ray to create
  93789. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  93790. * @param origin Defines the start point of the ray which defaults to the camera position
  93791. * @returns the forward ray
  93792. */
  93793. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  93794. /**
  93795. * Releases resources associated with this node.
  93796. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  93797. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  93798. */
  93799. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  93800. /** @hidden */
  93801. _isLeftCamera: boolean;
  93802. /**
  93803. * Gets the left camera of a rig setup in case of Rigged Camera
  93804. */
  93805. readonly isLeftCamera: boolean;
  93806. /** @hidden */
  93807. _isRightCamera: boolean;
  93808. /**
  93809. * Gets the right camera of a rig setup in case of Rigged Camera
  93810. */
  93811. readonly isRightCamera: boolean;
  93812. /**
  93813. * Gets the left camera of a rig setup in case of Rigged Camera
  93814. */
  93815. readonly leftCamera: Nullable<FreeCamera>;
  93816. /**
  93817. * Gets the right camera of a rig setup in case of Rigged Camera
  93818. */
  93819. readonly rightCamera: Nullable<FreeCamera>;
  93820. /**
  93821. * Gets the left camera target of a rig setup in case of Rigged Camera
  93822. * @returns the target position
  93823. */
  93824. getLeftTarget(): Nullable<Vector3>;
  93825. /**
  93826. * Gets the right camera target of a rig setup in case of Rigged Camera
  93827. * @returns the target position
  93828. */
  93829. getRightTarget(): Nullable<Vector3>;
  93830. /**
  93831. * @hidden
  93832. */
  93833. setCameraRigMode(mode: number, rigParams: any): void;
  93834. /** @hidden */
  93835. static _setStereoscopicRigMode(camera: Camera): void;
  93836. /** @hidden */
  93837. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  93838. /** @hidden */
  93839. static _setVRRigMode(camera: Camera, rigParams: any): void;
  93840. /** @hidden */
  93841. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  93842. /** @hidden */
  93843. _getVRProjectionMatrix(): Matrix;
  93844. protected _updateCameraRotationMatrix(): void;
  93845. protected _updateWebVRCameraRotationMatrix(): void;
  93846. /**
  93847. * This function MUST be overwritten by the different WebVR cameras available.
  93848. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  93849. * @hidden
  93850. */
  93851. _getWebVRProjectionMatrix(): Matrix;
  93852. /**
  93853. * This function MUST be overwritten by the different WebVR cameras available.
  93854. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  93855. * @hidden
  93856. */
  93857. _getWebVRViewMatrix(): Matrix;
  93858. /** @hidden */
  93859. setCameraRigParameter(name: string, value: any): void;
  93860. /**
  93861. * needs to be overridden by children so sub has required properties to be copied
  93862. * @hidden
  93863. */
  93864. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  93865. /**
  93866. * May need to be overridden by children
  93867. * @hidden
  93868. */
  93869. _updateRigCameras(): void;
  93870. /** @hidden */
  93871. _setupInputs(): void;
  93872. /**
  93873. * Serialiaze the camera setup to a json represention
  93874. * @returns the JSON representation
  93875. */
  93876. serialize(): any;
  93877. /**
  93878. * Clones the current camera.
  93879. * @param name The cloned camera name
  93880. * @returns the cloned camera
  93881. */
  93882. clone(name: string): Camera;
  93883. /**
  93884. * Gets the direction of the camera relative to a given local axis.
  93885. * @param localAxis Defines the reference axis to provide a relative direction.
  93886. * @return the direction
  93887. */
  93888. getDirection(localAxis: Vector3): Vector3;
  93889. /**
  93890. * Returns the current camera absolute rotation
  93891. */
  93892. readonly absoluteRotation: Quaternion;
  93893. /**
  93894. * Gets the direction of the camera relative to a given local axis into a passed vector.
  93895. * @param localAxis Defines the reference axis to provide a relative direction.
  93896. * @param result Defines the vector to store the result in
  93897. */
  93898. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  93899. /**
  93900. * Gets a camera constructor for a given camera type
  93901. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  93902. * @param name The name of the camera the result will be able to instantiate
  93903. * @param scene The scene the result will construct the camera in
  93904. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  93905. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  93906. * @returns a factory method to construc the camera
  93907. */
  93908. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  93909. /**
  93910. * Compute the world matrix of the camera.
  93911. * @returns the camera world matrix
  93912. */
  93913. computeWorldMatrix(): Matrix;
  93914. /**
  93915. * Parse a JSON and creates the camera from the parsed information
  93916. * @param parsedCamera The JSON to parse
  93917. * @param scene The scene to instantiate the camera in
  93918. * @returns the newly constructed camera
  93919. */
  93920. static Parse(parsedCamera: any, scene: Scene): Camera;
  93921. }
  93922. }
  93923. declare module BABYLON {
  93924. /**
  93925. * Class containing static functions to help procedurally build meshes
  93926. */
  93927. export class DiscBuilder {
  93928. /**
  93929. * Creates a plane polygonal mesh. By default, this is a disc
  93930. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  93931. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  93932. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  93933. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  93934. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  93935. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  93936. * @param name defines the name of the mesh
  93937. * @param options defines the options used to create the mesh
  93938. * @param scene defines the hosting scene
  93939. * @returns the plane polygonal mesh
  93940. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  93941. */
  93942. static CreateDisc(name: string, options: {
  93943. radius?: number;
  93944. tessellation?: number;
  93945. arc?: number;
  93946. updatable?: boolean;
  93947. sideOrientation?: number;
  93948. frontUVs?: Vector4;
  93949. backUVs?: Vector4;
  93950. }, scene?: Nullable<Scene>): Mesh;
  93951. }
  93952. }
  93953. declare module BABYLON {
  93954. /**
  93955. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  93956. *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  93957. * The SPS is also a particle system. It provides some methods to manage the particles.
  93958. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  93959. *
  93960. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  93961. */
  93962. export class SolidParticleSystem implements IDisposable {
  93963. /**
  93964. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  93965. * Example : var p = SPS.particles[i];
  93966. */
  93967. particles: SolidParticle[];
  93968. /**
  93969. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  93970. */
  93971. nbParticles: number;
  93972. /**
  93973. * If the particles must ever face the camera (default false). Useful for planar particles.
  93974. */
  93975. billboard: boolean;
  93976. /**
  93977. * Recompute normals when adding a shape
  93978. */
  93979. recomputeNormals: boolean;
  93980. /**
  93981. * This a counter ofr your own usage. It's not set by any SPS functions.
  93982. */
  93983. counter: number;
  93984. /**
  93985. * The SPS name. This name is also given to the underlying mesh.
  93986. */
  93987. name: string;
  93988. /**
  93989. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  93990. */
  93991. mesh: Mesh;
  93992. /**
  93993. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  93994. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  93995. */
  93996. vars: any;
  93997. /**
  93998. * This array is populated when the SPS is set as 'pickable'.
  93999. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  94000. * Each element of this array is an object `{idx: int, faceId: int}`.
  94001. * `idx` is the picked particle index in the `SPS.particles` array
  94002. * `faceId` is the picked face index counted within this particle.
  94003. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  94004. */
  94005. pickedParticles: {
  94006. idx: number;
  94007. faceId: number;
  94008. }[];
  94009. /**
  94010. * This array is populated when `enableDepthSort` is set to true.
  94011. * Each element of this array is an instance of the class DepthSortedParticle.
  94012. */
  94013. depthSortedParticles: DepthSortedParticle[];
  94014. /**
  94015. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  94016. * @hidden
  94017. */
  94018. _bSphereOnly: boolean;
  94019. /**
  94020. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  94021. * @hidden
  94022. */
  94023. _bSphereRadiusFactor: number;
  94024. private _scene;
  94025. private _positions;
  94026. private _indices;
  94027. private _normals;
  94028. private _colors;
  94029. private _uvs;
  94030. private _indices32;
  94031. private _positions32;
  94032. private _normals32;
  94033. private _fixedNormal32;
  94034. private _colors32;
  94035. private _uvs32;
  94036. private _index;
  94037. private _updatable;
  94038. private _pickable;
  94039. private _isVisibilityBoxLocked;
  94040. private _alwaysVisible;
  94041. private _depthSort;
  94042. private _expandable;
  94043. private _shapeCounter;
  94044. private _copy;
  94045. private _color;
  94046. private _computeParticleColor;
  94047. private _computeParticleTexture;
  94048. private _computeParticleRotation;
  94049. private _computeParticleVertex;
  94050. private _computeBoundingBox;
  94051. private _depthSortParticles;
  94052. private _camera;
  94053. private _mustUnrotateFixedNormals;
  94054. private _particlesIntersect;
  94055. private _needs32Bits;
  94056. private _isNotBuilt;
  94057. private _lastParticleId;
  94058. private _idxOfId;
  94059. /**
  94060. * Creates a SPS (Solid Particle System) object.
  94061. * @param name (String) is the SPS name, this will be the underlying mesh name.
  94062. * @param scene (Scene) is the scene in which the SPS is added.
  94063. * @param options defines the options of the sps e.g.
  94064. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  94065. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  94066. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  94067. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  94068. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  94069. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  94070. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  94071. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  94072. */
  94073. constructor(name: string, scene: Scene, options?: {
  94074. updatable?: boolean;
  94075. isPickable?: boolean;
  94076. enableDepthSort?: boolean;
  94077. particleIntersection?: boolean;
  94078. boundingSphereOnly?: boolean;
  94079. bSphereRadiusFactor?: number;
  94080. expandable?: boolean;
  94081. });
  94082. /**
  94083. * Builds the SPS underlying mesh. Returns a standard Mesh.
  94084. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  94085. * @returns the created mesh
  94086. */
  94087. buildMesh(): Mesh;
  94088. /**
  94089. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  94090. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  94091. * Thus the particles generated from `digest()` have their property `position` set yet.
  94092. * @param mesh ( Mesh ) is the mesh to be digested
  94093. * @param options {facetNb} (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any
  94094. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  94095. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  94096. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  94097. * @returns the current SPS
  94098. */
  94099. digest(mesh: Mesh, options?: {
  94100. facetNb?: number;
  94101. number?: number;
  94102. delta?: number;
  94103. storage?: [];
  94104. }): SolidParticleSystem;
  94105. /**
  94106. * Unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  94107. * @hidden
  94108. */
  94109. private _unrotateFixedNormals;
  94110. /**
  94111. * Resets the temporary working copy particle
  94112. * @hidden
  94113. */
  94114. private _resetCopy;
  94115. /**
  94116. * Inserts the shape model geometry in the global SPS mesh by updating the positions, indices, normals, colors, uvs arrays
  94117. * @param p the current index in the positions array to be updated
  94118. * @param shape a Vector3 array, the shape geometry
  94119. * @param positions the positions array to be updated
  94120. * @param meshInd the shape indices array
  94121. * @param indices the indices array to be updated
  94122. * @param meshUV the shape uv array
  94123. * @param uvs the uv array to be updated
  94124. * @param meshCol the shape color array
  94125. * @param colors the color array to be updated
  94126. * @param meshNor the shape normals array
  94127. * @param normals the normals array to be updated
  94128. * @param idx the particle index
  94129. * @param idxInShape the particle index in its shape
  94130. * @param options the addShape() method passed options
  94131. * @hidden
  94132. */
  94133. private _meshBuilder;
  94134. /**
  94135. * Returns a shape Vector3 array from positions float array
  94136. * @param positions float array
  94137. * @returns a vector3 array
  94138. * @hidden
  94139. */
  94140. private _posToShape;
  94141. /**
  94142. * Returns a shapeUV array from a float uvs (array deep copy)
  94143. * @param uvs as a float array
  94144. * @returns a shapeUV array
  94145. * @hidden
  94146. */
  94147. private _uvsToShapeUV;
  94148. /**
  94149. * Adds a new particle object in the particles array
  94150. * @param idx particle index in particles array
  94151. * @param id particle id
  94152. * @param idxpos positionIndex : the starting index of the particle vertices in the SPS "positions" array
  94153. * @param idxind indiceIndex : he starting index of the particle indices in the SPS "indices" array
  94154. * @param model particle ModelShape object
  94155. * @param shapeId model shape identifier
  94156. * @param idxInShape index of the particle in the current model
  94157. * @param bInfo model bounding info object
  94158. * @param storage target storage array, if any
  94159. * @hidden
  94160. */
  94161. private _addParticle;
  94162. /**
  94163. * Adds some particles to the SPS from the model shape. Returns the shape id.
  94164. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  94165. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  94166. * @param nb (positive integer) the number of particles to be created from this model
  94167. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  94168. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  94169. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  94170. * @returns the number of shapes in the system
  94171. */
  94172. addShape(mesh: Mesh, nb: number, options?: {
  94173. positionFunction?: any;
  94174. vertexFunction?: any;
  94175. storage?: [];
  94176. }): number;
  94177. /**
  94178. * Rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  94179. * @hidden
  94180. */
  94181. private _rebuildParticle;
  94182. /**
  94183. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  94184. * @param reset boolean, default false : if the particles must be reset at position and rotation zero, scaling 1, color white, initial UVs and not parented.
  94185. * @returns the SPS.
  94186. */
  94187. rebuildMesh(reset?: boolean): SolidParticleSystem;
  94188. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  94189. * Returns an array with the removed particles.
  94190. * If the number of particles to remove is lower than zero or greater than the global remaining particle number, then an empty array is returned.
  94191. * The SPS can't be empty so at least one particle needs to remain in place.
  94192. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  94193. * @param start index of the first particle to remove
  94194. * @param end index of the last particle to remove (included)
  94195. * @returns an array populated with the removed particles
  94196. */
  94197. removeParticles(start: number, end: number): SolidParticle[];
  94198. /**
  94199. * Inserts some pre-created particles in the solid particle system so that they can be managed by setParticles().
  94200. * @param solidParticleArray an array populated with Solid Particles objects
  94201. * @returns the SPS
  94202. */
  94203. insertParticlesFromArray(solidParticleArray: SolidParticle[]): SolidParticleSystem;
  94204. /**
  94205. * Creates a new particle and modifies the SPS mesh geometry :
  94206. * - calls _meshBuilder() to increase the SPS mesh geometry step by step
  94207. * - calls _addParticle() to populate the particle array
  94208. * factorized code from addShape() and insertParticlesFromArray()
  94209. * @param idx particle index in the particles array
  94210. * @param i particle index in its shape
  94211. * @param modelShape particle ModelShape object
  94212. * @param shape shape vertex array
  94213. * @param meshInd shape indices array
  94214. * @param meshUV shape uv array
  94215. * @param meshCol shape color array
  94216. * @param meshNor shape normals array
  94217. * @param bbInfo shape bounding info
  94218. * @param storage target particle storage
  94219. * @options addShape() passed options
  94220. * @hidden
  94221. */
  94222. private _insertNewParticle;
  94223. /**
  94224. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  94225. * This method calls `updateParticle()` for each particle of the SPS.
  94226. * For an animated SPS, it is usually called within the render loop.
  94227. * This methods does nothing if called on a non updatable or not yet built SPS. Example : buildMesh() not called after having added or removed particles from an expandable SPS.
  94228. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  94229. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  94230. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  94231. * @returns the SPS.
  94232. */
  94233. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  94234. /**
  94235. * Disposes the SPS.
  94236. */
  94237. dispose(): void;
  94238. /**
  94239. * Returns a SolidParticle object from its identifier : particle.id
  94240. * @param id (integer) the particle Id
  94241. * @returns the searched particle or null if not found in the SPS.
  94242. */
  94243. getParticleById(id: number): Nullable<SolidParticle>;
  94244. /**
  94245. * Returns a new array populated with the particles having the passed shapeId.
  94246. * @param shapeId (integer) the shape identifier
  94247. * @returns a new solid particle array
  94248. */
  94249. getParticlesByShapeId(shapeId: number): SolidParticle[];
  94250. /**
  94251. * Populates the passed array "ref" with the particles having the passed shapeId.
  94252. * @param shapeId the shape identifier
  94253. * @returns the SPS
  94254. * @param ref
  94255. */
  94256. getParticlesByShapeIdToRef(shapeId: number, ref: SolidParticle[]): SolidParticleSystem;
  94257. /**
  94258. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  94259. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94260. * @returns the SPS.
  94261. */
  94262. refreshVisibleSize(): SolidParticleSystem;
  94263. /**
  94264. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  94265. * @param size the size (float) of the visibility box
  94266. * note : this doesn't lock the SPS mesh bounding box.
  94267. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94268. */
  94269. setVisibilityBox(size: number): void;
  94270. /**
  94271. * Gets whether the SPS as always visible or not
  94272. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94273. */
  94274. /**
  94275. * Sets the SPS as always visible or not
  94276. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94277. */
  94278. isAlwaysVisible: boolean;
  94279. /**
  94280. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  94281. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94282. */
  94283. /**
  94284. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  94285. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94286. */
  94287. isVisibilityBoxLocked: boolean;
  94288. /**
  94289. * Tells to `setParticles()` to compute the particle rotations or not.
  94290. * Default value : true. The SPS is faster when it's set to false.
  94291. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  94292. */
  94293. /**
  94294. * Gets if `setParticles()` computes the particle rotations or not.
  94295. * Default value : true. The SPS is faster when it's set to false.
  94296. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  94297. */
  94298. computeParticleRotation: boolean;
  94299. /**
  94300. * Tells to `setParticles()` to compute the particle colors or not.
  94301. * Default value : true. The SPS is faster when it's set to false.
  94302. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  94303. */
  94304. /**
  94305. * Gets if `setParticles()` computes the particle colors or not.
  94306. * Default value : true. The SPS is faster when it's set to false.
  94307. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  94308. */
  94309. computeParticleColor: boolean;
  94310. /**
  94311. * Gets if `setParticles()` computes the particle textures or not.
  94312. * Default value : true. The SPS is faster when it's set to false.
  94313. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  94314. */
  94315. computeParticleTexture: boolean;
  94316. /**
  94317. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  94318. * Default value : false. The SPS is faster when it's set to false.
  94319. * Note : the particle custom vertex positions aren't stored values.
  94320. */
  94321. /**
  94322. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  94323. * Default value : false. The SPS is faster when it's set to false.
  94324. * Note : the particle custom vertex positions aren't stored values.
  94325. */
  94326. computeParticleVertex: boolean;
  94327. /**
  94328. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  94329. */
  94330. /**
  94331. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  94332. */
  94333. computeBoundingBox: boolean;
  94334. /**
  94335. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  94336. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  94337. * Default : `true`
  94338. */
  94339. /**
  94340. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  94341. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  94342. * Default : `true`
  94343. */
  94344. depthSortParticles: boolean;
  94345. /**
  94346. * Gets if the SPS is created as expandable at construction time.
  94347. * Default : `false`
  94348. */
  94349. readonly expandable: boolean;
  94350. /**
  94351. * This function does nothing. It may be overwritten to set all the particle first values.
  94352. * The SPS doesn't call this function, you may have to call it by your own.
  94353. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  94354. */
  94355. initParticles(): void;
  94356. /**
  94357. * This function does nothing. It may be overwritten to recycle a particle.
  94358. * The SPS doesn't call this function, you may have to call it by your own.
  94359. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  94360. * @param particle The particle to recycle
  94361. * @returns the recycled particle
  94362. */
  94363. recycleParticle(particle: SolidParticle): SolidParticle;
  94364. /**
  94365. * Updates a particle : this function should be overwritten by the user.
  94366. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  94367. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  94368. * @example : just set a particle position or velocity and recycle conditions
  94369. * @param particle The particle to update
  94370. * @returns the updated particle
  94371. */
  94372. updateParticle(particle: SolidParticle): SolidParticle;
  94373. /**
  94374. * Updates a vertex of a particle : it can be overwritten by the user.
  94375. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  94376. * @param particle the current particle
  94377. * @param vertex the current index of the current particle
  94378. * @param pt the index of the current vertex in the particle shape
  94379. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  94380. * @example : just set a vertex particle position
  94381. * @returns the updated vertex
  94382. */
  94383. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  94384. /**
  94385. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  94386. * This does nothing and may be overwritten by the user.
  94387. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  94388. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  94389. * @param update the boolean update value actually passed to setParticles()
  94390. */
  94391. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  94392. /**
  94393. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  94394. * This will be passed three parameters.
  94395. * This does nothing and may be overwritten by the user.
  94396. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  94397. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  94398. * @param update the boolean update value actually passed to setParticles()
  94399. */
  94400. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  94401. }
  94402. }
  94403. declare module BABYLON {
  94404. /**
  94405. * Represents one particle of a solid particle system.
  94406. */
  94407. export class SolidParticle {
  94408. /**
  94409. * particle global index
  94410. */
  94411. idx: number;
  94412. /**
  94413. * particle identifier
  94414. */
  94415. id: number;
  94416. /**
  94417. * The color of the particle
  94418. */
  94419. color: Nullable<Color4>;
  94420. /**
  94421. * The world space position of the particle.
  94422. */
  94423. position: Vector3;
  94424. /**
  94425. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  94426. */
  94427. rotation: Vector3;
  94428. /**
  94429. * The world space rotation quaternion of the particle.
  94430. */
  94431. rotationQuaternion: Nullable<Quaternion>;
  94432. /**
  94433. * The scaling of the particle.
  94434. */
  94435. scaling: Vector3;
  94436. /**
  94437. * The uvs of the particle.
  94438. */
  94439. uvs: Vector4;
  94440. /**
  94441. * The current speed of the particle.
  94442. */
  94443. velocity: Vector3;
  94444. /**
  94445. * The pivot point in the particle local space.
  94446. */
  94447. pivot: Vector3;
  94448. /**
  94449. * Must the particle be translated from its pivot point in its local space ?
  94450. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  94451. * Default : false
  94452. */
  94453. translateFromPivot: boolean;
  94454. /**
  94455. * Is the particle active or not ?
  94456. */
  94457. alive: boolean;
  94458. /**
  94459. * Is the particle visible or not ?
  94460. */
  94461. isVisible: boolean;
  94462. /**
  94463. * Index of this particle in the global "positions" array (Internal use)
  94464. * @hidden
  94465. */
  94466. _pos: number;
  94467. /**
  94468. * @hidden Index of this particle in the global "indices" array (Internal use)
  94469. */
  94470. _ind: number;
  94471. /**
  94472. * @hidden ModelShape of this particle (Internal use)
  94473. */
  94474. _model: ModelShape;
  94475. /**
  94476. * ModelShape id of this particle
  94477. */
  94478. shapeId: number;
  94479. /**
  94480. * Index of the particle in its shape id
  94481. */
  94482. idxInShape: number;
  94483. /**
  94484. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  94485. */
  94486. _modelBoundingInfo: BoundingInfo;
  94487. /**
  94488. * @hidden Particle BoundingInfo object (Internal use)
  94489. */
  94490. _boundingInfo: BoundingInfo;
  94491. /**
  94492. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  94493. */
  94494. _sps: SolidParticleSystem;
  94495. /**
  94496. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  94497. */
  94498. _stillInvisible: boolean;
  94499. /**
  94500. * @hidden Last computed particle rotation matrix
  94501. */
  94502. _rotationMatrix: number[];
  94503. /**
  94504. * Parent particle Id, if any.
  94505. * Default null.
  94506. */
  94507. parentId: Nullable<number>;
  94508. /**
  94509. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  94510. * The possible values are :
  94511. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  94512. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  94513. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  94514. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  94515. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  94516. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  94517. * */
  94518. cullingStrategy: number;
  94519. /**
  94520. * @hidden Internal global position in the SPS.
  94521. */
  94522. _globalPosition: Vector3;
  94523. /**
  94524. * Creates a Solid Particle object.
  94525. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  94526. * @param particleIndex (integer) is the particle index in the Solid Particle System pool.
  94527. * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.
  94528. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  94529. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  94530. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  94531. * @param shapeId (integer) is the model shape identifier in the SPS.
  94532. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  94533. * @param sps defines the sps it is associated to
  94534. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  94535. */
  94536. constructor(particleIndex: number, particleId: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  94537. /**
  94538. * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive
  94539. * @param target the particle target
  94540. * @returns the current particle
  94541. */
  94542. copyToRef(target: SolidParticle): SolidParticle;
  94543. /**
  94544. * Legacy support, changed scale to scaling
  94545. */
  94546. /**
  94547. * Legacy support, changed scale to scaling
  94548. */
  94549. scale: Vector3;
  94550. /**
  94551. * Legacy support, changed quaternion to rotationQuaternion
  94552. */
  94553. /**
  94554. * Legacy support, changed quaternion to rotationQuaternion
  94555. */
  94556. quaternion: Nullable<Quaternion>;
  94557. /**
  94558. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  94559. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  94560. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  94561. * @returns true if it intersects
  94562. */
  94563. intersectsMesh(target: Mesh | SolidParticle): boolean;
  94564. /**
  94565. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  94566. * A particle is in the frustum if its bounding box intersects the frustum
  94567. * @param frustumPlanes defines the frustum to test
  94568. * @returns true if the particle is in the frustum planes
  94569. */
  94570. isInFrustum(frustumPlanes: Plane[]): boolean;
  94571. /**
  94572. * get the rotation matrix of the particle
  94573. * @hidden
  94574. */
  94575. getRotationMatrix(m: Matrix): void;
  94576. }
  94577. /**
  94578. * Represents the shape of the model used by one particle of a solid particle system.
  94579. * SPS internal tool, don't use it manually.
  94580. */
  94581. export class ModelShape {
  94582. /**
  94583. * The shape id
  94584. * @hidden
  94585. */
  94586. shapeID: number;
  94587. /**
  94588. * flat array of model positions (internal use)
  94589. * @hidden
  94590. */
  94591. _shape: Vector3[];
  94592. /**
  94593. * flat array of model UVs (internal use)
  94594. * @hidden
  94595. */
  94596. _shapeUV: number[];
  94597. /**
  94598. * color array of the model
  94599. * @hidden
  94600. */
  94601. _shapeColors: number[];
  94602. /**
  94603. * indices array of the model
  94604. * @hidden
  94605. */
  94606. _indices: number[];
  94607. /**
  94608. * normals array of the model
  94609. * @hidden
  94610. */
  94611. _normals: number[];
  94612. /**
  94613. * length of the shape in the model indices array (internal use)
  94614. * @hidden
  94615. */
  94616. _indicesLength: number;
  94617. /**
  94618. * Custom position function (internal use)
  94619. * @hidden
  94620. */
  94621. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  94622. /**
  94623. * Custom vertex function (internal use)
  94624. * @hidden
  94625. */
  94626. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  94627. /**
  94628. * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.
  94629. * SPS internal tool, don't use it manually.
  94630. * @hidden
  94631. */
  94632. constructor(id: number, shape: Vector3[], indices: number[], normals: number[], colors: number[], shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  94633. }
  94634. /**
  94635. * Represents a Depth Sorted Particle in the solid particle system.
  94636. */
  94637. export class DepthSortedParticle {
  94638. /**
  94639. * Index of the particle in the "indices" array
  94640. */
  94641. ind: number;
  94642. /**
  94643. * Length of the particle shape in the "indices" array
  94644. */
  94645. indicesLength: number;
  94646. /**
  94647. * Squared distance from the particle to the camera
  94648. */
  94649. sqDistance: number;
  94650. }
  94651. }
  94652. declare module BABYLON {
  94653. /**
  94654. * @hidden
  94655. */
  94656. export class _MeshCollisionData {
  94657. _checkCollisions: boolean;
  94658. _collisionMask: number;
  94659. _collisionGroup: number;
  94660. _collider: Nullable<Collider>;
  94661. _oldPositionForCollisions: Vector3;
  94662. _diffPositionForCollisions: Vector3;
  94663. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  94664. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  94665. }
  94666. }
  94667. declare module BABYLON {
  94668. /** @hidden */
  94669. class _FacetDataStorage {
  94670. facetPositions: Vector3[];
  94671. facetNormals: Vector3[];
  94672. facetPartitioning: number[][];
  94673. facetNb: number;
  94674. partitioningSubdivisions: number;
  94675. partitioningBBoxRatio: number;
  94676. facetDataEnabled: boolean;
  94677. facetParameters: any;
  94678. bbSize: Vector3;
  94679. subDiv: {
  94680. max: number;
  94681. X: number;
  94682. Y: number;
  94683. Z: number;
  94684. };
  94685. facetDepthSort: boolean;
  94686. facetDepthSortEnabled: boolean;
  94687. depthSortedIndices: IndicesArray;
  94688. depthSortedFacets: {
  94689. ind: number;
  94690. sqDistance: number;
  94691. }[];
  94692. facetDepthSortFunction: (f1: {
  94693. ind: number;
  94694. sqDistance: number;
  94695. }, f2: {
  94696. ind: number;
  94697. sqDistance: number;
  94698. }) => number;
  94699. facetDepthSortFrom: Vector3;
  94700. facetDepthSortOrigin: Vector3;
  94701. invertedMatrix: Matrix;
  94702. }
  94703. /**
  94704. * @hidden
  94705. **/
  94706. class _InternalAbstractMeshDataInfo {
  94707. _hasVertexAlpha: boolean;
  94708. _useVertexColors: boolean;
  94709. _numBoneInfluencers: number;
  94710. _applyFog: boolean;
  94711. _receiveShadows: boolean;
  94712. _facetData: _FacetDataStorage;
  94713. _visibility: number;
  94714. _skeleton: Nullable<Skeleton>;
  94715. _layerMask: number;
  94716. _computeBonesUsingShaders: boolean;
  94717. _isActive: boolean;
  94718. _onlyForInstances: boolean;
  94719. _isActiveIntermediate: boolean;
  94720. _onlyForInstancesIntermediate: boolean;
  94721. _actAsRegularMesh: boolean;
  94722. }
  94723. /**
  94724. * Class used to store all common mesh properties
  94725. */
  94726. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  94727. /** No occlusion */
  94728. static OCCLUSION_TYPE_NONE: number;
  94729. /** Occlusion set to optimisitic */
  94730. static OCCLUSION_TYPE_OPTIMISTIC: number;
  94731. /** Occlusion set to strict */
  94732. static OCCLUSION_TYPE_STRICT: number;
  94733. /** Use an accurante occlusion algorithm */
  94734. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  94735. /** Use a conservative occlusion algorithm */
  94736. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  94737. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  94738. * Test order :
  94739. * Is the bounding sphere outside the frustum ?
  94740. * If not, are the bounding box vertices outside the frustum ?
  94741. * It not, then the cullable object is in the frustum.
  94742. */
  94743. static readonly CULLINGSTRATEGY_STANDARD: number;
  94744. /** Culling strategy : Bounding Sphere Only.
  94745. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  94746. * It's also less accurate than the standard because some not visible objects can still be selected.
  94747. * Test : is the bounding sphere outside the frustum ?
  94748. * If not, then the cullable object is in the frustum.
  94749. */
  94750. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  94751. /** Culling strategy : Optimistic Inclusion.
  94752. * This in an inclusion test first, then the standard exclusion test.
  94753. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  94754. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  94755. * Anyway, it's as accurate as the standard strategy.
  94756. * Test :
  94757. * Is the cullable object bounding sphere center in the frustum ?
  94758. * If not, apply the default culling strategy.
  94759. */
  94760. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  94761. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  94762. * This in an inclusion test first, then the bounding sphere only exclusion test.
  94763. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  94764. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  94765. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  94766. * Test :
  94767. * Is the cullable object bounding sphere center in the frustum ?
  94768. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  94769. */
  94770. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  94771. /**
  94772. * No billboard
  94773. */
  94774. static readonly BILLBOARDMODE_NONE: number;
  94775. /** Billboard on X axis */
  94776. static readonly BILLBOARDMODE_X: number;
  94777. /** Billboard on Y axis */
  94778. static readonly BILLBOARDMODE_Y: number;
  94779. /** Billboard on Z axis */
  94780. static readonly BILLBOARDMODE_Z: number;
  94781. /** Billboard on all axes */
  94782. static readonly BILLBOARDMODE_ALL: number;
  94783. /** Billboard on using position instead of orientation */
  94784. static readonly BILLBOARDMODE_USE_POSITION: number;
  94785. /** @hidden */
  94786. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  94787. /**
  94788. * The culling strategy to use to check whether the mesh must be rendered or not.
  94789. * This value can be changed at any time and will be used on the next render mesh selection.
  94790. * The possible values are :
  94791. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  94792. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  94793. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  94794. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  94795. * Please read each static variable documentation to get details about the culling process.
  94796. * */
  94797. cullingStrategy: number;
  94798. /**
  94799. * Gets the number of facets in the mesh
  94800. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  94801. */
  94802. readonly facetNb: number;
  94803. /**
  94804. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  94805. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  94806. */
  94807. partitioningSubdivisions: number;
  94808. /**
  94809. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  94810. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  94811. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  94812. */
  94813. partitioningBBoxRatio: number;
  94814. /**
  94815. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  94816. * Works only for updatable meshes.
  94817. * Doesn't work with multi-materials
  94818. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  94819. */
  94820. mustDepthSortFacets: boolean;
  94821. /**
  94822. * The location (Vector3) where the facet depth sort must be computed from.
  94823. * By default, the active camera position.
  94824. * Used only when facet depth sort is enabled
  94825. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  94826. */
  94827. facetDepthSortFrom: Vector3;
  94828. /**
  94829. * gets a boolean indicating if facetData is enabled
  94830. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  94831. */
  94832. readonly isFacetDataEnabled: boolean;
  94833. /** @hidden */
  94834. _updateNonUniformScalingState(value: boolean): boolean;
  94835. /**
  94836. * An event triggered when this mesh collides with another one
  94837. */
  94838. onCollideObservable: Observable<AbstractMesh>;
  94839. /** Set a function to call when this mesh collides with another one */
  94840. onCollide: () => void;
  94841. /**
  94842. * An event triggered when the collision's position changes
  94843. */
  94844. onCollisionPositionChangeObservable: Observable<Vector3>;
  94845. /** Set a function to call when the collision's position changes */
  94846. onCollisionPositionChange: () => void;
  94847. /**
  94848. * An event triggered when material is changed
  94849. */
  94850. onMaterialChangedObservable: Observable<AbstractMesh>;
  94851. /**
  94852. * Gets or sets the orientation for POV movement & rotation
  94853. */
  94854. definedFacingForward: boolean;
  94855. /** @hidden */
  94856. _occlusionQuery: Nullable<WebGLQuery>;
  94857. /** @hidden */
  94858. _renderingGroup: Nullable<RenderingGroup>;
  94859. /**
  94860. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  94861. */
  94862. /**
  94863. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  94864. */
  94865. visibility: number;
  94866. /** Gets or sets the alpha index used to sort transparent meshes
  94867. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  94868. */
  94869. alphaIndex: number;
  94870. /**
  94871. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  94872. */
  94873. isVisible: boolean;
  94874. /**
  94875. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  94876. */
  94877. isPickable: boolean;
  94878. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  94879. showSubMeshesBoundingBox: boolean;
  94880. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  94881. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  94882. */
  94883. isBlocker: boolean;
  94884. /**
  94885. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  94886. */
  94887. enablePointerMoveEvents: boolean;
  94888. /**
  94889. * Specifies the rendering group id for this mesh (0 by default)
  94890. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  94891. */
  94892. renderingGroupId: number;
  94893. private _material;
  94894. /** Gets or sets current material */
  94895. material: Nullable<Material>;
  94896. /**
  94897. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  94898. * @see http://doc.babylonjs.com/babylon101/shadows
  94899. */
  94900. receiveShadows: boolean;
  94901. /** Defines color to use when rendering outline */
  94902. outlineColor: Color3;
  94903. /** Define width to use when rendering outline */
  94904. outlineWidth: number;
  94905. /** Defines color to use when rendering overlay */
  94906. overlayColor: Color3;
  94907. /** Defines alpha to use when rendering overlay */
  94908. overlayAlpha: number;
  94909. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  94910. hasVertexAlpha: boolean;
  94911. /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */
  94912. useVertexColors: boolean;
  94913. /**
  94914. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  94915. */
  94916. computeBonesUsingShaders: boolean;
  94917. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  94918. numBoneInfluencers: number;
  94919. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  94920. applyFog: boolean;
  94921. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  94922. useOctreeForRenderingSelection: boolean;
  94923. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  94924. useOctreeForPicking: boolean;
  94925. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  94926. useOctreeForCollisions: boolean;
  94927. /**
  94928. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  94929. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  94930. */
  94931. layerMask: number;
  94932. /**
  94933. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  94934. */
  94935. alwaysSelectAsActiveMesh: boolean;
  94936. /**
  94937. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  94938. */
  94939. doNotSyncBoundingInfo: boolean;
  94940. /**
  94941. * Gets or sets the current action manager
  94942. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  94943. */
  94944. actionManager: Nullable<AbstractActionManager>;
  94945. private _meshCollisionData;
  94946. /**
  94947. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  94948. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94949. */
  94950. ellipsoid: Vector3;
  94951. /**
  94952. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  94953. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94954. */
  94955. ellipsoidOffset: Vector3;
  94956. /**
  94957. * Gets or sets a collision mask used to mask collisions (default is -1).
  94958. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  94959. */
  94960. collisionMask: number;
  94961. /**
  94962. * Gets or sets the current collision group mask (-1 by default).
  94963. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  94964. */
  94965. collisionGroup: number;
  94966. /**
  94967. * Defines edge width used when edgesRenderer is enabled
  94968. * @see https://www.babylonjs-playground.com/#10OJSG#13
  94969. */
  94970. edgesWidth: number;
  94971. /**
  94972. * Defines edge color used when edgesRenderer is enabled
  94973. * @see https://www.babylonjs-playground.com/#10OJSG#13
  94974. */
  94975. edgesColor: Color4;
  94976. /** @hidden */
  94977. _edgesRenderer: Nullable<IEdgesRenderer>;
  94978. /** @hidden */
  94979. _masterMesh: Nullable<AbstractMesh>;
  94980. /** @hidden */
  94981. _boundingInfo: Nullable<BoundingInfo>;
  94982. /** @hidden */
  94983. _renderId: number;
  94984. /**
  94985. * Gets or sets the list of subMeshes
  94986. * @see http://doc.babylonjs.com/how_to/multi_materials
  94987. */
  94988. subMeshes: SubMesh[];
  94989. /** @hidden */
  94990. _intersectionsInProgress: AbstractMesh[];
  94991. /** @hidden */
  94992. _unIndexed: boolean;
  94993. /** @hidden */
  94994. _lightSources: Light[];
  94995. /** Gets the list of lights affecting that mesh */
  94996. readonly lightSources: Light[];
  94997. /** @hidden */
  94998. readonly _positions: Nullable<Vector3[]>;
  94999. /** @hidden */
  95000. _waitingData: {
  95001. lods: Nullable<any>;
  95002. actions: Nullable<any>;
  95003. freezeWorldMatrix: Nullable<boolean>;
  95004. };
  95005. /** @hidden */
  95006. _bonesTransformMatrices: Nullable<Float32Array>;
  95007. /** @hidden */
  95008. _transformMatrixTexture: Nullable<RawTexture>;
  95009. /**
  95010. * Gets or sets a skeleton to apply skining transformations
  95011. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  95012. */
  95013. skeleton: Nullable<Skeleton>;
  95014. /**
  95015. * An event triggered when the mesh is rebuilt.
  95016. */
  95017. onRebuildObservable: Observable<AbstractMesh>;
  95018. /**
  95019. * Creates a new AbstractMesh
  95020. * @param name defines the name of the mesh
  95021. * @param scene defines the hosting scene
  95022. */
  95023. constructor(name: string, scene?: Nullable<Scene>);
  95024. /**
  95025. * Returns the string "AbstractMesh"
  95026. * @returns "AbstractMesh"
  95027. */
  95028. getClassName(): string;
  95029. /**
  95030. * Gets a string representation of the current mesh
  95031. * @param fullDetails defines a boolean indicating if full details must be included
  95032. * @returns a string representation of the current mesh
  95033. */
  95034. toString(fullDetails?: boolean): string;
  95035. /**
  95036. * @hidden
  95037. */
  95038. protected _getEffectiveParent(): Nullable<Node>;
  95039. /** @hidden */
  95040. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  95041. /** @hidden */
  95042. _rebuild(): void;
  95043. /** @hidden */
  95044. _resyncLightSources(): void;
  95045. /** @hidden */
  95046. _resyncLighSource(light: Light): void;
  95047. /** @hidden */
  95048. _unBindEffect(): void;
  95049. /** @hidden */
  95050. _removeLightSource(light: Light, dispose: boolean): void;
  95051. private _markSubMeshesAsDirty;
  95052. /** @hidden */
  95053. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  95054. /** @hidden */
  95055. _markSubMeshesAsAttributesDirty(): void;
  95056. /** @hidden */
  95057. _markSubMeshesAsMiscDirty(): void;
  95058. /**
  95059. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  95060. */
  95061. scaling: Vector3;
  95062. /**
  95063. * Returns true if the mesh is blocked. Implemented by child classes
  95064. */
  95065. readonly isBlocked: boolean;
  95066. /**
  95067. * Returns the mesh itself by default. Implemented by child classes
  95068. * @param camera defines the camera to use to pick the right LOD level
  95069. * @returns the currentAbstractMesh
  95070. */
  95071. getLOD(camera: Camera): Nullable<AbstractMesh>;
  95072. /**
  95073. * Returns 0 by default. Implemented by child classes
  95074. * @returns an integer
  95075. */
  95076. getTotalVertices(): number;
  95077. /**
  95078. * Returns a positive integer : the total number of indices in this mesh geometry.
  95079. * @returns the numner of indices or zero if the mesh has no geometry.
  95080. */
  95081. getTotalIndices(): number;
  95082. /**
  95083. * Returns null by default. Implemented by child classes
  95084. * @returns null
  95085. */
  95086. getIndices(): Nullable<IndicesArray>;
  95087. /**
  95088. * Returns the array of the requested vertex data kind. Implemented by child classes
  95089. * @param kind defines the vertex data kind to use
  95090. * @returns null
  95091. */
  95092. getVerticesData(kind: string): Nullable<FloatArray>;
  95093. /**
  95094. * Sets the vertex data of the mesh geometry for the requested `kind`.
  95095. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  95096. * Note that a new underlying VertexBuffer object is created each call.
  95097. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  95098. * @param kind defines vertex data kind:
  95099. * * VertexBuffer.PositionKind
  95100. * * VertexBuffer.UVKind
  95101. * * VertexBuffer.UV2Kind
  95102. * * VertexBuffer.UV3Kind
  95103. * * VertexBuffer.UV4Kind
  95104. * * VertexBuffer.UV5Kind
  95105. * * VertexBuffer.UV6Kind
  95106. * * VertexBuffer.ColorKind
  95107. * * VertexBuffer.MatricesIndicesKind
  95108. * * VertexBuffer.MatricesIndicesExtraKind
  95109. * * VertexBuffer.MatricesWeightsKind
  95110. * * VertexBuffer.MatricesWeightsExtraKind
  95111. * @param data defines the data source
  95112. * @param updatable defines if the data must be flagged as updatable (or static)
  95113. * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind
  95114. * @returns the current mesh
  95115. */
  95116. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  95117. /**
  95118. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  95119. * If the mesh has no geometry, it is simply returned as it is.
  95120. * @param kind defines vertex data kind:
  95121. * * VertexBuffer.PositionKind
  95122. * * VertexBuffer.UVKind
  95123. * * VertexBuffer.UV2Kind
  95124. * * VertexBuffer.UV3Kind
  95125. * * VertexBuffer.UV4Kind
  95126. * * VertexBuffer.UV5Kind
  95127. * * VertexBuffer.UV6Kind
  95128. * * VertexBuffer.ColorKind
  95129. * * VertexBuffer.MatricesIndicesKind
  95130. * * VertexBuffer.MatricesIndicesExtraKind
  95131. * * VertexBuffer.MatricesWeightsKind
  95132. * * VertexBuffer.MatricesWeightsExtraKind
  95133. * @param data defines the data source
  95134. * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed
  95135. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  95136. * @returns the current mesh
  95137. */
  95138. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  95139. /**
  95140. * Sets the mesh indices,
  95141. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  95142. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  95143. * @param totalVertices Defines the total number of vertices
  95144. * @returns the current mesh
  95145. */
  95146. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  95147. /**
  95148. * Gets a boolean indicating if specific vertex data is present
  95149. * @param kind defines the vertex data kind to use
  95150. * @returns true is data kind is present
  95151. */
  95152. isVerticesDataPresent(kind: string): boolean;
  95153. /**
  95154. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  95155. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  95156. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  95157. * @returns a BoundingInfo
  95158. */
  95159. getBoundingInfo(): BoundingInfo;
  95160. /**
  95161. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  95162. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  95163. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  95164. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  95165. * @returns the current mesh
  95166. */
  95167. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  95168. /**
  95169. * Overwrite the current bounding info
  95170. * @param boundingInfo defines the new bounding info
  95171. * @returns the current mesh
  95172. */
  95173. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  95174. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  95175. readonly useBones: boolean;
  95176. /** @hidden */
  95177. _preActivate(): void;
  95178. /** @hidden */
  95179. _preActivateForIntermediateRendering(renderId: number): void;
  95180. /** @hidden */
  95181. _activate(renderId: number, intermediateRendering: boolean): boolean;
  95182. /** @hidden */
  95183. _postActivate(): void;
  95184. /** @hidden */
  95185. _freeze(): void;
  95186. /** @hidden */
  95187. _unFreeze(): void;
  95188. /**
  95189. * Gets the current world matrix
  95190. * @returns a Matrix
  95191. */
  95192. getWorldMatrix(): Matrix;
  95193. /** @hidden */
  95194. _getWorldMatrixDeterminant(): number;
  95195. /**
  95196. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  95197. */
  95198. readonly isAnInstance: boolean;
  95199. /**
  95200. * Gets a boolean indicating if this mesh has instances
  95201. */
  95202. readonly hasInstances: boolean;
  95203. /**
  95204. * Perform relative position change from the point of view of behind the front of the mesh.
  95205. * This is performed taking into account the meshes current rotation, so you do not have to care.
  95206. * Supports definition of mesh facing forward or backward
  95207. * @param amountRight defines the distance on the right axis
  95208. * @param amountUp defines the distance on the up axis
  95209. * @param amountForward defines the distance on the forward axis
  95210. * @returns the current mesh
  95211. */
  95212. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  95213. /**
  95214. * Calculate relative position change from the point of view of behind the front of the mesh.
  95215. * This is performed taking into account the meshes current rotation, so you do not have to care.
  95216. * Supports definition of mesh facing forward or backward
  95217. * @param amountRight defines the distance on the right axis
  95218. * @param amountUp defines the distance on the up axis
  95219. * @param amountForward defines the distance on the forward axis
  95220. * @returns the new displacement vector
  95221. */
  95222. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  95223. /**
  95224. * Perform relative rotation change from the point of view of behind the front of the mesh.
  95225. * Supports definition of mesh facing forward or backward
  95226. * @param flipBack defines the flip
  95227. * @param twirlClockwise defines the twirl
  95228. * @param tiltRight defines the tilt
  95229. * @returns the current mesh
  95230. */
  95231. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  95232. /**
  95233. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  95234. * Supports definition of mesh facing forward or backward.
  95235. * @param flipBack defines the flip
  95236. * @param twirlClockwise defines the twirl
  95237. * @param tiltRight defines the tilt
  95238. * @returns the new rotation vector
  95239. */
  95240. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  95241. /**
  95242. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  95243. * This means the mesh underlying bounding box and sphere are recomputed.
  95244. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  95245. * @returns the current mesh
  95246. */
  95247. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  95248. /** @hidden */
  95249. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  95250. /** @hidden */
  95251. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  95252. /** @hidden */
  95253. _updateBoundingInfo(): AbstractMesh;
  95254. /** @hidden */
  95255. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  95256. /** @hidden */
  95257. protected _afterComputeWorldMatrix(): void;
  95258. /** @hidden */
  95259. readonly _effectiveMesh: AbstractMesh;
  95260. /**
  95261. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  95262. * A mesh is in the frustum if its bounding box intersects the frustum
  95263. * @param frustumPlanes defines the frustum to test
  95264. * @returns true if the mesh is in the frustum planes
  95265. */
  95266. isInFrustum(frustumPlanes: Plane[]): boolean;
  95267. /**
  95268. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  95269. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  95270. * @param frustumPlanes defines the frustum to test
  95271. * @returns true if the mesh is completely in the frustum planes
  95272. */
  95273. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  95274. /**
  95275. * True if the mesh intersects another mesh or a SolidParticle object
  95276. * @param mesh defines a target mesh or SolidParticle to test
  95277. * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)
  95278. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  95279. * @returns true if there is an intersection
  95280. */
  95281. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  95282. /**
  95283. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  95284. * @param point defines the point to test
  95285. * @returns true if there is an intersection
  95286. */
  95287. intersectsPoint(point: Vector3): boolean;
  95288. /**
  95289. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  95290. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  95291. */
  95292. checkCollisions: boolean;
  95293. /**
  95294. * Gets Collider object used to compute collisions (not physics)
  95295. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  95296. */
  95297. readonly collider: Nullable<Collider>;
  95298. /**
  95299. * Move the mesh using collision engine
  95300. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  95301. * @param displacement defines the requested displacement vector
  95302. * @returns the current mesh
  95303. */
  95304. moveWithCollisions(displacement: Vector3): AbstractMesh;
  95305. private _onCollisionPositionChange;
  95306. /** @hidden */
  95307. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  95308. /** @hidden */
  95309. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  95310. /** @hidden */
  95311. _checkCollision(collider: Collider): AbstractMesh;
  95312. /** @hidden */
  95313. _generatePointsArray(): boolean;
  95314. /**
  95315. * Checks if the passed Ray intersects with the mesh
  95316. * @param ray defines the ray to use
  95317. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  95318. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  95319. * @returns the picking info
  95320. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  95321. */
  95322. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  95323. /**
  95324. * Clones the current mesh
  95325. * @param name defines the mesh name
  95326. * @param newParent defines the new mesh parent
  95327. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  95328. * @returns the new mesh
  95329. */
  95330. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  95331. /**
  95332. * Disposes all the submeshes of the current meshnp
  95333. * @returns the current mesh
  95334. */
  95335. releaseSubMeshes(): AbstractMesh;
  95336. /**
  95337. * Releases resources associated with this abstract mesh.
  95338. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  95339. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  95340. */
  95341. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  95342. /**
  95343. * Adds the passed mesh as a child to the current mesh
  95344. * @param mesh defines the child mesh
  95345. * @returns the current mesh
  95346. */
  95347. addChild(mesh: AbstractMesh): AbstractMesh;
  95348. /**
  95349. * Removes the passed mesh from the current mesh children list
  95350. * @param mesh defines the child mesh
  95351. * @returns the current mesh
  95352. */
  95353. removeChild(mesh: AbstractMesh): AbstractMesh;
  95354. /** @hidden */
  95355. private _initFacetData;
  95356. /**
  95357. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  95358. * This method can be called within the render loop.
  95359. * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
  95360. * @returns the current mesh
  95361. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95362. */
  95363. updateFacetData(): AbstractMesh;
  95364. /**
  95365. * Returns the facetLocalNormals array.
  95366. * The normals are expressed in the mesh local spac
  95367. * @returns an array of Vector3
  95368. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95369. */
  95370. getFacetLocalNormals(): Vector3[];
  95371. /**
  95372. * Returns the facetLocalPositions array.
  95373. * The facet positions are expressed in the mesh local space
  95374. * @returns an array of Vector3
  95375. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95376. */
  95377. getFacetLocalPositions(): Vector3[];
  95378. /**
  95379. * Returns the facetLocalPartioning array
  95380. * @returns an array of array of numbers
  95381. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95382. */
  95383. getFacetLocalPartitioning(): number[][];
  95384. /**
  95385. * Returns the i-th facet position in the world system.
  95386. * This method allocates a new Vector3 per call
  95387. * @param i defines the facet index
  95388. * @returns a new Vector3
  95389. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95390. */
  95391. getFacetPosition(i: number): Vector3;
  95392. /**
  95393. * Sets the reference Vector3 with the i-th facet position in the world system
  95394. * @param i defines the facet index
  95395. * @param ref defines the target vector
  95396. * @returns the current mesh
  95397. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95398. */
  95399. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  95400. /**
  95401. * Returns the i-th facet normal in the world system.
  95402. * This method allocates a new Vector3 per call
  95403. * @param i defines the facet index
  95404. * @returns a new Vector3
  95405. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95406. */
  95407. getFacetNormal(i: number): Vector3;
  95408. /**
  95409. * Sets the reference Vector3 with the i-th facet normal in the world system
  95410. * @param i defines the facet index
  95411. * @param ref defines the target vector
  95412. * @returns the current mesh
  95413. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95414. */
  95415. getFacetNormalToRef(i: number, ref: Vector3): this;
  95416. /**
  95417. * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
  95418. * @param x defines x coordinate
  95419. * @param y defines y coordinate
  95420. * @param z defines z coordinate
  95421. * @returns the array of facet indexes
  95422. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95423. */
  95424. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  95425. /**
  95426. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  95427. * @param projected sets as the (x,y,z) world projection on the facet
  95428. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  95429. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  95430. * @param x defines x coordinate
  95431. * @param y defines y coordinate
  95432. * @param z defines z coordinate
  95433. * @returns the face index if found (or null instead)
  95434. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95435. */
  95436. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  95437. /**
  95438. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  95439. * @param projected sets as the (x,y,z) local projection on the facet
  95440. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  95441. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  95442. * @param x defines x coordinate
  95443. * @param y defines y coordinate
  95444. * @param z defines z coordinate
  95445. * @returns the face index if found (or null instead)
  95446. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95447. */
  95448. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  95449. /**
  95450. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  95451. * @returns the parameters
  95452. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95453. */
  95454. getFacetDataParameters(): any;
  95455. /**
  95456. * Disables the feature FacetData and frees the related memory
  95457. * @returns the current mesh
  95458. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95459. */
  95460. disableFacetData(): AbstractMesh;
  95461. /**
  95462. * Updates the AbstractMesh indices array
  95463. * @param indices defines the data source
  95464. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  95465. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  95466. * @returns the current mesh
  95467. */
  95468. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  95469. /**
  95470. * Creates new normals data for the mesh
  95471. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  95472. * @returns the current mesh
  95473. */
  95474. createNormals(updatable: boolean): AbstractMesh;
  95475. /**
  95476. * Align the mesh with a normal
  95477. * @param normal defines the normal to use
  95478. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  95479. * @returns the current mesh
  95480. */
  95481. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  95482. /** @hidden */
  95483. _checkOcclusionQuery(): boolean;
  95484. /**
  95485. * Disables the mesh edge rendering mode
  95486. * @returns the currentAbstractMesh
  95487. */
  95488. disableEdgesRendering(): AbstractMesh;
  95489. /**
  95490. * Enables the edge rendering mode on the mesh.
  95491. * This mode makes the mesh edges visible
  95492. * @param epsilon defines the maximal distance between two angles to detect a face
  95493. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  95494. * @returns the currentAbstractMesh
  95495. * @see https://www.babylonjs-playground.com/#19O9TU#0
  95496. */
  95497. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  95498. }
  95499. }
  95500. declare module BABYLON {
  95501. /**
  95502. * Interface used to define ActionEvent
  95503. */
  95504. export interface IActionEvent {
  95505. /** The mesh or sprite that triggered the action */
  95506. source: any;
  95507. /** The X mouse cursor position at the time of the event */
  95508. pointerX: number;
  95509. /** The Y mouse cursor position at the time of the event */
  95510. pointerY: number;
  95511. /** The mesh that is currently pointed at (can be null) */
  95512. meshUnderPointer: Nullable<AbstractMesh>;
  95513. /** the original (browser) event that triggered the ActionEvent */
  95514. sourceEvent?: any;
  95515. /** additional data for the event */
  95516. additionalData?: any;
  95517. }
  95518. /**
  95519. * ActionEvent is the event being sent when an action is triggered.
  95520. */
  95521. export class ActionEvent implements IActionEvent {
  95522. /** The mesh or sprite that triggered the action */
  95523. source: any;
  95524. /** The X mouse cursor position at the time of the event */
  95525. pointerX: number;
  95526. /** The Y mouse cursor position at the time of the event */
  95527. pointerY: number;
  95528. /** The mesh that is currently pointed at (can be null) */
  95529. meshUnderPointer: Nullable<AbstractMesh>;
  95530. /** the original (browser) event that triggered the ActionEvent */
  95531. sourceEvent?: any;
  95532. /** additional data for the event */
  95533. additionalData?: any;
  95534. /**
  95535. * Creates a new ActionEvent
  95536. * @param source The mesh or sprite that triggered the action
  95537. * @param pointerX The X mouse cursor position at the time of the event
  95538. * @param pointerY The Y mouse cursor position at the time of the event
  95539. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  95540. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  95541. * @param additionalData additional data for the event
  95542. */
  95543. constructor(
  95544. /** The mesh or sprite that triggered the action */
  95545. source: any,
  95546. /** The X mouse cursor position at the time of the event */
  95547. pointerX: number,
  95548. /** The Y mouse cursor position at the time of the event */
  95549. pointerY: number,
  95550. /** The mesh that is currently pointed at (can be null) */
  95551. meshUnderPointer: Nullable<AbstractMesh>,
  95552. /** the original (browser) event that triggered the ActionEvent */
  95553. sourceEvent?: any,
  95554. /** additional data for the event */
  95555. additionalData?: any);
  95556. /**
  95557. * Helper function to auto-create an ActionEvent from a source mesh.
  95558. * @param source The source mesh that triggered the event
  95559. * @param evt The original (browser) event
  95560. * @param additionalData additional data for the event
  95561. * @returns the new ActionEvent
  95562. */
  95563. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  95564. /**
  95565. * Helper function to auto-create an ActionEvent from a source sprite
  95566. * @param source The source sprite that triggered the event
  95567. * @param scene Scene associated with the sprite
  95568. * @param evt The original (browser) event
  95569. * @param additionalData additional data for the event
  95570. * @returns the new ActionEvent
  95571. */
  95572. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  95573. /**
  95574. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  95575. * @param scene the scene where the event occurred
  95576. * @param evt The original (browser) event
  95577. * @returns the new ActionEvent
  95578. */
  95579. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  95580. /**
  95581. * Helper function to auto-create an ActionEvent from a primitive
  95582. * @param prim defines the target primitive
  95583. * @param pointerPos defines the pointer position
  95584. * @param evt The original (browser) event
  95585. * @param additionalData additional data for the event
  95586. * @returns the new ActionEvent
  95587. */
  95588. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  95589. }
  95590. }
  95591. declare module BABYLON {
  95592. /**
  95593. * Abstract class used to decouple action Manager from scene and meshes.
  95594. * Do not instantiate.
  95595. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  95596. */
  95597. export abstract class AbstractActionManager implements IDisposable {
  95598. /** Gets the list of active triggers */
  95599. static Triggers: {
  95600. [key: string]: number;
  95601. };
  95602. /** Gets the cursor to use when hovering items */
  95603. hoverCursor: string;
  95604. /** Gets the list of actions */
  95605. actions: IAction[];
  95606. /**
  95607. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  95608. */
  95609. isRecursive: boolean;
  95610. /**
  95611. * Releases all associated resources
  95612. */
  95613. abstract dispose(): void;
  95614. /**
  95615. * Does this action manager has pointer triggers
  95616. */
  95617. abstract readonly hasPointerTriggers: boolean;
  95618. /**
  95619. * Does this action manager has pick triggers
  95620. */
  95621. abstract readonly hasPickTriggers: boolean;
  95622. /**
  95623. * Process a specific trigger
  95624. * @param trigger defines the trigger to process
  95625. * @param evt defines the event details to be processed
  95626. */
  95627. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  95628. /**
  95629. * Does this action manager handles actions of any of the given triggers
  95630. * @param triggers defines the triggers to be tested
  95631. * @return a boolean indicating whether one (or more) of the triggers is handled
  95632. */
  95633. abstract hasSpecificTriggers(triggers: number[]): boolean;
  95634. /**
  95635. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  95636. * speed.
  95637. * @param triggerA defines the trigger to be tested
  95638. * @param triggerB defines the trigger to be tested
  95639. * @return a boolean indicating whether one (or more) of the triggers is handled
  95640. */
  95641. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  95642. /**
  95643. * Does this action manager handles actions of a given trigger
  95644. * @param trigger defines the trigger to be tested
  95645. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  95646. * @return whether the trigger is handled
  95647. */
  95648. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  95649. /**
  95650. * Serialize this manager to a JSON object
  95651. * @param name defines the property name to store this manager
  95652. * @returns a JSON representation of this manager
  95653. */
  95654. abstract serialize(name: string): any;
  95655. /**
  95656. * Registers an action to this action manager
  95657. * @param action defines the action to be registered
  95658. * @return the action amended (prepared) after registration
  95659. */
  95660. abstract registerAction(action: IAction): Nullable<IAction>;
  95661. /**
  95662. * Unregisters an action to this action manager
  95663. * @param action defines the action to be unregistered
  95664. * @return a boolean indicating whether the action has been unregistered
  95665. */
  95666. abstract unregisterAction(action: IAction): Boolean;
  95667. /**
  95668. * Does exist one action manager with at least one trigger
  95669. **/
  95670. static readonly HasTriggers: boolean;
  95671. /**
  95672. * Does exist one action manager with at least one pick trigger
  95673. **/
  95674. static readonly HasPickTriggers: boolean;
  95675. /**
  95676. * Does exist one action manager that handles actions of a given trigger
  95677. * @param trigger defines the trigger to be tested
  95678. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  95679. **/
  95680. static HasSpecificTrigger(trigger: number): boolean;
  95681. }
  95682. }
  95683. declare module BABYLON {
  95684. /**
  95685. * Defines how a node can be built from a string name.
  95686. */
  95687. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  95688. /**
  95689. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  95690. */
  95691. export class Node implements IBehaviorAware<Node> {
  95692. /** @hidden */
  95693. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  95694. private static _NodeConstructors;
  95695. /**
  95696. * Add a new node constructor
  95697. * @param type defines the type name of the node to construct
  95698. * @param constructorFunc defines the constructor function
  95699. */
  95700. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  95701. /**
  95702. * Returns a node constructor based on type name
  95703. * @param type defines the type name
  95704. * @param name defines the new node name
  95705. * @param scene defines the hosting scene
  95706. * @param options defines optional options to transmit to constructors
  95707. * @returns the new constructor or null
  95708. */
  95709. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  95710. /**
  95711. * Gets or sets the name of the node
  95712. */
  95713. name: string;
  95714. /**
  95715. * Gets or sets the id of the node
  95716. */
  95717. id: string;
  95718. /**
  95719. * Gets or sets the unique id of the node
  95720. */
  95721. uniqueId: number;
  95722. /**
  95723. * Gets or sets a string used to store user defined state for the node
  95724. */
  95725. state: string;
  95726. /**
  95727. * Gets or sets an object used to store user defined information for the node
  95728. */
  95729. metadata: any;
  95730. /**
  95731. * For internal use only. Please do not use.
  95732. */
  95733. reservedDataStore: any;
  95734. /**
  95735. * List of inspectable custom properties (used by the Inspector)
  95736. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  95737. */
  95738. inspectableCustomProperties: IInspectable[];
  95739. private _doNotSerialize;
  95740. /**
  95741. * Gets or sets a boolean used to define if the node must be serialized
  95742. */
  95743. doNotSerialize: boolean;
  95744. /** @hidden */
  95745. _isDisposed: boolean;
  95746. /**
  95747. * Gets a list of Animations associated with the node
  95748. */
  95749. animations: Animation[];
  95750. protected _ranges: {
  95751. [name: string]: Nullable<AnimationRange>;
  95752. };
  95753. /**
  95754. * Callback raised when the node is ready to be used
  95755. */
  95756. onReady: Nullable<(node: Node) => void>;
  95757. private _isEnabled;
  95758. private _isParentEnabled;
  95759. private _isReady;
  95760. /** @hidden */
  95761. _currentRenderId: number;
  95762. private _parentUpdateId;
  95763. /** @hidden */
  95764. _childUpdateId: number;
  95765. /** @hidden */
  95766. _waitingParentId: Nullable<string>;
  95767. /** @hidden */
  95768. _scene: Scene;
  95769. /** @hidden */
  95770. _cache: any;
  95771. private _parentNode;
  95772. private _children;
  95773. /** @hidden */
  95774. _worldMatrix: Matrix;
  95775. /** @hidden */
  95776. _worldMatrixDeterminant: number;
  95777. /** @hidden */
  95778. _worldMatrixDeterminantIsDirty: boolean;
  95779. /** @hidden */
  95780. private _sceneRootNodesIndex;
  95781. /**
  95782. * Gets a boolean indicating if the node has been disposed
  95783. * @returns true if the node was disposed
  95784. */
  95785. isDisposed(): boolean;
  95786. /**
  95787. * Gets or sets the parent of the node (without keeping the current position in the scene)
  95788. * @see https://doc.babylonjs.com/how_to/parenting
  95789. */
  95790. parent: Nullable<Node>;
  95791. /** @hidden */
  95792. _addToSceneRootNodes(): void;
  95793. /** @hidden */
  95794. _removeFromSceneRootNodes(): void;
  95795. private _animationPropertiesOverride;
  95796. /**
  95797. * Gets or sets the animation properties override
  95798. */
  95799. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  95800. /**
  95801. * Gets a string idenfifying the name of the class
  95802. * @returns "Node" string
  95803. */
  95804. getClassName(): string;
  95805. /** @hidden */
  95806. readonly _isNode: boolean;
  95807. /**
  95808. * An event triggered when the mesh is disposed
  95809. */
  95810. onDisposeObservable: Observable<Node>;
  95811. private _onDisposeObserver;
  95812. /**
  95813. * Sets a callback that will be raised when the node will be disposed
  95814. */
  95815. onDispose: () => void;
  95816. /**
  95817. * Creates a new Node
  95818. * @param name the name and id to be given to this node
  95819. * @param scene the scene this node will be added to
  95820. */
  95821. constructor(name: string, scene?: Nullable<Scene>);
  95822. /**
  95823. * Gets the scene of the node
  95824. * @returns a scene
  95825. */
  95826. getScene(): Scene;
  95827. /**
  95828. * Gets the engine of the node
  95829. * @returns a Engine
  95830. */
  95831. getEngine(): Engine;
  95832. private _behaviors;
  95833. /**
  95834. * Attach a behavior to the node
  95835. * @see http://doc.babylonjs.com/features/behaviour
  95836. * @param behavior defines the behavior to attach
  95837. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  95838. * @returns the current Node
  95839. */
  95840. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  95841. /**
  95842. * Remove an attached behavior
  95843. * @see http://doc.babylonjs.com/features/behaviour
  95844. * @param behavior defines the behavior to attach
  95845. * @returns the current Node
  95846. */
  95847. removeBehavior(behavior: Behavior<Node>): Node;
  95848. /**
  95849. * Gets the list of attached behaviors
  95850. * @see http://doc.babylonjs.com/features/behaviour
  95851. */
  95852. readonly behaviors: Behavior<Node>[];
  95853. /**
  95854. * Gets an attached behavior by name
  95855. * @param name defines the name of the behavior to look for
  95856. * @see http://doc.babylonjs.com/features/behaviour
  95857. * @returns null if behavior was not found else the requested behavior
  95858. */
  95859. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  95860. /**
  95861. * Returns the latest update of the World matrix
  95862. * @returns a Matrix
  95863. */
  95864. getWorldMatrix(): Matrix;
  95865. /** @hidden */
  95866. _getWorldMatrixDeterminant(): number;
  95867. /**
  95868. * Returns directly the latest state of the mesh World matrix.
  95869. * A Matrix is returned.
  95870. */
  95871. readonly worldMatrixFromCache: Matrix;
  95872. /** @hidden */
  95873. _initCache(): void;
  95874. /** @hidden */
  95875. updateCache(force?: boolean): void;
  95876. /** @hidden */
  95877. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  95878. /** @hidden */
  95879. _updateCache(ignoreParentClass?: boolean): void;
  95880. /** @hidden */
  95881. _isSynchronized(): boolean;
  95882. /** @hidden */
  95883. _markSyncedWithParent(): void;
  95884. /** @hidden */
  95885. isSynchronizedWithParent(): boolean;
  95886. /** @hidden */
  95887. isSynchronized(): boolean;
  95888. /**
  95889. * Is this node ready to be used/rendered
  95890. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  95891. * @return true if the node is ready
  95892. */
  95893. isReady(completeCheck?: boolean): boolean;
  95894. /**
  95895. * Is this node enabled?
  95896. * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
  95897. * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
  95898. * @return whether this node (and its parent) is enabled
  95899. */
  95900. isEnabled(checkAncestors?: boolean): boolean;
  95901. /** @hidden */
  95902. protected _syncParentEnabledState(): void;
  95903. /**
  95904. * Set the enabled state of this node
  95905. * @param value defines the new enabled state
  95906. */
  95907. setEnabled(value: boolean): void;
  95908. /**
  95909. * Is this node a descendant of the given node?
  95910. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  95911. * @param ancestor defines the parent node to inspect
  95912. * @returns a boolean indicating if this node is a descendant of the given node
  95913. */
  95914. isDescendantOf(ancestor: Node): boolean;
  95915. /** @hidden */
  95916. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  95917. /**
  95918. * Will return all nodes that have this node as ascendant
  95919. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  95920. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  95921. * @return all children nodes of all types
  95922. */
  95923. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  95924. /**
  95925. * Get all child-meshes of this node
  95926. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
  95927. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  95928. * @returns an array of AbstractMesh
  95929. */
  95930. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  95931. /**
  95932. * Get all direct children of this node
  95933. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  95934. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  95935. * @returns an array of Node
  95936. */
  95937. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  95938. /** @hidden */
  95939. _setReady(state: boolean): void;
  95940. /**
  95941. * Get an animation by name
  95942. * @param name defines the name of the animation to look for
  95943. * @returns null if not found else the requested animation
  95944. */
  95945. getAnimationByName(name: string): Nullable<Animation>;
  95946. /**
  95947. * Creates an animation range for this node
  95948. * @param name defines the name of the range
  95949. * @param from defines the starting key
  95950. * @param to defines the end key
  95951. */
  95952. createAnimationRange(name: string, from: number, to: number): void;
  95953. /**
  95954. * Delete a specific animation range
  95955. * @param name defines the name of the range to delete
  95956. * @param deleteFrames defines if animation frames from the range must be deleted as well
  95957. */
  95958. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  95959. /**
  95960. * Get an animation range by name
  95961. * @param name defines the name of the animation range to look for
  95962. * @returns null if not found else the requested animation range
  95963. */
  95964. getAnimationRange(name: string): Nullable<AnimationRange>;
  95965. /**
  95966. * Gets the list of all animation ranges defined on this node
  95967. * @returns an array
  95968. */
  95969. getAnimationRanges(): Nullable<AnimationRange>[];
  95970. /**
  95971. * Will start the animation sequence
  95972. * @param name defines the range frames for animation sequence
  95973. * @param loop defines if the animation should loop (false by default)
  95974. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  95975. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  95976. * @returns the object created for this animation. If range does not exist, it will return null
  95977. */
  95978. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  95979. /**
  95980. * Serialize animation ranges into a JSON compatible object
  95981. * @returns serialization object
  95982. */
  95983. serializeAnimationRanges(): any;
  95984. /**
  95985. * Computes the world matrix of the node
  95986. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  95987. * @returns the world matrix
  95988. */
  95989. computeWorldMatrix(force?: boolean): Matrix;
  95990. /**
  95991. * Releases resources associated with this node.
  95992. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  95993. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  95994. */
  95995. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  95996. /**
  95997. * Parse animation range data from a serialization object and store them into a given node
  95998. * @param node defines where to store the animation ranges
  95999. * @param parsedNode defines the serialization object to read data from
  96000. * @param scene defines the hosting scene
  96001. */
  96002. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  96003. /**
  96004. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  96005. * @param includeDescendants Include bounding info from descendants as well (true by default)
  96006. * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
  96007. * @returns the new bounding vectors
  96008. */
  96009. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  96010. min: Vector3;
  96011. max: Vector3;
  96012. };
  96013. }
  96014. }
  96015. declare module BABYLON {
  96016. /**
  96017. * @hidden
  96018. */
  96019. export class _IAnimationState {
  96020. key: number;
  96021. repeatCount: number;
  96022. workValue?: any;
  96023. loopMode?: number;
  96024. offsetValue?: any;
  96025. highLimitValue?: any;
  96026. }
  96027. /**
  96028. * Class used to store any kind of animation
  96029. */
  96030. export class Animation {
  96031. /**Name of the animation */
  96032. name: string;
  96033. /**Property to animate */
  96034. targetProperty: string;
  96035. /**The frames per second of the animation */
  96036. framePerSecond: number;
  96037. /**The data type of the animation */
  96038. dataType: number;
  96039. /**The loop mode of the animation */
  96040. loopMode?: number | undefined;
  96041. /**Specifies if blending should be enabled */
  96042. enableBlending?: boolean | undefined;
  96043. /**
  96044. * Use matrix interpolation instead of using direct key value when animating matrices
  96045. */
  96046. static AllowMatricesInterpolation: boolean;
  96047. /**
  96048. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  96049. */
  96050. static AllowMatrixDecomposeForInterpolation: boolean;
  96051. /**
  96052. * Stores the key frames of the animation
  96053. */
  96054. private _keys;
  96055. /**
  96056. * Stores the easing function of the animation
  96057. */
  96058. private _easingFunction;
  96059. /**
  96060. * @hidden Internal use only
  96061. */
  96062. _runtimeAnimations: RuntimeAnimation[];
  96063. /**
  96064. * The set of event that will be linked to this animation
  96065. */
  96066. private _events;
  96067. /**
  96068. * Stores an array of target property paths
  96069. */
  96070. targetPropertyPath: string[];
  96071. /**
  96072. * Stores the blending speed of the animation
  96073. */
  96074. blendingSpeed: number;
  96075. /**
  96076. * Stores the animation ranges for the animation
  96077. */
  96078. private _ranges;
  96079. /**
  96080. * @hidden Internal use
  96081. */
  96082. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  96083. /**
  96084. * Sets up an animation
  96085. * @param property The property to animate
  96086. * @param animationType The animation type to apply
  96087. * @param framePerSecond The frames per second of the animation
  96088. * @param easingFunction The easing function used in the animation
  96089. * @returns The created animation
  96090. */
  96091. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  96092. /**
  96093. * Create and start an animation on a node
  96094. * @param name defines the name of the global animation that will be run on all nodes
  96095. * @param node defines the root node where the animation will take place
  96096. * @param targetProperty defines property to animate
  96097. * @param framePerSecond defines the number of frame per second yo use
  96098. * @param totalFrame defines the number of frames in total
  96099. * @param from defines the initial value
  96100. * @param to defines the final value
  96101. * @param loopMode defines which loop mode you want to use (off by default)
  96102. * @param easingFunction defines the easing function to use (linear by default)
  96103. * @param onAnimationEnd defines the callback to call when animation end
  96104. * @returns the animatable created for this animation
  96105. */
  96106. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  96107. /**
  96108. * Create and start an animation on a node and its descendants
  96109. * @param name defines the name of the global animation that will be run on all nodes
  96110. * @param node defines the root node where the animation will take place
  96111. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used
  96112. * @param targetProperty defines property to animate
  96113. * @param framePerSecond defines the number of frame per second to use
  96114. * @param totalFrame defines the number of frames in total
  96115. * @param from defines the initial value
  96116. * @param to defines the final value
  96117. * @param loopMode defines which loop mode you want to use (off by default)
  96118. * @param easingFunction defines the easing function to use (linear by default)
  96119. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  96120. * @returns the list of animatables created for all nodes
  96121. * @example https://www.babylonjs-playground.com/#MH0VLI
  96122. */
  96123. static CreateAndStartHierarchyAnimation(name: string, node: Node, directDescendantsOnly: boolean, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable[]>;
  96124. /**
  96125. * Creates a new animation, merges it with the existing animations and starts it
  96126. * @param name Name of the animation
  96127. * @param node Node which contains the scene that begins the animations
  96128. * @param targetProperty Specifies which property to animate
  96129. * @param framePerSecond The frames per second of the animation
  96130. * @param totalFrame The total number of frames
  96131. * @param from The frame at the beginning of the animation
  96132. * @param to The frame at the end of the animation
  96133. * @param loopMode Specifies the loop mode of the animation
  96134. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  96135. * @param onAnimationEnd Callback to run once the animation is complete
  96136. * @returns Nullable animation
  96137. */
  96138. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  96139. /**
  96140. * Transition property of an host to the target Value
  96141. * @param property The property to transition
  96142. * @param targetValue The target Value of the property
  96143. * @param host The object where the property to animate belongs
  96144. * @param scene Scene used to run the animation
  96145. * @param frameRate Framerate (in frame/s) to use
  96146. * @param transition The transition type we want to use
  96147. * @param duration The duration of the animation, in milliseconds
  96148. * @param onAnimationEnd Callback trigger at the end of the animation
  96149. * @returns Nullable animation
  96150. */
  96151. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  96152. /**
  96153. * Return the array of runtime animations currently using this animation
  96154. */
  96155. readonly runtimeAnimations: RuntimeAnimation[];
  96156. /**
  96157. * Specifies if any of the runtime animations are currently running
  96158. */
  96159. readonly hasRunningRuntimeAnimations: boolean;
  96160. /**
  96161. * Initializes the animation
  96162. * @param name Name of the animation
  96163. * @param targetProperty Property to animate
  96164. * @param framePerSecond The frames per second of the animation
  96165. * @param dataType The data type of the animation
  96166. * @param loopMode The loop mode of the animation
  96167. * @param enableBlending Specifies if blending should be enabled
  96168. */
  96169. constructor(
  96170. /**Name of the animation */
  96171. name: string,
  96172. /**Property to animate */
  96173. targetProperty: string,
  96174. /**The frames per second of the animation */
  96175. framePerSecond: number,
  96176. /**The data type of the animation */
  96177. dataType: number,
  96178. /**The loop mode of the animation */
  96179. loopMode?: number | undefined,
  96180. /**Specifies if blending should be enabled */
  96181. enableBlending?: boolean | undefined);
  96182. /**
  96183. * Converts the animation to a string
  96184. * @param fullDetails support for multiple levels of logging within scene loading
  96185. * @returns String form of the animation
  96186. */
  96187. toString(fullDetails?: boolean): string;
  96188. /**
  96189. * Add an event to this animation
  96190. * @param event Event to add
  96191. */
  96192. addEvent(event: AnimationEvent): void;
  96193. /**
  96194. * Remove all events found at the given frame
  96195. * @param frame The frame to remove events from
  96196. */
  96197. removeEvents(frame: number): void;
  96198. /**
  96199. * Retrieves all the events from the animation
  96200. * @returns Events from the animation
  96201. */
  96202. getEvents(): AnimationEvent[];
  96203. /**
  96204. * Creates an animation range
  96205. * @param name Name of the animation range
  96206. * @param from Starting frame of the animation range
  96207. * @param to Ending frame of the animation
  96208. */
  96209. createRange(name: string, from: number, to: number): void;
  96210. /**
  96211. * Deletes an animation range by name
  96212. * @param name Name of the animation range to delete
  96213. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  96214. */
  96215. deleteRange(name: string, deleteFrames?: boolean): void;
  96216. /**
  96217. * Gets the animation range by name, or null if not defined
  96218. * @param name Name of the animation range
  96219. * @returns Nullable animation range
  96220. */
  96221. getRange(name: string): Nullable<AnimationRange>;
  96222. /**
  96223. * Gets the key frames from the animation
  96224. * @returns The key frames of the animation
  96225. */
  96226. getKeys(): Array<IAnimationKey>;
  96227. /**
  96228. * Gets the highest frame rate of the animation
  96229. * @returns Highest frame rate of the animation
  96230. */
  96231. getHighestFrame(): number;
  96232. /**
  96233. * Gets the easing function of the animation
  96234. * @returns Easing function of the animation
  96235. */
  96236. getEasingFunction(): IEasingFunction;
  96237. /**
  96238. * Sets the easing function of the animation
  96239. * @param easingFunction A custom mathematical formula for animation
  96240. */
  96241. setEasingFunction(easingFunction: EasingFunction): void;
  96242. /**
  96243. * Interpolates a scalar linearly
  96244. * @param startValue Start value of the animation curve
  96245. * @param endValue End value of the animation curve
  96246. * @param gradient Scalar amount to interpolate
  96247. * @returns Interpolated scalar value
  96248. */
  96249. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  96250. /**
  96251. * Interpolates a scalar cubically
  96252. * @param startValue Start value of the animation curve
  96253. * @param outTangent End tangent of the animation
  96254. * @param endValue End value of the animation curve
  96255. * @param inTangent Start tangent of the animation curve
  96256. * @param gradient Scalar amount to interpolate
  96257. * @returns Interpolated scalar value
  96258. */
  96259. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  96260. /**
  96261. * Interpolates a quaternion using a spherical linear interpolation
  96262. * @param startValue Start value of the animation curve
  96263. * @param endValue End value of the animation curve
  96264. * @param gradient Scalar amount to interpolate
  96265. * @returns Interpolated quaternion value
  96266. */
  96267. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  96268. /**
  96269. * Interpolates a quaternion cubically
  96270. * @param startValue Start value of the animation curve
  96271. * @param outTangent End tangent of the animation curve
  96272. * @param endValue End value of the animation curve
  96273. * @param inTangent Start tangent of the animation curve
  96274. * @param gradient Scalar amount to interpolate
  96275. * @returns Interpolated quaternion value
  96276. */
  96277. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  96278. /**
  96279. * Interpolates a Vector3 linearl
  96280. * @param startValue Start value of the animation curve
  96281. * @param endValue End value of the animation curve
  96282. * @param gradient Scalar amount to interpolate
  96283. * @returns Interpolated scalar value
  96284. */
  96285. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  96286. /**
  96287. * Interpolates a Vector3 cubically
  96288. * @param startValue Start value of the animation curve
  96289. * @param outTangent End tangent of the animation
  96290. * @param endValue End value of the animation curve
  96291. * @param inTangent Start tangent of the animation curve
  96292. * @param gradient Scalar amount to interpolate
  96293. * @returns InterpolatedVector3 value
  96294. */
  96295. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  96296. /**
  96297. * Interpolates a Vector2 linearly
  96298. * @param startValue Start value of the animation curve
  96299. * @param endValue End value of the animation curve
  96300. * @param gradient Scalar amount to interpolate
  96301. * @returns Interpolated Vector2 value
  96302. */
  96303. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  96304. /**
  96305. * Interpolates a Vector2 cubically
  96306. * @param startValue Start value of the animation curve
  96307. * @param outTangent End tangent of the animation
  96308. * @param endValue End value of the animation curve
  96309. * @param inTangent Start tangent of the animation curve
  96310. * @param gradient Scalar amount to interpolate
  96311. * @returns Interpolated Vector2 value
  96312. */
  96313. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  96314. /**
  96315. * Interpolates a size linearly
  96316. * @param startValue Start value of the animation curve
  96317. * @param endValue End value of the animation curve
  96318. * @param gradient Scalar amount to interpolate
  96319. * @returns Interpolated Size value
  96320. */
  96321. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  96322. /**
  96323. * Interpolates a Color3 linearly
  96324. * @param startValue Start value of the animation curve
  96325. * @param endValue End value of the animation curve
  96326. * @param gradient Scalar amount to interpolate
  96327. * @returns Interpolated Color3 value
  96328. */
  96329. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  96330. /**
  96331. * Interpolates a Color4 linearly
  96332. * @param startValue Start value of the animation curve
  96333. * @param endValue End value of the animation curve
  96334. * @param gradient Scalar amount to interpolate
  96335. * @returns Interpolated Color3 value
  96336. */
  96337. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  96338. /**
  96339. * @hidden Internal use only
  96340. */
  96341. _getKeyValue(value: any): any;
  96342. /**
  96343. * @hidden Internal use only
  96344. */
  96345. _interpolate(currentFrame: number, state: _IAnimationState): any;
  96346. /**
  96347. * Defines the function to use to interpolate matrices
  96348. * @param startValue defines the start matrix
  96349. * @param endValue defines the end matrix
  96350. * @param gradient defines the gradient between both matrices
  96351. * @param result defines an optional target matrix where to store the interpolation
  96352. * @returns the interpolated matrix
  96353. */
  96354. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  96355. /**
  96356. * Makes a copy of the animation
  96357. * @returns Cloned animation
  96358. */
  96359. clone(): Animation;
  96360. /**
  96361. * Sets the key frames of the animation
  96362. * @param values The animation key frames to set
  96363. */
  96364. setKeys(values: Array<IAnimationKey>): void;
  96365. /**
  96366. * Serializes the animation to an object
  96367. * @returns Serialized object
  96368. */
  96369. serialize(): any;
  96370. /**
  96371. * Float animation type
  96372. */
  96373. static readonly ANIMATIONTYPE_FLOAT: number;
  96374. /**
  96375. * Vector3 animation type
  96376. */
  96377. static readonly ANIMATIONTYPE_VECTOR3: number;
  96378. /**
  96379. * Quaternion animation type
  96380. */
  96381. static readonly ANIMATIONTYPE_QUATERNION: number;
  96382. /**
  96383. * Matrix animation type
  96384. */
  96385. static readonly ANIMATIONTYPE_MATRIX: number;
  96386. /**
  96387. * Color3 animation type
  96388. */
  96389. static readonly ANIMATIONTYPE_COLOR3: number;
  96390. /**
  96391. * Color3 animation type
  96392. */
  96393. static readonly ANIMATIONTYPE_COLOR4: number;
  96394. /**
  96395. * Vector2 animation type
  96396. */
  96397. static readonly ANIMATIONTYPE_VECTOR2: number;
  96398. /**
  96399. * Size animation type
  96400. */
  96401. static readonly ANIMATIONTYPE_SIZE: number;
  96402. /**
  96403. * Relative Loop Mode
  96404. */
  96405. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  96406. /**
  96407. * Cycle Loop Mode
  96408. */
  96409. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  96410. /**
  96411. * Constant Loop Mode
  96412. */
  96413. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  96414. /** @hidden */
  96415. static _UniversalLerp(left: any, right: any, amount: number): any;
  96416. /**
  96417. * Parses an animation object and creates an animation
  96418. * @param parsedAnimation Parsed animation object
  96419. * @returns Animation object
  96420. */
  96421. static Parse(parsedAnimation: any): Animation;
  96422. /**
  96423. * Appends the serialized animations from the source animations
  96424. * @param source Source containing the animations
  96425. * @param destination Target to store the animations
  96426. */
  96427. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  96428. }
  96429. }
  96430. declare module BABYLON {
  96431. /**
  96432. * Interface containing an array of animations
  96433. */
  96434. export interface IAnimatable {
  96435. /**
  96436. * Array of animations
  96437. */
  96438. animations: Nullable<Array<Animation>>;
  96439. }
  96440. }
  96441. declare module BABYLON {
  96442. /**
  96443. * This represents all the required information to add a fresnel effect on a material:
  96444. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  96445. */
  96446. export class FresnelParameters {
  96447. private _isEnabled;
  96448. /**
  96449. * Define if the fresnel effect is enable or not.
  96450. */
  96451. isEnabled: boolean;
  96452. /**
  96453. * Define the color used on edges (grazing angle)
  96454. */
  96455. leftColor: Color3;
  96456. /**
  96457. * Define the color used on center
  96458. */
  96459. rightColor: Color3;
  96460. /**
  96461. * Define bias applied to computed fresnel term
  96462. */
  96463. bias: number;
  96464. /**
  96465. * Defined the power exponent applied to fresnel term
  96466. */
  96467. power: number;
  96468. /**
  96469. * Clones the current fresnel and its valuues
  96470. * @returns a clone fresnel configuration
  96471. */
  96472. clone(): FresnelParameters;
  96473. /**
  96474. * Serializes the current fresnel parameters to a JSON representation.
  96475. * @return the JSON serialization
  96476. */
  96477. serialize(): any;
  96478. /**
  96479. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  96480. * @param parsedFresnelParameters Define the JSON representation
  96481. * @returns the parsed parameters
  96482. */
  96483. static Parse(parsedFresnelParameters: any): FresnelParameters;
  96484. }
  96485. }
  96486. declare module BABYLON {
  96487. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  96488. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96489. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96490. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96491. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96492. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96493. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96494. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96495. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96496. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96497. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96498. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96499. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96500. /**
  96501. * Decorator used to define property that can be serialized as reference to a camera
  96502. * @param sourceName defines the name of the property to decorate
  96503. */
  96504. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96505. /**
  96506. * Class used to help serialization objects
  96507. */
  96508. export class SerializationHelper {
  96509. /** @hidden */
  96510. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  96511. /** @hidden */
  96512. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  96513. /** @hidden */
  96514. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  96515. /** @hidden */
  96516. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  96517. /**
  96518. * Appends the serialized animations from the source animations
  96519. * @param source Source containing the animations
  96520. * @param destination Target to store the animations
  96521. */
  96522. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  96523. /**
  96524. * Static function used to serialized a specific entity
  96525. * @param entity defines the entity to serialize
  96526. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  96527. * @returns a JSON compatible object representing the serialization of the entity
  96528. */
  96529. static Serialize<T>(entity: T, serializationObject?: any): any;
  96530. /**
  96531. * Creates a new entity from a serialization data object
  96532. * @param creationFunction defines a function used to instanciated the new entity
  96533. * @param source defines the source serialization data
  96534. * @param scene defines the hosting scene
  96535. * @param rootUrl defines the root url for resources
  96536. * @returns a new entity
  96537. */
  96538. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  96539. /**
  96540. * Clones an object
  96541. * @param creationFunction defines the function used to instanciate the new object
  96542. * @param source defines the source object
  96543. * @returns the cloned object
  96544. */
  96545. static Clone<T>(creationFunction: () => T, source: T): T;
  96546. /**
  96547. * Instanciates a new object based on a source one (some data will be shared between both object)
  96548. * @param creationFunction defines the function used to instanciate the new object
  96549. * @param source defines the source object
  96550. * @returns the new object
  96551. */
  96552. static Instanciate<T>(creationFunction: () => T, source: T): T;
  96553. }
  96554. }
  96555. declare module BABYLON {
  96556. /**
  96557. * Class used to manipulate GUIDs
  96558. */
  96559. export class GUID {
  96560. /**
  96561. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  96562. * Be aware Math.random() could cause collisions, but:
  96563. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  96564. * @returns a pseudo random id
  96565. */
  96566. static RandomId(): string;
  96567. }
  96568. }
  96569. declare module BABYLON {
  96570. /**
  96571. * Base class of all the textures in babylon.
  96572. * It groups all the common properties the materials, post process, lights... might need
  96573. * in order to make a correct use of the texture.
  96574. */
  96575. export class BaseTexture implements IAnimatable {
  96576. /**
  96577. * Default anisotropic filtering level for the application.
  96578. * It is set to 4 as a good tradeoff between perf and quality.
  96579. */
  96580. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  96581. /**
  96582. * Gets or sets the unique id of the texture
  96583. */
  96584. uniqueId: number;
  96585. /**
  96586. * Define the name of the texture.
  96587. */
  96588. name: string;
  96589. /**
  96590. * Gets or sets an object used to store user defined information.
  96591. */
  96592. metadata: any;
  96593. /**
  96594. * For internal use only. Please do not use.
  96595. */
  96596. reservedDataStore: any;
  96597. private _hasAlpha;
  96598. /**
  96599. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  96600. */
  96601. hasAlpha: boolean;
  96602. /**
  96603. * Defines if the alpha value should be determined via the rgb values.
  96604. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  96605. */
  96606. getAlphaFromRGB: boolean;
  96607. /**
  96608. * Intensity or strength of the texture.
  96609. * It is commonly used by materials to fine tune the intensity of the texture
  96610. */
  96611. level: number;
  96612. /**
  96613. * Define the UV chanel to use starting from 0 and defaulting to 0.
  96614. * This is part of the texture as textures usually maps to one uv set.
  96615. */
  96616. coordinatesIndex: number;
  96617. private _coordinatesMode;
  96618. /**
  96619. * How a texture is mapped.
  96620. *
  96621. * | Value | Type | Description |
  96622. * | ----- | ----------------------------------- | ----------- |
  96623. * | 0 | EXPLICIT_MODE | |
  96624. * | 1 | SPHERICAL_MODE | |
  96625. * | 2 | PLANAR_MODE | |
  96626. * | 3 | CUBIC_MODE | |
  96627. * | 4 | PROJECTION_MODE | |
  96628. * | 5 | SKYBOX_MODE | |
  96629. * | 6 | INVCUBIC_MODE | |
  96630. * | 7 | EQUIRECTANGULAR_MODE | |
  96631. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  96632. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  96633. */
  96634. coordinatesMode: number;
  96635. /**
  96636. * | Value | Type | Description |
  96637. * | ----- | ------------------ | ----------- |
  96638. * | 0 | CLAMP_ADDRESSMODE | |
  96639. * | 1 | WRAP_ADDRESSMODE | |
  96640. * | 2 | MIRROR_ADDRESSMODE | |
  96641. */
  96642. wrapU: number;
  96643. /**
  96644. * | Value | Type | Description |
  96645. * | ----- | ------------------ | ----------- |
  96646. * | 0 | CLAMP_ADDRESSMODE | |
  96647. * | 1 | WRAP_ADDRESSMODE | |
  96648. * | 2 | MIRROR_ADDRESSMODE | |
  96649. */
  96650. wrapV: number;
  96651. /**
  96652. * | Value | Type | Description |
  96653. * | ----- | ------------------ | ----------- |
  96654. * | 0 | CLAMP_ADDRESSMODE | |
  96655. * | 1 | WRAP_ADDRESSMODE | |
  96656. * | 2 | MIRROR_ADDRESSMODE | |
  96657. */
  96658. wrapR: number;
  96659. /**
  96660. * With compliant hardware and browser (supporting anisotropic filtering)
  96661. * this defines the level of anisotropic filtering in the texture.
  96662. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  96663. */
  96664. anisotropicFilteringLevel: number;
  96665. /**
  96666. * Define if the texture is a cube texture or if false a 2d texture.
  96667. */
  96668. isCube: boolean;
  96669. /**
  96670. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  96671. */
  96672. is3D: boolean;
  96673. /**
  96674. * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
  96675. */
  96676. is2DArray: boolean;
  96677. /**
  96678. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  96679. * HDR texture are usually stored in linear space.
  96680. * This only impacts the PBR and Background materials
  96681. */
  96682. gammaSpace: boolean;
  96683. /**
  96684. * Gets or sets whether or not the texture contains RGBD data.
  96685. */
  96686. isRGBD: boolean;
  96687. /**
  96688. * Is Z inverted in the texture (useful in a cube texture).
  96689. */
  96690. invertZ: boolean;
  96691. /**
  96692. * Are mip maps generated for this texture or not.
  96693. */
  96694. readonly noMipmap: boolean;
  96695. /**
  96696. * @hidden
  96697. */
  96698. lodLevelInAlpha: boolean;
  96699. /**
  96700. * With prefiltered texture, defined the offset used during the prefiltering steps.
  96701. */
  96702. lodGenerationOffset: number;
  96703. /**
  96704. * With prefiltered texture, defined the scale used during the prefiltering steps.
  96705. */
  96706. lodGenerationScale: number;
  96707. /**
  96708. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  96709. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  96710. * average roughness values.
  96711. */
  96712. linearSpecularLOD: boolean;
  96713. /**
  96714. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  96715. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  96716. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  96717. */
  96718. irradianceTexture: Nullable<BaseTexture>;
  96719. /**
  96720. * Define if the texture is a render target.
  96721. */
  96722. isRenderTarget: boolean;
  96723. /**
  96724. * Define the unique id of the texture in the scene.
  96725. */
  96726. readonly uid: string;
  96727. /**
  96728. * Return a string representation of the texture.
  96729. * @returns the texture as a string
  96730. */
  96731. toString(): string;
  96732. /**
  96733. * Get the class name of the texture.
  96734. * @returns "BaseTexture"
  96735. */
  96736. getClassName(): string;
  96737. /**
  96738. * Define the list of animation attached to the texture.
  96739. */
  96740. animations: Animation[];
  96741. /**
  96742. * An event triggered when the texture is disposed.
  96743. */
  96744. onDisposeObservable: Observable<BaseTexture>;
  96745. private _onDisposeObserver;
  96746. /**
  96747. * Callback triggered when the texture has been disposed.
  96748. * Kept for back compatibility, you can use the onDisposeObservable instead.
  96749. */
  96750. onDispose: () => void;
  96751. /**
  96752. * Define the current state of the loading sequence when in delayed load mode.
  96753. */
  96754. delayLoadState: number;
  96755. private _scene;
  96756. /** @hidden */
  96757. _texture: Nullable<InternalTexture>;
  96758. private _uid;
  96759. /**
  96760. * Define if the texture is preventinga material to render or not.
  96761. * If not and the texture is not ready, the engine will use a default black texture instead.
  96762. */
  96763. readonly isBlocking: boolean;
  96764. /**
  96765. * Instantiates a new BaseTexture.
  96766. * Base class of all the textures in babylon.
  96767. * It groups all the common properties the materials, post process, lights... might need
  96768. * in order to make a correct use of the texture.
  96769. * @param scene Define the scene the texture blongs to
  96770. */
  96771. constructor(scene: Nullable<Scene>);
  96772. /**
  96773. * Get the scene the texture belongs to.
  96774. * @returns the scene or null if undefined
  96775. */
  96776. getScene(): Nullable<Scene>;
  96777. /**
  96778. * Get the texture transform matrix used to offset tile the texture for istance.
  96779. * @returns the transformation matrix
  96780. */
  96781. getTextureMatrix(): Matrix;
  96782. /**
  96783. * Get the texture reflection matrix used to rotate/transform the reflection.
  96784. * @returns the reflection matrix
  96785. */
  96786. getReflectionTextureMatrix(): Matrix;
  96787. /**
  96788. * Get the underlying lower level texture from Babylon.
  96789. * @returns the insternal texture
  96790. */
  96791. getInternalTexture(): Nullable<InternalTexture>;
  96792. /**
  96793. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  96794. * @returns true if ready or not blocking
  96795. */
  96796. isReadyOrNotBlocking(): boolean;
  96797. /**
  96798. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  96799. * @returns true if fully ready
  96800. */
  96801. isReady(): boolean;
  96802. private _cachedSize;
  96803. /**
  96804. * Get the size of the texture.
  96805. * @returns the texture size.
  96806. */
  96807. getSize(): ISize;
  96808. /**
  96809. * Get the base size of the texture.
  96810. * It can be different from the size if the texture has been resized for POT for instance
  96811. * @returns the base size
  96812. */
  96813. getBaseSize(): ISize;
  96814. /**
  96815. * Update the sampling mode of the texture.
  96816. * Default is Trilinear mode.
  96817. *
  96818. * | Value | Type | Description |
  96819. * | ----- | ------------------ | ----------- |
  96820. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  96821. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  96822. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  96823. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  96824. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  96825. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  96826. * | 7 | NEAREST_LINEAR | |
  96827. * | 8 | NEAREST_NEAREST | |
  96828. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  96829. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  96830. * | 11 | LINEAR_LINEAR | |
  96831. * | 12 | LINEAR_NEAREST | |
  96832. *
  96833. * > _mag_: magnification filter (close to the viewer)
  96834. * > _min_: minification filter (far from the viewer)
  96835. * > _mip_: filter used between mip map levels
  96836. *@param samplingMode Define the new sampling mode of the texture
  96837. */
  96838. updateSamplingMode(samplingMode: number): void;
  96839. /**
  96840. * Scales the texture if is `canRescale()`
  96841. * @param ratio the resize factor we want to use to rescale
  96842. */
  96843. scale(ratio: number): void;
  96844. /**
  96845. * Get if the texture can rescale.
  96846. */
  96847. readonly canRescale: boolean;
  96848. /** @hidden */
  96849. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  96850. /** @hidden */
  96851. _rebuild(): void;
  96852. /**
  96853. * Triggers the load sequence in delayed load mode.
  96854. */
  96855. delayLoad(): void;
  96856. /**
  96857. * Clones the texture.
  96858. * @returns the cloned texture
  96859. */
  96860. clone(): Nullable<BaseTexture>;
  96861. /**
  96862. * Get the texture underlying type (INT, FLOAT...)
  96863. */
  96864. readonly textureType: number;
  96865. /**
  96866. * Get the texture underlying format (RGB, RGBA...)
  96867. */
  96868. readonly textureFormat: number;
  96869. /**
  96870. * Indicates that textures need to be re-calculated for all materials
  96871. */
  96872. protected _markAllSubMeshesAsTexturesDirty(): void;
  96873. /**
  96874. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  96875. * This will returns an RGBA array buffer containing either in values (0-255) or
  96876. * float values (0-1) depending of the underlying buffer type.
  96877. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  96878. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  96879. * @param buffer defines a user defined buffer to fill with data (can be null)
  96880. * @returns The Array buffer containing the pixels data.
  96881. */
  96882. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  96883. /**
  96884. * Release and destroy the underlying lower level texture aka internalTexture.
  96885. */
  96886. releaseInternalTexture(): void;
  96887. /** @hidden */
  96888. readonly _lodTextureHigh: Nullable<BaseTexture>;
  96889. /** @hidden */
  96890. readonly _lodTextureMid: Nullable<BaseTexture>;
  96891. /** @hidden */
  96892. readonly _lodTextureLow: Nullable<BaseTexture>;
  96893. /**
  96894. * Dispose the texture and release its associated resources.
  96895. */
  96896. dispose(): void;
  96897. /**
  96898. * Serialize the texture into a JSON representation that can be parsed later on.
  96899. * @returns the JSON representation of the texture
  96900. */
  96901. serialize(): any;
  96902. /**
  96903. * Helper function to be called back once a list of texture contains only ready textures.
  96904. * @param textures Define the list of textures to wait for
  96905. * @param callback Define the callback triggered once the entire list will be ready
  96906. */
  96907. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  96908. }
  96909. }
  96910. declare module BABYLON {
  96911. /**
  96912. * Options to be used when creating an effect.
  96913. */
  96914. export interface IEffectCreationOptions {
  96915. /**
  96916. * Atrributes that will be used in the shader.
  96917. */
  96918. attributes: string[];
  96919. /**
  96920. * Uniform varible names that will be set in the shader.
  96921. */
  96922. uniformsNames: string[];
  96923. /**
  96924. * Uniform buffer variable names that will be set in the shader.
  96925. */
  96926. uniformBuffersNames: string[];
  96927. /**
  96928. * Sampler texture variable names that will be set in the shader.
  96929. */
  96930. samplers: string[];
  96931. /**
  96932. * Define statements that will be set in the shader.
  96933. */
  96934. defines: any;
  96935. /**
  96936. * Possible fallbacks for this effect to improve performance when needed.
  96937. */
  96938. fallbacks: Nullable<IEffectFallbacks>;
  96939. /**
  96940. * Callback that will be called when the shader is compiled.
  96941. */
  96942. onCompiled: Nullable<(effect: Effect) => void>;
  96943. /**
  96944. * Callback that will be called if an error occurs during shader compilation.
  96945. */
  96946. onError: Nullable<(effect: Effect, errors: string) => void>;
  96947. /**
  96948. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  96949. */
  96950. indexParameters?: any;
  96951. /**
  96952. * Max number of lights that can be used in the shader.
  96953. */
  96954. maxSimultaneousLights?: number;
  96955. /**
  96956. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  96957. */
  96958. transformFeedbackVaryings?: Nullable<string[]>;
  96959. }
  96960. /**
  96961. * Effect containing vertex and fragment shader that can be executed on an object.
  96962. */
  96963. export class Effect implements IDisposable {
  96964. /**
  96965. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  96966. */
  96967. static ShadersRepository: string;
  96968. /**
  96969. * Name of the effect.
  96970. */
  96971. name: any;
  96972. /**
  96973. * String container all the define statements that should be set on the shader.
  96974. */
  96975. defines: string;
  96976. /**
  96977. * Callback that will be called when the shader is compiled.
  96978. */
  96979. onCompiled: Nullable<(effect: Effect) => void>;
  96980. /**
  96981. * Callback that will be called if an error occurs during shader compilation.
  96982. */
  96983. onError: Nullable<(effect: Effect, errors: string) => void>;
  96984. /**
  96985. * Callback that will be called when effect is bound.
  96986. */
  96987. onBind: Nullable<(effect: Effect) => void>;
  96988. /**
  96989. * Unique ID of the effect.
  96990. */
  96991. uniqueId: number;
  96992. /**
  96993. * Observable that will be called when the shader is compiled.
  96994. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  96995. */
  96996. onCompileObservable: Observable<Effect>;
  96997. /**
  96998. * Observable that will be called if an error occurs during shader compilation.
  96999. */
  97000. onErrorObservable: Observable<Effect>;
  97001. /** @hidden */
  97002. _onBindObservable: Nullable<Observable<Effect>>;
  97003. /**
  97004. * Observable that will be called when effect is bound.
  97005. */
  97006. readonly onBindObservable: Observable<Effect>;
  97007. /** @hidden */
  97008. _bonesComputationForcedToCPU: boolean;
  97009. private static _uniqueIdSeed;
  97010. private _engine;
  97011. private _uniformBuffersNames;
  97012. private _uniformsNames;
  97013. private _samplerList;
  97014. private _samplers;
  97015. private _isReady;
  97016. private _compilationError;
  97017. private _allFallbacksProcessed;
  97018. private _attributesNames;
  97019. private _attributes;
  97020. private _uniforms;
  97021. /**
  97022. * Key for the effect.
  97023. * @hidden
  97024. */
  97025. _key: string;
  97026. private _indexParameters;
  97027. private _fallbacks;
  97028. private _vertexSourceCode;
  97029. private _fragmentSourceCode;
  97030. private _vertexSourceCodeOverride;
  97031. private _fragmentSourceCodeOverride;
  97032. private _transformFeedbackVaryings;
  97033. /**
  97034. * Compiled shader to webGL program.
  97035. * @hidden
  97036. */
  97037. _pipelineContext: Nullable<IPipelineContext>;
  97038. private _valueCache;
  97039. private static _baseCache;
  97040. /**
  97041. * Instantiates an effect.
  97042. * An effect can be used to create/manage/execute vertex and fragment shaders.
  97043. * @param baseName Name of the effect.
  97044. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  97045. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  97046. * @param samplers List of sampler variables that will be passed to the shader.
  97047. * @param engine Engine to be used to render the effect
  97048. * @param defines Define statements to be added to the shader.
  97049. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  97050. * @param onCompiled Callback that will be called when the shader is compiled.
  97051. * @param onError Callback that will be called if an error occurs during shader compilation.
  97052. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  97053. */
  97054. constructor(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: Nullable<string[]>, engine?: ThinEngine, defines?: Nullable<string>, fallbacks?: Nullable<IEffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  97055. private _useFinalCode;
  97056. /**
  97057. * Unique key for this effect
  97058. */
  97059. readonly key: string;
  97060. /**
  97061. * If the effect has been compiled and prepared.
  97062. * @returns if the effect is compiled and prepared.
  97063. */
  97064. isReady(): boolean;
  97065. private _isReadyInternal;
  97066. /**
  97067. * The engine the effect was initialized with.
  97068. * @returns the engine.
  97069. */
  97070. getEngine(): Engine;
  97071. /**
  97072. * The pipeline context for this effect
  97073. * @returns the associated pipeline context
  97074. */
  97075. getPipelineContext(): Nullable<IPipelineContext>;
  97076. /**
  97077. * The set of names of attribute variables for the shader.
  97078. * @returns An array of attribute names.
  97079. */
  97080. getAttributesNames(): string[];
  97081. /**
  97082. * Returns the attribute at the given index.
  97083. * @param index The index of the attribute.
  97084. * @returns The location of the attribute.
  97085. */
  97086. getAttributeLocation(index: number): number;
  97087. /**
  97088. * Returns the attribute based on the name of the variable.
  97089. * @param name of the attribute to look up.
  97090. * @returns the attribute location.
  97091. */
  97092. getAttributeLocationByName(name: string): number;
  97093. /**
  97094. * The number of attributes.
  97095. * @returns the numnber of attributes.
  97096. */
  97097. getAttributesCount(): number;
  97098. /**
  97099. * Gets the index of a uniform variable.
  97100. * @param uniformName of the uniform to look up.
  97101. * @returns the index.
  97102. */
  97103. getUniformIndex(uniformName: string): number;
  97104. /**
  97105. * Returns the attribute based on the name of the variable.
  97106. * @param uniformName of the uniform to look up.
  97107. * @returns the location of the uniform.
  97108. */
  97109. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  97110. /**
  97111. * Returns an array of sampler variable names
  97112. * @returns The array of sampler variable neames.
  97113. */
  97114. getSamplers(): string[];
  97115. /**
  97116. * The error from the last compilation.
  97117. * @returns the error string.
  97118. */
  97119. getCompilationError(): string;
  97120. /**
  97121. * Gets a boolean indicating that all fallbacks were used during compilation
  97122. * @returns true if all fallbacks were used
  97123. */
  97124. allFallbacksProcessed(): boolean;
  97125. /**
  97126. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  97127. * @param func The callback to be used.
  97128. */
  97129. executeWhenCompiled(func: (effect: Effect) => void): void;
  97130. private _checkIsReady;
  97131. private _loadShader;
  97132. /**
  97133. * Recompiles the webGL program
  97134. * @param vertexSourceCode The source code for the vertex shader.
  97135. * @param fragmentSourceCode The source code for the fragment shader.
  97136. * @param onCompiled Callback called when completed.
  97137. * @param onError Callback called on error.
  97138. * @hidden
  97139. */
  97140. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  97141. /**
  97142. * Prepares the effect
  97143. * @hidden
  97144. */
  97145. _prepareEffect(): void;
  97146. private _processCompilationErrors;
  97147. /**
  97148. * Checks if the effect is supported. (Must be called after compilation)
  97149. */
  97150. readonly isSupported: boolean;
  97151. /**
  97152. * Binds a texture to the engine to be used as output of the shader.
  97153. * @param channel Name of the output variable.
  97154. * @param texture Texture to bind.
  97155. * @hidden
  97156. */
  97157. _bindTexture(channel: string, texture: InternalTexture): void;
  97158. /**
  97159. * Sets a texture on the engine to be used in the shader.
  97160. * @param channel Name of the sampler variable.
  97161. * @param texture Texture to set.
  97162. */
  97163. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  97164. /**
  97165. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  97166. * @param channel Name of the sampler variable.
  97167. * @param texture Texture to set.
  97168. */
  97169. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  97170. /**
  97171. * Sets an array of textures on the engine to be used in the shader.
  97172. * @param channel Name of the variable.
  97173. * @param textures Textures to set.
  97174. */
  97175. setTextureArray(channel: string, textures: BaseTexture[]): void;
  97176. /**
  97177. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  97178. * @param channel Name of the sampler variable.
  97179. * @param postProcess Post process to get the input texture from.
  97180. */
  97181. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  97182. /**
  97183. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  97184. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  97185. * @param channel Name of the sampler variable.
  97186. * @param postProcess Post process to get the output texture from.
  97187. */
  97188. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  97189. /** @hidden */
  97190. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  97191. /** @hidden */
  97192. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  97193. /** @hidden */
  97194. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  97195. /** @hidden */
  97196. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  97197. /**
  97198. * Binds a buffer to a uniform.
  97199. * @param buffer Buffer to bind.
  97200. * @param name Name of the uniform variable to bind to.
  97201. */
  97202. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  97203. /**
  97204. * Binds block to a uniform.
  97205. * @param blockName Name of the block to bind.
  97206. * @param index Index to bind.
  97207. */
  97208. bindUniformBlock(blockName: string, index: number): void;
  97209. /**
  97210. * Sets an interger value on a uniform variable.
  97211. * @param uniformName Name of the variable.
  97212. * @param value Value to be set.
  97213. * @returns this effect.
  97214. */
  97215. setInt(uniformName: string, value: number): Effect;
  97216. /**
  97217. * Sets an int array on a uniform variable.
  97218. * @param uniformName Name of the variable.
  97219. * @param array array to be set.
  97220. * @returns this effect.
  97221. */
  97222. setIntArray(uniformName: string, array: Int32Array): Effect;
  97223. /**
  97224. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  97225. * @param uniformName Name of the variable.
  97226. * @param array array to be set.
  97227. * @returns this effect.
  97228. */
  97229. setIntArray2(uniformName: string, array: Int32Array): Effect;
  97230. /**
  97231. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  97232. * @param uniformName Name of the variable.
  97233. * @param array array to be set.
  97234. * @returns this effect.
  97235. */
  97236. setIntArray3(uniformName: string, array: Int32Array): Effect;
  97237. /**
  97238. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  97239. * @param uniformName Name of the variable.
  97240. * @param array array to be set.
  97241. * @returns this effect.
  97242. */
  97243. setIntArray4(uniformName: string, array: Int32Array): Effect;
  97244. /**
  97245. * Sets an float array on a uniform variable.
  97246. * @param uniformName Name of the variable.
  97247. * @param array array to be set.
  97248. * @returns this effect.
  97249. */
  97250. setFloatArray(uniformName: string, array: Float32Array): Effect;
  97251. /**
  97252. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  97253. * @param uniformName Name of the variable.
  97254. * @param array array to be set.
  97255. * @returns this effect.
  97256. */
  97257. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  97258. /**
  97259. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  97260. * @param uniformName Name of the variable.
  97261. * @param array array to be set.
  97262. * @returns this effect.
  97263. */
  97264. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  97265. /**
  97266. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  97267. * @param uniformName Name of the variable.
  97268. * @param array array to be set.
  97269. * @returns this effect.
  97270. */
  97271. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  97272. /**
  97273. * Sets an array on a uniform variable.
  97274. * @param uniformName Name of the variable.
  97275. * @param array array to be set.
  97276. * @returns this effect.
  97277. */
  97278. setArray(uniformName: string, array: number[]): Effect;
  97279. /**
  97280. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  97281. * @param uniformName Name of the variable.
  97282. * @param array array to be set.
  97283. * @returns this effect.
  97284. */
  97285. setArray2(uniformName: string, array: number[]): Effect;
  97286. /**
  97287. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  97288. * @param uniformName Name of the variable.
  97289. * @param array array to be set.
  97290. * @returns this effect.
  97291. */
  97292. setArray3(uniformName: string, array: number[]): Effect;
  97293. /**
  97294. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  97295. * @param uniformName Name of the variable.
  97296. * @param array array to be set.
  97297. * @returns this effect.
  97298. */
  97299. setArray4(uniformName: string, array: number[]): Effect;
  97300. /**
  97301. * Sets matrices on a uniform variable.
  97302. * @param uniformName Name of the variable.
  97303. * @param matrices matrices to be set.
  97304. * @returns this effect.
  97305. */
  97306. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  97307. /**
  97308. * Sets matrix on a uniform variable.
  97309. * @param uniformName Name of the variable.
  97310. * @param matrix matrix to be set.
  97311. * @returns this effect.
  97312. */
  97313. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  97314. /**
  97315. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  97316. * @param uniformName Name of the variable.
  97317. * @param matrix matrix to be set.
  97318. * @returns this effect.
  97319. */
  97320. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  97321. /**
  97322. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  97323. * @param uniformName Name of the variable.
  97324. * @param matrix matrix to be set.
  97325. * @returns this effect.
  97326. */
  97327. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  97328. /**
  97329. * Sets a float on a uniform variable.
  97330. * @param uniformName Name of the variable.
  97331. * @param value value to be set.
  97332. * @returns this effect.
  97333. */
  97334. setFloat(uniformName: string, value: number): Effect;
  97335. /**
  97336. * Sets a boolean on a uniform variable.
  97337. * @param uniformName Name of the variable.
  97338. * @param bool value to be set.
  97339. * @returns this effect.
  97340. */
  97341. setBool(uniformName: string, bool: boolean): Effect;
  97342. /**
  97343. * Sets a Vector2 on a uniform variable.
  97344. * @param uniformName Name of the variable.
  97345. * @param vector2 vector2 to be set.
  97346. * @returns this effect.
  97347. */
  97348. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  97349. /**
  97350. * Sets a float2 on a uniform variable.
  97351. * @param uniformName Name of the variable.
  97352. * @param x First float in float2.
  97353. * @param y Second float in float2.
  97354. * @returns this effect.
  97355. */
  97356. setFloat2(uniformName: string, x: number, y: number): Effect;
  97357. /**
  97358. * Sets a Vector3 on a uniform variable.
  97359. * @param uniformName Name of the variable.
  97360. * @param vector3 Value to be set.
  97361. * @returns this effect.
  97362. */
  97363. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  97364. /**
  97365. * Sets a float3 on a uniform variable.
  97366. * @param uniformName Name of the variable.
  97367. * @param x First float in float3.
  97368. * @param y Second float in float3.
  97369. * @param z Third float in float3.
  97370. * @returns this effect.
  97371. */
  97372. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  97373. /**
  97374. * Sets a Vector4 on a uniform variable.
  97375. * @param uniformName Name of the variable.
  97376. * @param vector4 Value to be set.
  97377. * @returns this effect.
  97378. */
  97379. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  97380. /**
  97381. * Sets a float4 on a uniform variable.
  97382. * @param uniformName Name of the variable.
  97383. * @param x First float in float4.
  97384. * @param y Second float in float4.
  97385. * @param z Third float in float4.
  97386. * @param w Fourth float in float4.
  97387. * @returns this effect.
  97388. */
  97389. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  97390. /**
  97391. * Sets a Color3 on a uniform variable.
  97392. * @param uniformName Name of the variable.
  97393. * @param color3 Value to be set.
  97394. * @returns this effect.
  97395. */
  97396. setColor3(uniformName: string, color3: IColor3Like): Effect;
  97397. /**
  97398. * Sets a Color4 on a uniform variable.
  97399. * @param uniformName Name of the variable.
  97400. * @param color3 Value to be set.
  97401. * @param alpha Alpha value to be set.
  97402. * @returns this effect.
  97403. */
  97404. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  97405. /**
  97406. * Sets a Color4 on a uniform variable
  97407. * @param uniformName defines the name of the variable
  97408. * @param color4 defines the value to be set
  97409. * @returns this effect.
  97410. */
  97411. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  97412. /** Release all associated resources */
  97413. dispose(): void;
  97414. /**
  97415. * This function will add a new shader to the shader store
  97416. * @param name the name of the shader
  97417. * @param pixelShader optional pixel shader content
  97418. * @param vertexShader optional vertex shader content
  97419. */
  97420. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  97421. /**
  97422. * Store of each shader (The can be looked up using effect.key)
  97423. */
  97424. static ShadersStore: {
  97425. [key: string]: string;
  97426. };
  97427. /**
  97428. * Store of each included file for a shader (The can be looked up using effect.key)
  97429. */
  97430. static IncludesShadersStore: {
  97431. [key: string]: string;
  97432. };
  97433. /**
  97434. * Resets the cache of effects.
  97435. */
  97436. static ResetCache(): void;
  97437. }
  97438. }
  97439. declare module BABYLON {
  97440. /**
  97441. * Interface used to describe the capabilities of the engine relatively to the current browser
  97442. */
  97443. export interface EngineCapabilities {
  97444. /** Maximum textures units per fragment shader */
  97445. maxTexturesImageUnits: number;
  97446. /** Maximum texture units per vertex shader */
  97447. maxVertexTextureImageUnits: number;
  97448. /** Maximum textures units in the entire pipeline */
  97449. maxCombinedTexturesImageUnits: number;
  97450. /** Maximum texture size */
  97451. maxTextureSize: number;
  97452. /** Maximum texture samples */
  97453. maxSamples?: number;
  97454. /** Maximum cube texture size */
  97455. maxCubemapTextureSize: number;
  97456. /** Maximum render texture size */
  97457. maxRenderTextureSize: number;
  97458. /** Maximum number of vertex attributes */
  97459. maxVertexAttribs: number;
  97460. /** Maximum number of varyings */
  97461. maxVaryingVectors: number;
  97462. /** Maximum number of uniforms per vertex shader */
  97463. maxVertexUniformVectors: number;
  97464. /** Maximum number of uniforms per fragment shader */
  97465. maxFragmentUniformVectors: number;
  97466. /** Defines if standard derivates (dx/dy) are supported */
  97467. standardDerivatives: boolean;
  97468. /** Defines if s3tc texture compression is supported */
  97469. s3tc?: WEBGL_compressed_texture_s3tc;
  97470. /** Defines if pvrtc texture compression is supported */
  97471. pvrtc: any;
  97472. /** Defines if etc1 texture compression is supported */
  97473. etc1: any;
  97474. /** Defines if etc2 texture compression is supported */
  97475. etc2: any;
  97476. /** Defines if astc texture compression is supported */
  97477. astc: any;
  97478. /** Defines if float textures are supported */
  97479. textureFloat: boolean;
  97480. /** Defines if vertex array objects are supported */
  97481. vertexArrayObject: boolean;
  97482. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  97483. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  97484. /** Gets the maximum level of anisotropy supported */
  97485. maxAnisotropy: number;
  97486. /** Defines if instancing is supported */
  97487. instancedArrays: boolean;
  97488. /** Defines if 32 bits indices are supported */
  97489. uintIndices: boolean;
  97490. /** Defines if high precision shaders are supported */
  97491. highPrecisionShaderSupported: boolean;
  97492. /** Defines if depth reading in the fragment shader is supported */
  97493. fragmentDepthSupported: boolean;
  97494. /** Defines if float texture linear filtering is supported*/
  97495. textureFloatLinearFiltering: boolean;
  97496. /** Defines if rendering to float textures is supported */
  97497. textureFloatRender: boolean;
  97498. /** Defines if half float textures are supported*/
  97499. textureHalfFloat: boolean;
  97500. /** Defines if half float texture linear filtering is supported*/
  97501. textureHalfFloatLinearFiltering: boolean;
  97502. /** Defines if rendering to half float textures is supported */
  97503. textureHalfFloatRender: boolean;
  97504. /** Defines if textureLOD shader command is supported */
  97505. textureLOD: boolean;
  97506. /** Defines if draw buffers extension is supported */
  97507. drawBuffersExtension: boolean;
  97508. /** Defines if depth textures are supported */
  97509. depthTextureExtension: boolean;
  97510. /** Defines if float color buffer are supported */
  97511. colorBufferFloat: boolean;
  97512. /** Gets disjoint timer query extension (null if not supported) */
  97513. timerQuery?: EXT_disjoint_timer_query;
  97514. /** Defines if timestamp can be used with timer query */
  97515. canUseTimestampForTimerQuery: boolean;
  97516. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  97517. multiview?: any;
  97518. /** Defines if oculus multiview is supported (https://developer.oculus.com/documentation/oculus-browser/latest/concepts/browser-multiview/) */
  97519. oculusMultiview?: any;
  97520. /** Function used to let the system compiles shaders in background */
  97521. parallelShaderCompile?: {
  97522. COMPLETION_STATUS_KHR: number;
  97523. };
  97524. /** Max number of texture samples for MSAA */
  97525. maxMSAASamples: number;
  97526. /** Defines if the blend min max extension is supported */
  97527. blendMinMax: boolean;
  97528. }
  97529. }
  97530. declare module BABYLON {
  97531. /**
  97532. * @hidden
  97533. **/
  97534. export class DepthCullingState {
  97535. private _isDepthTestDirty;
  97536. private _isDepthMaskDirty;
  97537. private _isDepthFuncDirty;
  97538. private _isCullFaceDirty;
  97539. private _isCullDirty;
  97540. private _isZOffsetDirty;
  97541. private _isFrontFaceDirty;
  97542. private _depthTest;
  97543. private _depthMask;
  97544. private _depthFunc;
  97545. private _cull;
  97546. private _cullFace;
  97547. private _zOffset;
  97548. private _frontFace;
  97549. /**
  97550. * Initializes the state.
  97551. */
  97552. constructor();
  97553. readonly isDirty: boolean;
  97554. zOffset: number;
  97555. cullFace: Nullable<number>;
  97556. cull: Nullable<boolean>;
  97557. depthFunc: Nullable<number>;
  97558. depthMask: boolean;
  97559. depthTest: boolean;
  97560. frontFace: Nullable<number>;
  97561. reset(): void;
  97562. apply(gl: WebGLRenderingContext): void;
  97563. }
  97564. }
  97565. declare module BABYLON {
  97566. /**
  97567. * @hidden
  97568. **/
  97569. export class StencilState {
  97570. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  97571. static readonly ALWAYS: number;
  97572. /** Passed to stencilOperation to specify that stencil value must be kept */
  97573. static readonly KEEP: number;
  97574. /** Passed to stencilOperation to specify that stencil value must be replaced */
  97575. static readonly REPLACE: number;
  97576. private _isStencilTestDirty;
  97577. private _isStencilMaskDirty;
  97578. private _isStencilFuncDirty;
  97579. private _isStencilOpDirty;
  97580. private _stencilTest;
  97581. private _stencilMask;
  97582. private _stencilFunc;
  97583. private _stencilFuncRef;
  97584. private _stencilFuncMask;
  97585. private _stencilOpStencilFail;
  97586. private _stencilOpDepthFail;
  97587. private _stencilOpStencilDepthPass;
  97588. readonly isDirty: boolean;
  97589. stencilFunc: number;
  97590. stencilFuncRef: number;
  97591. stencilFuncMask: number;
  97592. stencilOpStencilFail: number;
  97593. stencilOpDepthFail: number;
  97594. stencilOpStencilDepthPass: number;
  97595. stencilMask: number;
  97596. stencilTest: boolean;
  97597. constructor();
  97598. reset(): void;
  97599. apply(gl: WebGLRenderingContext): void;
  97600. }
  97601. }
  97602. declare module BABYLON {
  97603. /**
  97604. * @hidden
  97605. **/
  97606. export class AlphaState {
  97607. private _isAlphaBlendDirty;
  97608. private _isBlendFunctionParametersDirty;
  97609. private _isBlendEquationParametersDirty;
  97610. private _isBlendConstantsDirty;
  97611. private _alphaBlend;
  97612. private _blendFunctionParameters;
  97613. private _blendEquationParameters;
  97614. private _blendConstants;
  97615. /**
  97616. * Initializes the state.
  97617. */
  97618. constructor();
  97619. readonly isDirty: boolean;
  97620. alphaBlend: boolean;
  97621. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  97622. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  97623. setAlphaEquationParameters(rgb: number, alpha: number): void;
  97624. reset(): void;
  97625. apply(gl: WebGLRenderingContext): void;
  97626. }
  97627. }
  97628. declare module BABYLON {
  97629. /** @hidden */
  97630. export class WebGL2ShaderProcessor implements IShaderProcessor {
  97631. attributeProcessor(attribute: string): string;
  97632. varyingProcessor(varying: string, isFragment: boolean): string;
  97633. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  97634. }
  97635. }
  97636. declare module BABYLON {
  97637. /**
  97638. * Interface for attribute information associated with buffer instanciation
  97639. */
  97640. export interface InstancingAttributeInfo {
  97641. /**
  97642. * Index/offset of the attribute in the vertex shader
  97643. */
  97644. index: number;
  97645. /**
  97646. * size of the attribute, 1, 2, 3 or 4
  97647. */
  97648. attributeSize: number;
  97649. /**
  97650. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  97651. * default is FLOAT
  97652. */
  97653. attributeType: number;
  97654. /**
  97655. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  97656. */
  97657. normalized: boolean;
  97658. /**
  97659. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  97660. */
  97661. offset: number;
  97662. /**
  97663. * Name of the GLSL attribute, for debugging purpose only
  97664. */
  97665. attributeName: string;
  97666. }
  97667. }
  97668. declare module BABYLON {
  97669. interface ThinEngine {
  97670. /**
  97671. * Update a video texture
  97672. * @param texture defines the texture to update
  97673. * @param video defines the video element to use
  97674. * @param invertY defines if data must be stored with Y axis inverted
  97675. */
  97676. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  97677. }
  97678. }
  97679. declare module BABYLON {
  97680. /**
  97681. * Settings for finer control over video usage
  97682. */
  97683. export interface VideoTextureSettings {
  97684. /**
  97685. * Applies `autoplay` to video, if specified
  97686. */
  97687. autoPlay?: boolean;
  97688. /**
  97689. * Applies `loop` to video, if specified
  97690. */
  97691. loop?: boolean;
  97692. /**
  97693. * Automatically updates internal texture from video at every frame in the render loop
  97694. */
  97695. autoUpdateTexture: boolean;
  97696. /**
  97697. * Image src displayed during the video loading or until the user interacts with the video.
  97698. */
  97699. poster?: string;
  97700. }
  97701. /**
  97702. * If you want to display a video in your scene, this is the special texture for that.
  97703. * This special texture works similar to other textures, with the exception of a few parameters.
  97704. * @see https://doc.babylonjs.com/how_to/video_texture
  97705. */
  97706. export class VideoTexture extends Texture {
  97707. /**
  97708. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  97709. */
  97710. readonly autoUpdateTexture: boolean;
  97711. /**
  97712. * The video instance used by the texture internally
  97713. */
  97714. readonly video: HTMLVideoElement;
  97715. private _onUserActionRequestedObservable;
  97716. /**
  97717. * Event triggerd when a dom action is required by the user to play the video.
  97718. * This happens due to recent changes in browser policies preventing video to auto start.
  97719. */
  97720. readonly onUserActionRequestedObservable: Observable<Texture>;
  97721. private _generateMipMaps;
  97722. private _engine;
  97723. private _stillImageCaptured;
  97724. private _displayingPosterTexture;
  97725. private _settings;
  97726. private _createInternalTextureOnEvent;
  97727. private _frameId;
  97728. /**
  97729. * Creates a video texture.
  97730. * If you want to display a video in your scene, this is the special texture for that.
  97731. * This special texture works similar to other textures, with the exception of a few parameters.
  97732. * @see https://doc.babylonjs.com/how_to/video_texture
  97733. * @param name optional name, will detect from video source, if not defined
  97734. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  97735. * @param scene is obviously the current scene.
  97736. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  97737. * @param invertY is false by default but can be used to invert video on Y axis
  97738. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  97739. * @param settings allows finer control over video usage
  97740. */
  97741. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  97742. private _getName;
  97743. private _getVideo;
  97744. private _createInternalTexture;
  97745. private reset;
  97746. /**
  97747. * @hidden Internal method to initiate `update`.
  97748. */
  97749. _rebuild(): void;
  97750. /**
  97751. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  97752. */
  97753. update(): void;
  97754. /**
  97755. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  97756. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  97757. */
  97758. updateTexture(isVisible: boolean): void;
  97759. protected _updateInternalTexture: () => void;
  97760. /**
  97761. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  97762. * @param url New url.
  97763. */
  97764. updateURL(url: string): void;
  97765. /**
  97766. * Dispose the texture and release its associated resources.
  97767. */
  97768. dispose(): void;
  97769. /**
  97770. * Creates a video texture straight from a stream.
  97771. * @param scene Define the scene the texture should be created in
  97772. * @param stream Define the stream the texture should be created from
  97773. * @returns The created video texture as a promise
  97774. */
  97775. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  97776. /**
  97777. * Creates a video texture straight from your WebCam video feed.
  97778. * @param scene Define the scene the texture should be created in
  97779. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  97780. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  97781. * @returns The created video texture as a promise
  97782. */
  97783. static CreateFromWebCamAsync(scene: Scene, constraints: {
  97784. minWidth: number;
  97785. maxWidth: number;
  97786. minHeight: number;
  97787. maxHeight: number;
  97788. deviceId: string;
  97789. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  97790. /**
  97791. * Creates a video texture straight from your WebCam video feed.
  97792. * @param scene Define the scene the texture should be created in
  97793. * @param onReady Define a callback to triggered once the texture will be ready
  97794. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  97795. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  97796. */
  97797. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  97798. minWidth: number;
  97799. maxWidth: number;
  97800. minHeight: number;
  97801. maxHeight: number;
  97802. deviceId: string;
  97803. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  97804. }
  97805. }
  97806. declare module BABYLON {
  97807. /**
  97808. * Defines the interface used by objects working like Scene
  97809. * @hidden
  97810. */
  97811. interface ISceneLike {
  97812. _addPendingData(data: any): void;
  97813. _removePendingData(data: any): void;
  97814. offlineProvider: IOfflineProvider;
  97815. }
  97816. /** Interface defining initialization parameters for Engine class */
  97817. export interface EngineOptions extends WebGLContextAttributes {
  97818. /**
  97819. * Defines if the engine should no exceed a specified device ratio
  97820. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  97821. */
  97822. limitDeviceRatio?: number;
  97823. /**
  97824. * Defines if webvr should be enabled automatically
  97825. * @see http://doc.babylonjs.com/how_to/webvr_camera
  97826. */
  97827. autoEnableWebVR?: boolean;
  97828. /**
  97829. * Defines if webgl2 should be turned off even if supported
  97830. * @see http://doc.babylonjs.com/features/webgl2
  97831. */
  97832. disableWebGL2Support?: boolean;
  97833. /**
  97834. * Defines if webaudio should be initialized as well
  97835. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  97836. */
  97837. audioEngine?: boolean;
  97838. /**
  97839. * Defines if animations should run using a deterministic lock step
  97840. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97841. */
  97842. deterministicLockstep?: boolean;
  97843. /** Defines the maximum steps to use with deterministic lock step mode */
  97844. lockstepMaxSteps?: number;
  97845. /** Defines the seconds between each deterministic lock step */
  97846. timeStep?: number;
  97847. /**
  97848. * Defines that engine should ignore context lost events
  97849. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  97850. */
  97851. doNotHandleContextLost?: boolean;
  97852. /**
  97853. * Defines that engine should ignore modifying touch action attribute and style
  97854. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  97855. */
  97856. doNotHandleTouchAction?: boolean;
  97857. /**
  97858. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  97859. */
  97860. useHighPrecisionFloats?: boolean;
  97861. }
  97862. /**
  97863. * The base engine class (root of all engines)
  97864. */
  97865. export class ThinEngine {
  97866. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  97867. static ExceptionList: ({
  97868. key: string;
  97869. capture: string;
  97870. captureConstraint: number;
  97871. targets: string[];
  97872. } | {
  97873. key: string;
  97874. capture: null;
  97875. captureConstraint: null;
  97876. targets: string[];
  97877. })[];
  97878. /** @hidden */
  97879. static _TextureLoaders: IInternalTextureLoader[];
  97880. /**
  97881. * Returns the current npm package of the sdk
  97882. */
  97883. static readonly NpmPackage: string;
  97884. /**
  97885. * Returns the current version of the framework
  97886. */
  97887. static readonly Version: string;
  97888. /**
  97889. * Returns a string describing the current engine
  97890. */
  97891. readonly description: string;
  97892. /**
  97893. * Gets or sets the epsilon value used by collision engine
  97894. */
  97895. static CollisionsEpsilon: number;
  97896. /**
  97897. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  97898. */
  97899. static ShadersRepository: string;
  97900. /** @hidden */
  97901. _shaderProcessor: IShaderProcessor;
  97902. /**
  97903. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  97904. */
  97905. forcePOTTextures: boolean;
  97906. /**
  97907. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  97908. */
  97909. isFullscreen: boolean;
  97910. /**
  97911. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  97912. */
  97913. cullBackFaces: boolean;
  97914. /**
  97915. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  97916. */
  97917. renderEvenInBackground: boolean;
  97918. /**
  97919. * Gets or sets a boolean indicating that cache can be kept between frames
  97920. */
  97921. preventCacheWipeBetweenFrames: boolean;
  97922. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  97923. validateShaderPrograms: boolean;
  97924. /**
  97925. * Gets or sets a boolean indicating if depth buffer should be reverse, going from far to near.
  97926. * This can provide greater z depth for distant objects.
  97927. */
  97928. useReverseDepthBuffer: boolean;
  97929. /**
  97930. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  97931. */
  97932. disableUniformBuffers: boolean;
  97933. /** @hidden */
  97934. _uniformBuffers: UniformBuffer[];
  97935. /**
  97936. * Gets a boolean indicating that the engine supports uniform buffers
  97937. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  97938. */
  97939. readonly supportsUniformBuffers: boolean;
  97940. /** @hidden */
  97941. _gl: WebGLRenderingContext;
  97942. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  97943. protected _windowIsBackground: boolean;
  97944. protected _webGLVersion: number;
  97945. protected _creationOptions: EngineOptions;
  97946. protected _highPrecisionShadersAllowed: boolean;
  97947. /** @hidden */
  97948. readonly _shouldUseHighPrecisionShader: boolean;
  97949. /**
  97950. * Gets a boolean indicating that only power of 2 textures are supported
  97951. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  97952. */
  97953. readonly needPOTTextures: boolean;
  97954. /** @hidden */
  97955. _badOS: boolean;
  97956. /** @hidden */
  97957. _badDesktopOS: boolean;
  97958. private _hardwareScalingLevel;
  97959. /** @hidden */
  97960. _caps: EngineCapabilities;
  97961. private _isStencilEnable;
  97962. protected _colorWrite: boolean;
  97963. private _glVersion;
  97964. private _glRenderer;
  97965. private _glVendor;
  97966. /** @hidden */
  97967. _videoTextureSupported: boolean;
  97968. protected _renderingQueueLaunched: boolean;
  97969. protected _activeRenderLoops: (() => void)[];
  97970. /**
  97971. * Observable signaled when a context lost event is raised
  97972. */
  97973. onContextLostObservable: Observable<ThinEngine>;
  97974. /**
  97975. * Observable signaled when a context restored event is raised
  97976. */
  97977. onContextRestoredObservable: Observable<ThinEngine>;
  97978. private _onContextLost;
  97979. private _onContextRestored;
  97980. protected _contextWasLost: boolean;
  97981. /** @hidden */
  97982. _doNotHandleContextLost: boolean;
  97983. /**
  97984. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  97985. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  97986. */
  97987. doNotHandleContextLost: boolean;
  97988. /**
  97989. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  97990. */
  97991. disableVertexArrayObjects: boolean;
  97992. /** @hidden */
  97993. protected _depthCullingState: DepthCullingState;
  97994. /** @hidden */
  97995. protected _stencilState: StencilState;
  97996. /** @hidden */
  97997. protected _alphaState: AlphaState;
  97998. /** @hidden */
  97999. _internalTexturesCache: InternalTexture[];
  98000. /** @hidden */
  98001. protected _activeChannel: number;
  98002. private _currentTextureChannel;
  98003. /** @hidden */
  98004. protected _boundTexturesCache: {
  98005. [key: string]: Nullable<InternalTexture>;
  98006. };
  98007. /** @hidden */
  98008. protected _currentEffect: Nullable<Effect>;
  98009. /** @hidden */
  98010. protected _currentProgram: Nullable<WebGLProgram>;
  98011. private _compiledEffects;
  98012. private _vertexAttribArraysEnabled;
  98013. /** @hidden */
  98014. protected _cachedViewport: Nullable<IViewportLike>;
  98015. private _cachedVertexArrayObject;
  98016. /** @hidden */
  98017. protected _cachedVertexBuffers: any;
  98018. /** @hidden */
  98019. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  98020. /** @hidden */
  98021. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  98022. /** @hidden */
  98023. _currentRenderTarget: Nullable<InternalTexture>;
  98024. private _uintIndicesCurrentlySet;
  98025. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  98026. /** @hidden */
  98027. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  98028. private _currentBufferPointers;
  98029. private _currentInstanceLocations;
  98030. private _currentInstanceBuffers;
  98031. private _textureUnits;
  98032. /** @hidden */
  98033. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  98034. /** @hidden */
  98035. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  98036. /** @hidden */
  98037. _boundRenderFunction: any;
  98038. private _vaoRecordInProgress;
  98039. private _mustWipeVertexAttributes;
  98040. private _emptyTexture;
  98041. private _emptyCubeTexture;
  98042. private _emptyTexture3D;
  98043. private _emptyTexture2DArray;
  98044. /** @hidden */
  98045. _frameHandler: number;
  98046. private _nextFreeTextureSlots;
  98047. private _maxSimultaneousTextures;
  98048. private _activeRequests;
  98049. protected _texturesSupported: string[];
  98050. /** @hidden */
  98051. _textureFormatInUse: Nullable<string>;
  98052. protected readonly _supportsHardwareTextureRescaling: boolean;
  98053. /**
  98054. * Gets the list of texture formats supported
  98055. */
  98056. readonly texturesSupported: Array<string>;
  98057. /**
  98058. * Gets the list of texture formats in use
  98059. */
  98060. readonly textureFormatInUse: Nullable<string>;
  98061. /**
  98062. * Gets the current viewport
  98063. */
  98064. readonly currentViewport: Nullable<IViewportLike>;
  98065. /**
  98066. * Gets the default empty texture
  98067. */
  98068. readonly emptyTexture: InternalTexture;
  98069. /**
  98070. * Gets the default empty 3D texture
  98071. */
  98072. readonly emptyTexture3D: InternalTexture;
  98073. /**
  98074. * Gets the default empty 2D array texture
  98075. */
  98076. readonly emptyTexture2DArray: InternalTexture;
  98077. /**
  98078. * Gets the default empty cube texture
  98079. */
  98080. readonly emptyCubeTexture: InternalTexture;
  98081. /**
  98082. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  98083. */
  98084. readonly premultipliedAlpha: boolean;
  98085. /**
  98086. * Observable event triggered before each texture is initialized
  98087. */
  98088. onBeforeTextureInitObservable: Observable<Texture>;
  98089. /**
  98090. * Creates a new engine
  98091. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  98092. * @param antialias defines enable antialiasing (default: false)
  98093. * @param options defines further options to be sent to the getContext() function
  98094. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  98095. */
  98096. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  98097. private _rebuildInternalTextures;
  98098. private _rebuildEffects;
  98099. /**
  98100. * Gets a boolean indicating if all created effects are ready
  98101. * @returns true if all effects are ready
  98102. */
  98103. areAllEffectsReady(): boolean;
  98104. protected _rebuildBuffers(): void;
  98105. private _initGLContext;
  98106. /**
  98107. * Gets version of the current webGL context
  98108. */
  98109. readonly webGLVersion: number;
  98110. /**
  98111. * Gets a string idenfifying the name of the class
  98112. * @returns "Engine" string
  98113. */
  98114. getClassName(): string;
  98115. /**
  98116. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  98117. */
  98118. readonly isStencilEnable: boolean;
  98119. /** @hidden */
  98120. _prepareWorkingCanvas(): void;
  98121. /**
  98122. * Reset the texture cache to empty state
  98123. */
  98124. resetTextureCache(): void;
  98125. /**
  98126. * Gets an object containing information about the current webGL context
  98127. * @returns an object containing the vender, the renderer and the version of the current webGL context
  98128. */
  98129. getGlInfo(): {
  98130. vendor: string;
  98131. renderer: string;
  98132. version: string;
  98133. };
  98134. /**
  98135. * Defines the hardware scaling level.
  98136. * By default the hardware scaling level is computed from the window device ratio.
  98137. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  98138. * @param level defines the level to use
  98139. */
  98140. setHardwareScalingLevel(level: number): void;
  98141. /**
  98142. * Gets the current hardware scaling level.
  98143. * By default the hardware scaling level is computed from the window device ratio.
  98144. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  98145. * @returns a number indicating the current hardware scaling level
  98146. */
  98147. getHardwareScalingLevel(): number;
  98148. /**
  98149. * Gets the list of loaded textures
  98150. * @returns an array containing all loaded textures
  98151. */
  98152. getLoadedTexturesCache(): InternalTexture[];
  98153. /**
  98154. * Gets the object containing all engine capabilities
  98155. * @returns the EngineCapabilities object
  98156. */
  98157. getCaps(): EngineCapabilities;
  98158. /**
  98159. * stop executing a render loop function and remove it from the execution array
  98160. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  98161. */
  98162. stopRenderLoop(renderFunction?: () => void): void;
  98163. /** @hidden */
  98164. _renderLoop(): void;
  98165. /**
  98166. * Gets the HTML canvas attached with the current webGL context
  98167. * @returns a HTML canvas
  98168. */
  98169. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  98170. /**
  98171. * Gets host window
  98172. * @returns the host window object
  98173. */
  98174. getHostWindow(): Nullable<Window>;
  98175. /**
  98176. * Gets the current render width
  98177. * @param useScreen defines if screen size must be used (or the current render target if any)
  98178. * @returns a number defining the current render width
  98179. */
  98180. getRenderWidth(useScreen?: boolean): number;
  98181. /**
  98182. * Gets the current render height
  98183. * @param useScreen defines if screen size must be used (or the current render target if any)
  98184. * @returns a number defining the current render height
  98185. */
  98186. getRenderHeight(useScreen?: boolean): number;
  98187. /**
  98188. * Can be used to override the current requestAnimationFrame requester.
  98189. * @hidden
  98190. */
  98191. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  98192. /**
  98193. * Register and execute a render loop. The engine can have more than one render function
  98194. * @param renderFunction defines the function to continuously execute
  98195. */
  98196. runRenderLoop(renderFunction: () => void): void;
  98197. /**
  98198. * Clear the current render buffer or the current render target (if any is set up)
  98199. * @param color defines the color to use
  98200. * @param backBuffer defines if the back buffer must be cleared
  98201. * @param depth defines if the depth buffer must be cleared
  98202. * @param stencil defines if the stencil buffer must be cleared
  98203. */
  98204. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  98205. private _viewportCached;
  98206. /** @hidden */
  98207. _viewport(x: number, y: number, width: number, height: number): void;
  98208. /**
  98209. * Set the WebGL's viewport
  98210. * @param viewport defines the viewport element to be used
  98211. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  98212. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  98213. */
  98214. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  98215. /**
  98216. * Begin a new frame
  98217. */
  98218. beginFrame(): void;
  98219. /**
  98220. * Enf the current frame
  98221. */
  98222. endFrame(): void;
  98223. /**
  98224. * Resize the view according to the canvas' size
  98225. */
  98226. resize(): void;
  98227. /**
  98228. * Force a specific size of the canvas
  98229. * @param width defines the new canvas' width
  98230. * @param height defines the new canvas' height
  98231. */
  98232. setSize(width: number, height: number): void;
  98233. /**
  98234. * Binds the frame buffer to the specified texture.
  98235. * @param texture The texture to render to or null for the default canvas
  98236. * @param faceIndex The face of the texture to render to in case of cube texture
  98237. * @param requiredWidth The width of the target to render to
  98238. * @param requiredHeight The height of the target to render to
  98239. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  98240. * @param depthStencilTexture The depth stencil texture to use to render
  98241. * @param lodLevel defines le lod level to bind to the frame buffer
  98242. */
  98243. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  98244. /** @hidden */
  98245. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  98246. /**
  98247. * Unbind the current render target texture from the webGL context
  98248. * @param texture defines the render target texture to unbind
  98249. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  98250. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  98251. */
  98252. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  98253. /**
  98254. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  98255. */
  98256. flushFramebuffer(): void;
  98257. /**
  98258. * Unbind the current render target and bind the default framebuffer
  98259. */
  98260. restoreDefaultFramebuffer(): void;
  98261. /** @hidden */
  98262. protected _resetVertexBufferBinding(): void;
  98263. /**
  98264. * Creates a vertex buffer
  98265. * @param data the data for the vertex buffer
  98266. * @returns the new WebGL static buffer
  98267. */
  98268. createVertexBuffer(data: DataArray): DataBuffer;
  98269. private _createVertexBuffer;
  98270. /**
  98271. * Creates a dynamic vertex buffer
  98272. * @param data the data for the dynamic vertex buffer
  98273. * @returns the new WebGL dynamic buffer
  98274. */
  98275. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  98276. protected _resetIndexBufferBinding(): void;
  98277. /**
  98278. * Creates a new index buffer
  98279. * @param indices defines the content of the index buffer
  98280. * @param updatable defines if the index buffer must be updatable
  98281. * @returns a new webGL buffer
  98282. */
  98283. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  98284. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  98285. /**
  98286. * Bind a webGL buffer to the webGL context
  98287. * @param buffer defines the buffer to bind
  98288. */
  98289. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  98290. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  98291. private bindBuffer;
  98292. /**
  98293. * update the bound buffer with the given data
  98294. * @param data defines the data to update
  98295. */
  98296. updateArrayBuffer(data: Float32Array): void;
  98297. private _vertexAttribPointer;
  98298. private _bindIndexBufferWithCache;
  98299. private _bindVertexBuffersAttributes;
  98300. /**
  98301. * Records a vertex array object
  98302. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  98303. * @param vertexBuffers defines the list of vertex buffers to store
  98304. * @param indexBuffer defines the index buffer to store
  98305. * @param effect defines the effect to store
  98306. * @returns the new vertex array object
  98307. */
  98308. recordVertexArrayObject(vertexBuffers: {
  98309. [key: string]: VertexBuffer;
  98310. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  98311. /**
  98312. * Bind a specific vertex array object
  98313. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  98314. * @param vertexArrayObject defines the vertex array object to bind
  98315. * @param indexBuffer defines the index buffer to bind
  98316. */
  98317. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  98318. /**
  98319. * Bind webGl buffers directly to the webGL context
  98320. * @param vertexBuffer defines the vertex buffer to bind
  98321. * @param indexBuffer defines the index buffer to bind
  98322. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  98323. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  98324. * @param effect defines the effect associated with the vertex buffer
  98325. */
  98326. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  98327. private _unbindVertexArrayObject;
  98328. /**
  98329. * Bind a list of vertex buffers to the webGL context
  98330. * @param vertexBuffers defines the list of vertex buffers to bind
  98331. * @param indexBuffer defines the index buffer to bind
  98332. * @param effect defines the effect associated with the vertex buffers
  98333. */
  98334. bindBuffers(vertexBuffers: {
  98335. [key: string]: Nullable<VertexBuffer>;
  98336. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  98337. /**
  98338. * Unbind all instance attributes
  98339. */
  98340. unbindInstanceAttributes(): void;
  98341. /**
  98342. * Release and free the memory of a vertex array object
  98343. * @param vao defines the vertex array object to delete
  98344. */
  98345. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  98346. /** @hidden */
  98347. _releaseBuffer(buffer: DataBuffer): boolean;
  98348. protected _deleteBuffer(buffer: DataBuffer): void;
  98349. /**
  98350. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  98351. * @param instancesBuffer defines the webGL buffer to update and bind
  98352. * @param data defines the data to store in the buffer
  98353. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  98354. */
  98355. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  98356. /**
  98357. * Apply all cached states (depth, culling, stencil and alpha)
  98358. */
  98359. applyStates(): void;
  98360. /**
  98361. * Send a draw order
  98362. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  98363. * @param indexStart defines the starting index
  98364. * @param indexCount defines the number of index to draw
  98365. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98366. */
  98367. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  98368. /**
  98369. * Draw a list of points
  98370. * @param verticesStart defines the index of first vertex to draw
  98371. * @param verticesCount defines the count of vertices to draw
  98372. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98373. */
  98374. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  98375. /**
  98376. * Draw a list of unindexed primitives
  98377. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  98378. * @param verticesStart defines the index of first vertex to draw
  98379. * @param verticesCount defines the count of vertices to draw
  98380. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98381. */
  98382. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  98383. /**
  98384. * Draw a list of indexed primitives
  98385. * @param fillMode defines the primitive to use
  98386. * @param indexStart defines the starting index
  98387. * @param indexCount defines the number of index to draw
  98388. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98389. */
  98390. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  98391. /**
  98392. * Draw a list of unindexed primitives
  98393. * @param fillMode defines the primitive to use
  98394. * @param verticesStart defines the index of first vertex to draw
  98395. * @param verticesCount defines the count of vertices to draw
  98396. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98397. */
  98398. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  98399. private _drawMode;
  98400. /** @hidden */
  98401. protected _reportDrawCall(): void;
  98402. /** @hidden */
  98403. _releaseEffect(effect: Effect): void;
  98404. /** @hidden */
  98405. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  98406. /**
  98407. * Create a new effect (used to store vertex/fragment shaders)
  98408. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  98409. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  98410. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  98411. * @param samplers defines an array of string used to represent textures
  98412. * @param defines defines the string containing the defines to use to compile the shaders
  98413. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  98414. * @param onCompiled defines a function to call when the effect creation is successful
  98415. * @param onError defines a function to call when the effect creation has failed
  98416. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  98417. * @returns the new Effect
  98418. */
  98419. createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  98420. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  98421. private _compileShader;
  98422. private _compileRawShader;
  98423. /**
  98424. * Directly creates a webGL program
  98425. * @param pipelineContext defines the pipeline context to attach to
  98426. * @param vertexCode defines the vertex shader code to use
  98427. * @param fragmentCode defines the fragment shader code to use
  98428. * @param context defines the webGL context to use (if not set, the current one will be used)
  98429. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  98430. * @returns the new webGL program
  98431. */
  98432. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  98433. /**
  98434. * Creates a webGL program
  98435. * @param pipelineContext defines the pipeline context to attach to
  98436. * @param vertexCode defines the vertex shader code to use
  98437. * @param fragmentCode defines the fragment shader code to use
  98438. * @param defines defines the string containing the defines to use to compile the shaders
  98439. * @param context defines the webGL context to use (if not set, the current one will be used)
  98440. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  98441. * @returns the new webGL program
  98442. */
  98443. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  98444. /**
  98445. * Creates a new pipeline context
  98446. * @returns the new pipeline
  98447. */
  98448. createPipelineContext(): IPipelineContext;
  98449. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  98450. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  98451. /** @hidden */
  98452. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  98453. /** @hidden */
  98454. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  98455. /** @hidden */
  98456. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  98457. /**
  98458. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  98459. * @param pipelineContext defines the pipeline context to use
  98460. * @param uniformsNames defines the list of uniform names
  98461. * @returns an array of webGL uniform locations
  98462. */
  98463. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  98464. /**
  98465. * Gets the lsit of active attributes for a given webGL program
  98466. * @param pipelineContext defines the pipeline context to use
  98467. * @param attributesNames defines the list of attribute names to get
  98468. * @returns an array of indices indicating the offset of each attribute
  98469. */
  98470. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  98471. /**
  98472. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  98473. * @param effect defines the effect to activate
  98474. */
  98475. enableEffect(effect: Nullable<Effect>): void;
  98476. /**
  98477. * Set the value of an uniform to a number (int)
  98478. * @param uniform defines the webGL uniform location where to store the value
  98479. * @param value defines the int number to store
  98480. */
  98481. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  98482. /**
  98483. * Set the value of an uniform to an array of int32
  98484. * @param uniform defines the webGL uniform location where to store the value
  98485. * @param array defines the array of int32 to store
  98486. */
  98487. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  98488. /**
  98489. * Set the value of an uniform to an array of int32 (stored as vec2)
  98490. * @param uniform defines the webGL uniform location where to store the value
  98491. * @param array defines the array of int32 to store
  98492. */
  98493. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  98494. /**
  98495. * Set the value of an uniform to an array of int32 (stored as vec3)
  98496. * @param uniform defines the webGL uniform location where to store the value
  98497. * @param array defines the array of int32 to store
  98498. */
  98499. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  98500. /**
  98501. * Set the value of an uniform to an array of int32 (stored as vec4)
  98502. * @param uniform defines the webGL uniform location where to store the value
  98503. * @param array defines the array of int32 to store
  98504. */
  98505. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  98506. /**
  98507. * Set the value of an uniform to an array of number
  98508. * @param uniform defines the webGL uniform location where to store the value
  98509. * @param array defines the array of number to store
  98510. */
  98511. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  98512. /**
  98513. * Set the value of an uniform to an array of number (stored as vec2)
  98514. * @param uniform defines the webGL uniform location where to store the value
  98515. * @param array defines the array of number to store
  98516. */
  98517. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  98518. /**
  98519. * Set the value of an uniform to an array of number (stored as vec3)
  98520. * @param uniform defines the webGL uniform location where to store the value
  98521. * @param array defines the array of number to store
  98522. */
  98523. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  98524. /**
  98525. * Set the value of an uniform to an array of number (stored as vec4)
  98526. * @param uniform defines the webGL uniform location where to store the value
  98527. * @param array defines the array of number to store
  98528. */
  98529. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  98530. /**
  98531. * Set the value of an uniform to an array of float32 (stored as matrices)
  98532. * @param uniform defines the webGL uniform location where to store the value
  98533. * @param matrices defines the array of float32 to store
  98534. */
  98535. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  98536. /**
  98537. * Set the value of an uniform to a matrix (3x3)
  98538. * @param uniform defines the webGL uniform location where to store the value
  98539. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  98540. */
  98541. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  98542. /**
  98543. * Set the value of an uniform to a matrix (2x2)
  98544. * @param uniform defines the webGL uniform location where to store the value
  98545. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  98546. */
  98547. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  98548. /**
  98549. * Set the value of an uniform to a number (float)
  98550. * @param uniform defines the webGL uniform location where to store the value
  98551. * @param value defines the float number to store
  98552. */
  98553. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  98554. /**
  98555. * Set the value of an uniform to a vec2
  98556. * @param uniform defines the webGL uniform location where to store the value
  98557. * @param x defines the 1st component of the value
  98558. * @param y defines the 2nd component of the value
  98559. */
  98560. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  98561. /**
  98562. * Set the value of an uniform to a vec3
  98563. * @param uniform defines the webGL uniform location where to store the value
  98564. * @param x defines the 1st component of the value
  98565. * @param y defines the 2nd component of the value
  98566. * @param z defines the 3rd component of the value
  98567. */
  98568. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  98569. /**
  98570. * Set the value of an uniform to a vec4
  98571. * @param uniform defines the webGL uniform location where to store the value
  98572. * @param x defines the 1st component of the value
  98573. * @param y defines the 2nd component of the value
  98574. * @param z defines the 3rd component of the value
  98575. * @param w defines the 4th component of the value
  98576. */
  98577. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  98578. /**
  98579. * Gets the depth culling state manager
  98580. */
  98581. readonly depthCullingState: DepthCullingState;
  98582. /**
  98583. * Gets the alpha state manager
  98584. */
  98585. readonly alphaState: AlphaState;
  98586. /**
  98587. * Gets the stencil state manager
  98588. */
  98589. readonly stencilState: StencilState;
  98590. /**
  98591. * Clears the list of texture accessible through engine.
  98592. * This can help preventing texture load conflict due to name collision.
  98593. */
  98594. clearInternalTexturesCache(): void;
  98595. /**
  98596. * Force the entire cache to be cleared
  98597. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  98598. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  98599. */
  98600. wipeCaches(bruteForce?: boolean): void;
  98601. /** @hidden */
  98602. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  98603. min: number;
  98604. mag: number;
  98605. };
  98606. /** @hidden */
  98607. _createTexture(): WebGLTexture;
  98608. /**
  98609. * Usually called from Texture.ts.
  98610. * Passed information to create a WebGLTexture
  98611. * @param urlArg defines a value which contains one of the following:
  98612. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  98613. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  98614. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  98615. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  98616. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  98617. * @param scene needed for loading to the correct scene
  98618. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  98619. * @param onLoad optional callback to be called upon successful completion
  98620. * @param onError optional callback to be called upon failure
  98621. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  98622. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  98623. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  98624. * @param forcedExtension defines the extension to use to pick the right loader
  98625. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  98626. * @param mimeType defines an optional mime type
  98627. * @returns a InternalTexture for assignment back into BABYLON.Texture
  98628. */
  98629. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>, mimeType?: string): InternalTexture;
  98630. /**
  98631. * @hidden
  98632. */
  98633. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  98634. /**
  98635. * Creates a raw texture
  98636. * @param data defines the data to store in the texture
  98637. * @param width defines the width of the texture
  98638. * @param height defines the height of the texture
  98639. * @param format defines the format of the data
  98640. * @param generateMipMaps defines if the engine should generate the mip levels
  98641. * @param invertY defines if data must be stored with Y axis inverted
  98642. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  98643. * @param compression defines the compression used (null by default)
  98644. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  98645. * @returns the raw texture inside an InternalTexture
  98646. */
  98647. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  98648. /**
  98649. * Creates a new raw cube texture
  98650. * @param data defines the array of data to use to create each face
  98651. * @param size defines the size of the textures
  98652. * @param format defines the format of the data
  98653. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  98654. * @param generateMipMaps defines if the engine should generate the mip levels
  98655. * @param invertY defines if data must be stored with Y axis inverted
  98656. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  98657. * @param compression defines the compression used (null by default)
  98658. * @returns the cube texture as an InternalTexture
  98659. */
  98660. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  98661. /**
  98662. * Creates a new raw 3D texture
  98663. * @param data defines the data used to create the texture
  98664. * @param width defines the width of the texture
  98665. * @param height defines the height of the texture
  98666. * @param depth defines the depth of the texture
  98667. * @param format defines the format of the texture
  98668. * @param generateMipMaps defines if the engine must generate mip levels
  98669. * @param invertY defines if data must be stored with Y axis inverted
  98670. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  98671. * @param compression defines the compressed used (can be null)
  98672. * @param textureType defines the compressed used (can be null)
  98673. * @returns a new raw 3D texture (stored in an InternalTexture)
  98674. */
  98675. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  98676. /**
  98677. * Creates a new raw 2D array texture
  98678. * @param data defines the data used to create the texture
  98679. * @param width defines the width of the texture
  98680. * @param height defines the height of the texture
  98681. * @param depth defines the number of layers of the texture
  98682. * @param format defines the format of the texture
  98683. * @param generateMipMaps defines if the engine must generate mip levels
  98684. * @param invertY defines if data must be stored with Y axis inverted
  98685. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  98686. * @param compression defines the compressed used (can be null)
  98687. * @param textureType defines the compressed used (can be null)
  98688. * @returns a new raw 2D array texture (stored in an InternalTexture)
  98689. */
  98690. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  98691. private _unpackFlipYCached;
  98692. /**
  98693. * In case you are sharing the context with other applications, it might
  98694. * be interested to not cache the unpack flip y state to ensure a consistent
  98695. * value would be set.
  98696. */
  98697. enableUnpackFlipYCached: boolean;
  98698. /** @hidden */
  98699. _unpackFlipY(value: boolean): void;
  98700. /** @hidden */
  98701. _getUnpackAlignement(): number;
  98702. /**
  98703. * Update the sampling mode of a given texture
  98704. * @param samplingMode defines the required sampling mode
  98705. * @param texture defines the texture to update
  98706. */
  98707. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  98708. /** @hidden */
  98709. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  98710. width: number;
  98711. height: number;
  98712. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  98713. /** @hidden */
  98714. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  98715. /** @hidden */
  98716. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  98717. /** @hidden */
  98718. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  98719. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  98720. private _prepareWebGLTexture;
  98721. /** @hidden */
  98722. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  98723. /** @hidden */
  98724. _releaseFramebufferObjects(texture: InternalTexture): void;
  98725. /** @hidden */
  98726. _releaseTexture(texture: InternalTexture): void;
  98727. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  98728. protected _setProgram(program: WebGLProgram): void;
  98729. protected _boundUniforms: {
  98730. [key: number]: WebGLUniformLocation;
  98731. };
  98732. /**
  98733. * Binds an effect to the webGL context
  98734. * @param effect defines the effect to bind
  98735. */
  98736. bindSamplers(effect: Effect): void;
  98737. private _activateCurrentTexture;
  98738. /** @hidden */
  98739. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  98740. /** @hidden */
  98741. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  98742. /**
  98743. * Unbind all textures from the webGL context
  98744. */
  98745. unbindAllTextures(): void;
  98746. /**
  98747. * Sets a texture to the according uniform.
  98748. * @param channel The texture channel
  98749. * @param uniform The uniform to set
  98750. * @param texture The texture to apply
  98751. */
  98752. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  98753. private _bindSamplerUniformToChannel;
  98754. private _getTextureWrapMode;
  98755. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  98756. /**
  98757. * Sets an array of texture to the webGL context
  98758. * @param channel defines the channel where the texture array must be set
  98759. * @param uniform defines the associated uniform location
  98760. * @param textures defines the array of textures to bind
  98761. */
  98762. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  98763. /** @hidden */
  98764. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  98765. private _setTextureParameterFloat;
  98766. private _setTextureParameterInteger;
  98767. /**
  98768. * Unbind all vertex attributes from the webGL context
  98769. */
  98770. unbindAllAttributes(): void;
  98771. /**
  98772. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  98773. */
  98774. releaseEffects(): void;
  98775. /**
  98776. * Dispose and release all associated resources
  98777. */
  98778. dispose(): void;
  98779. /**
  98780. * Attach a new callback raised when context lost event is fired
  98781. * @param callback defines the callback to call
  98782. */
  98783. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  98784. /**
  98785. * Attach a new callback raised when context restored event is fired
  98786. * @param callback defines the callback to call
  98787. */
  98788. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  98789. /**
  98790. * Get the current error code of the webGL context
  98791. * @returns the error code
  98792. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  98793. */
  98794. getError(): number;
  98795. private _canRenderToFloatFramebuffer;
  98796. private _canRenderToHalfFloatFramebuffer;
  98797. private _canRenderToFramebuffer;
  98798. /** @hidden */
  98799. _getWebGLTextureType(type: number): number;
  98800. /** @hidden */
  98801. _getInternalFormat(format: number): number;
  98802. /** @hidden */
  98803. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  98804. /** @hidden */
  98805. _getRGBAMultiSampleBufferFormat(type: number): number;
  98806. /** @hidden */
  98807. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: IWebRequest, exception?: any) => void): IFileRequest;
  98808. /**
  98809. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  98810. * @returns true if the engine can be created
  98811. * @ignorenaming
  98812. */
  98813. static isSupported(): boolean;
  98814. /**
  98815. * Find the next highest power of two.
  98816. * @param x Number to start search from.
  98817. * @return Next highest power of two.
  98818. */
  98819. static CeilingPOT(x: number): number;
  98820. /**
  98821. * Find the next lowest power of two.
  98822. * @param x Number to start search from.
  98823. * @return Next lowest power of two.
  98824. */
  98825. static FloorPOT(x: number): number;
  98826. /**
  98827. * Find the nearest power of two.
  98828. * @param x Number to start search from.
  98829. * @return Next nearest power of two.
  98830. */
  98831. static NearestPOT(x: number): number;
  98832. /**
  98833. * Get the closest exponent of two
  98834. * @param value defines the value to approximate
  98835. * @param max defines the maximum value to return
  98836. * @param mode defines how to define the closest value
  98837. * @returns closest exponent of two of the given value
  98838. */
  98839. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  98840. /**
  98841. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  98842. * @param func - the function to be called
  98843. * @param requester - the object that will request the next frame. Falls back to window.
  98844. * @returns frame number
  98845. */
  98846. static QueueNewFrame(func: () => void, requester?: any): number;
  98847. /**
  98848. * Gets host document
  98849. * @returns the host document object
  98850. */
  98851. getHostDocument(): Document;
  98852. }
  98853. }
  98854. declare module BABYLON {
  98855. /**
  98856. * Class representing spherical harmonics coefficients to the 3rd degree
  98857. */
  98858. export class SphericalHarmonics {
  98859. /**
  98860. * Defines whether or not the harmonics have been prescaled for rendering.
  98861. */
  98862. preScaled: boolean;
  98863. /**
  98864. * The l0,0 coefficients of the spherical harmonics
  98865. */
  98866. l00: Vector3;
  98867. /**
  98868. * The l1,-1 coefficients of the spherical harmonics
  98869. */
  98870. l1_1: Vector3;
  98871. /**
  98872. * The l1,0 coefficients of the spherical harmonics
  98873. */
  98874. l10: Vector3;
  98875. /**
  98876. * The l1,1 coefficients of the spherical harmonics
  98877. */
  98878. l11: Vector3;
  98879. /**
  98880. * The l2,-2 coefficients of the spherical harmonics
  98881. */
  98882. l2_2: Vector3;
  98883. /**
  98884. * The l2,-1 coefficients of the spherical harmonics
  98885. */
  98886. l2_1: Vector3;
  98887. /**
  98888. * The l2,0 coefficients of the spherical harmonics
  98889. */
  98890. l20: Vector3;
  98891. /**
  98892. * The l2,1 coefficients of the spherical harmonics
  98893. */
  98894. l21: Vector3;
  98895. /**
  98896. * The l2,2 coefficients of the spherical harmonics
  98897. */
  98898. l22: Vector3;
  98899. /**
  98900. * Adds a light to the spherical harmonics
  98901. * @param direction the direction of the light
  98902. * @param color the color of the light
  98903. * @param deltaSolidAngle the delta solid angle of the light
  98904. */
  98905. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  98906. /**
  98907. * Scales the spherical harmonics by the given amount
  98908. * @param scale the amount to scale
  98909. */
  98910. scaleInPlace(scale: number): void;
  98911. /**
  98912. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  98913. *
  98914. * ```
  98915. * E_lm = A_l * L_lm
  98916. * ```
  98917. *
  98918. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  98919. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  98920. * the scaling factors are given in equation 9.
  98921. */
  98922. convertIncidentRadianceToIrradiance(): void;
  98923. /**
  98924. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  98925. *
  98926. * ```
  98927. * L = (1/pi) * E * rho
  98928. * ```
  98929. *
  98930. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  98931. */
  98932. convertIrradianceToLambertianRadiance(): void;
  98933. /**
  98934. * Integrates the reconstruction coefficients directly in to the SH preventing further
  98935. * required operations at run time.
  98936. *
  98937. * This is simply done by scaling back the SH with Ylm constants parameter.
  98938. * The trigonometric part being applied by the shader at run time.
  98939. */
  98940. preScaleForRendering(): void;
  98941. /**
  98942. * Constructs a spherical harmonics from an array.
  98943. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  98944. * @returns the spherical harmonics
  98945. */
  98946. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  98947. /**
  98948. * Gets the spherical harmonics from polynomial
  98949. * @param polynomial the spherical polynomial
  98950. * @returns the spherical harmonics
  98951. */
  98952. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  98953. }
  98954. /**
  98955. * Class representing spherical polynomial coefficients to the 3rd degree
  98956. */
  98957. export class SphericalPolynomial {
  98958. private _harmonics;
  98959. /**
  98960. * The spherical harmonics used to create the polynomials.
  98961. */
  98962. readonly preScaledHarmonics: SphericalHarmonics;
  98963. /**
  98964. * The x coefficients of the spherical polynomial
  98965. */
  98966. x: Vector3;
  98967. /**
  98968. * The y coefficients of the spherical polynomial
  98969. */
  98970. y: Vector3;
  98971. /**
  98972. * The z coefficients of the spherical polynomial
  98973. */
  98974. z: Vector3;
  98975. /**
  98976. * The xx coefficients of the spherical polynomial
  98977. */
  98978. xx: Vector3;
  98979. /**
  98980. * The yy coefficients of the spherical polynomial
  98981. */
  98982. yy: Vector3;
  98983. /**
  98984. * The zz coefficients of the spherical polynomial
  98985. */
  98986. zz: Vector3;
  98987. /**
  98988. * The xy coefficients of the spherical polynomial
  98989. */
  98990. xy: Vector3;
  98991. /**
  98992. * The yz coefficients of the spherical polynomial
  98993. */
  98994. yz: Vector3;
  98995. /**
  98996. * The zx coefficients of the spherical polynomial
  98997. */
  98998. zx: Vector3;
  98999. /**
  99000. * Adds an ambient color to the spherical polynomial
  99001. * @param color the color to add
  99002. */
  99003. addAmbient(color: Color3): void;
  99004. /**
  99005. * Scales the spherical polynomial by the given amount
  99006. * @param scale the amount to scale
  99007. */
  99008. scaleInPlace(scale: number): void;
  99009. /**
  99010. * Gets the spherical polynomial from harmonics
  99011. * @param harmonics the spherical harmonics
  99012. * @returns the spherical polynomial
  99013. */
  99014. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  99015. /**
  99016. * Constructs a spherical polynomial from an array.
  99017. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  99018. * @returns the spherical polynomial
  99019. */
  99020. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  99021. }
  99022. }
  99023. declare module BABYLON {
  99024. /**
  99025. * Defines the source of the internal texture
  99026. */
  99027. export enum InternalTextureSource {
  99028. /**
  99029. * The source of the texture data is unknown
  99030. */
  99031. Unknown = 0,
  99032. /**
  99033. * Texture data comes from an URL
  99034. */
  99035. Url = 1,
  99036. /**
  99037. * Texture data is only used for temporary storage
  99038. */
  99039. Temp = 2,
  99040. /**
  99041. * Texture data comes from raw data (ArrayBuffer)
  99042. */
  99043. Raw = 3,
  99044. /**
  99045. * Texture content is dynamic (video or dynamic texture)
  99046. */
  99047. Dynamic = 4,
  99048. /**
  99049. * Texture content is generated by rendering to it
  99050. */
  99051. RenderTarget = 5,
  99052. /**
  99053. * Texture content is part of a multi render target process
  99054. */
  99055. MultiRenderTarget = 6,
  99056. /**
  99057. * Texture data comes from a cube data file
  99058. */
  99059. Cube = 7,
  99060. /**
  99061. * Texture data comes from a raw cube data
  99062. */
  99063. CubeRaw = 8,
  99064. /**
  99065. * Texture data come from a prefiltered cube data file
  99066. */
  99067. CubePrefiltered = 9,
  99068. /**
  99069. * Texture content is raw 3D data
  99070. */
  99071. Raw3D = 10,
  99072. /**
  99073. * Texture content is raw 2D array data
  99074. */
  99075. Raw2DArray = 11,
  99076. /**
  99077. * Texture content is a depth texture
  99078. */
  99079. Depth = 12,
  99080. /**
  99081. * Texture data comes from a raw cube data encoded with RGBD
  99082. */
  99083. CubeRawRGBD = 13
  99084. }
  99085. /**
  99086. * Class used to store data associated with WebGL texture data for the engine
  99087. * This class should not be used directly
  99088. */
  99089. export class InternalTexture {
  99090. /** @hidden */
  99091. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  99092. /**
  99093. * Defines if the texture is ready
  99094. */
  99095. isReady: boolean;
  99096. /**
  99097. * Defines if the texture is a cube texture
  99098. */
  99099. isCube: boolean;
  99100. /**
  99101. * Defines if the texture contains 3D data
  99102. */
  99103. is3D: boolean;
  99104. /**
  99105. * Defines if the texture contains 2D array data
  99106. */
  99107. is2DArray: boolean;
  99108. /**
  99109. * Defines if the texture contains multiview data
  99110. */
  99111. isMultiview: boolean;
  99112. /**
  99113. * Gets the URL used to load this texture
  99114. */
  99115. url: string;
  99116. /**
  99117. * Gets the sampling mode of the texture
  99118. */
  99119. samplingMode: number;
  99120. /**
  99121. * Gets a boolean indicating if the texture needs mipmaps generation
  99122. */
  99123. generateMipMaps: boolean;
  99124. /**
  99125. * Gets the number of samples used by the texture (WebGL2+ only)
  99126. */
  99127. samples: number;
  99128. /**
  99129. * Gets the type of the texture (int, float...)
  99130. */
  99131. type: number;
  99132. /**
  99133. * Gets the format of the texture (RGB, RGBA...)
  99134. */
  99135. format: number;
  99136. /**
  99137. * Observable called when the texture is loaded
  99138. */
  99139. onLoadedObservable: Observable<InternalTexture>;
  99140. /**
  99141. * Gets the width of the texture
  99142. */
  99143. width: number;
  99144. /**
  99145. * Gets the height of the texture
  99146. */
  99147. height: number;
  99148. /**
  99149. * Gets the depth of the texture
  99150. */
  99151. depth: number;
  99152. /**
  99153. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  99154. */
  99155. baseWidth: number;
  99156. /**
  99157. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  99158. */
  99159. baseHeight: number;
  99160. /**
  99161. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  99162. */
  99163. baseDepth: number;
  99164. /**
  99165. * Gets a boolean indicating if the texture is inverted on Y axis
  99166. */
  99167. invertY: boolean;
  99168. /** @hidden */
  99169. _invertVScale: boolean;
  99170. /** @hidden */
  99171. _associatedChannel: number;
  99172. /** @hidden */
  99173. _source: InternalTextureSource;
  99174. /** @hidden */
  99175. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  99176. /** @hidden */
  99177. _bufferView: Nullable<ArrayBufferView>;
  99178. /** @hidden */
  99179. _bufferViewArray: Nullable<ArrayBufferView[]>;
  99180. /** @hidden */
  99181. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  99182. /** @hidden */
  99183. _size: number;
  99184. /** @hidden */
  99185. _extension: string;
  99186. /** @hidden */
  99187. _files: Nullable<string[]>;
  99188. /** @hidden */
  99189. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  99190. /** @hidden */
  99191. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  99192. /** @hidden */
  99193. _framebuffer: Nullable<WebGLFramebuffer>;
  99194. /** @hidden */
  99195. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  99196. /** @hidden */
  99197. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  99198. /** @hidden */
  99199. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  99200. /** @hidden */
  99201. _attachments: Nullable<number[]>;
  99202. /** @hidden */
  99203. _cachedCoordinatesMode: Nullable<number>;
  99204. /** @hidden */
  99205. _cachedWrapU: Nullable<number>;
  99206. /** @hidden */
  99207. _cachedWrapV: Nullable<number>;
  99208. /** @hidden */
  99209. _cachedWrapR: Nullable<number>;
  99210. /** @hidden */
  99211. _cachedAnisotropicFilteringLevel: Nullable<number>;
  99212. /** @hidden */
  99213. _isDisabled: boolean;
  99214. /** @hidden */
  99215. _compression: Nullable<string>;
  99216. /** @hidden */
  99217. _generateStencilBuffer: boolean;
  99218. /** @hidden */
  99219. _generateDepthBuffer: boolean;
  99220. /** @hidden */
  99221. _comparisonFunction: number;
  99222. /** @hidden */
  99223. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  99224. /** @hidden */
  99225. _lodGenerationScale: number;
  99226. /** @hidden */
  99227. _lodGenerationOffset: number;
  99228. /** @hidden */
  99229. _colorTextureArray: Nullable<WebGLTexture>;
  99230. /** @hidden */
  99231. _depthStencilTextureArray: Nullable<WebGLTexture>;
  99232. /** @hidden */
  99233. _lodTextureHigh: Nullable<BaseTexture>;
  99234. /** @hidden */
  99235. _lodTextureMid: Nullable<BaseTexture>;
  99236. /** @hidden */
  99237. _lodTextureLow: Nullable<BaseTexture>;
  99238. /** @hidden */
  99239. _isRGBD: boolean;
  99240. /** @hidden */
  99241. _linearSpecularLOD: boolean;
  99242. /** @hidden */
  99243. _irradianceTexture: Nullable<BaseTexture>;
  99244. /** @hidden */
  99245. _webGLTexture: Nullable<WebGLTexture>;
  99246. /** @hidden */
  99247. _references: number;
  99248. private _engine;
  99249. /**
  99250. * Gets the Engine the texture belongs to.
  99251. * @returns The babylon engine
  99252. */
  99253. getEngine(): ThinEngine;
  99254. /**
  99255. * Gets the data source type of the texture
  99256. */
  99257. readonly source: InternalTextureSource;
  99258. /**
  99259. * Creates a new InternalTexture
  99260. * @param engine defines the engine to use
  99261. * @param source defines the type of data that will be used
  99262. * @param delayAllocation if the texture allocation should be delayed (default: false)
  99263. */
  99264. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  99265. /**
  99266. * Increments the number of references (ie. the number of Texture that point to it)
  99267. */
  99268. incrementReferences(): void;
  99269. /**
  99270. * Change the size of the texture (not the size of the content)
  99271. * @param width defines the new width
  99272. * @param height defines the new height
  99273. * @param depth defines the new depth (1 by default)
  99274. */
  99275. updateSize(width: int, height: int, depth?: int): void;
  99276. /** @hidden */
  99277. _rebuild(): void;
  99278. /** @hidden */
  99279. _swapAndDie(target: InternalTexture): void;
  99280. /**
  99281. * Dispose the current allocated resources
  99282. */
  99283. dispose(): void;
  99284. }
  99285. }
  99286. declare module BABYLON {
  99287. /**
  99288. * Class used to work with sound analyzer using fast fourier transform (FFT)
  99289. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99290. */
  99291. export class Analyser {
  99292. /**
  99293. * Gets or sets the smoothing
  99294. * @ignorenaming
  99295. */
  99296. SMOOTHING: number;
  99297. /**
  99298. * Gets or sets the FFT table size
  99299. * @ignorenaming
  99300. */
  99301. FFT_SIZE: number;
  99302. /**
  99303. * Gets or sets the bar graph amplitude
  99304. * @ignorenaming
  99305. */
  99306. BARGRAPHAMPLITUDE: number;
  99307. /**
  99308. * Gets or sets the position of the debug canvas
  99309. * @ignorenaming
  99310. */
  99311. DEBUGCANVASPOS: {
  99312. x: number;
  99313. y: number;
  99314. };
  99315. /**
  99316. * Gets or sets the debug canvas size
  99317. * @ignorenaming
  99318. */
  99319. DEBUGCANVASSIZE: {
  99320. width: number;
  99321. height: number;
  99322. };
  99323. private _byteFreqs;
  99324. private _byteTime;
  99325. private _floatFreqs;
  99326. private _webAudioAnalyser;
  99327. private _debugCanvas;
  99328. private _debugCanvasContext;
  99329. private _scene;
  99330. private _registerFunc;
  99331. private _audioEngine;
  99332. /**
  99333. * Creates a new analyser
  99334. * @param scene defines hosting scene
  99335. */
  99336. constructor(scene: Scene);
  99337. /**
  99338. * Get the number of data values you will have to play with for the visualization
  99339. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  99340. * @returns a number
  99341. */
  99342. getFrequencyBinCount(): number;
  99343. /**
  99344. * Gets the current frequency data as a byte array
  99345. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  99346. * @returns a Uint8Array
  99347. */
  99348. getByteFrequencyData(): Uint8Array;
  99349. /**
  99350. * Gets the current waveform as a byte array
  99351. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  99352. * @returns a Uint8Array
  99353. */
  99354. getByteTimeDomainData(): Uint8Array;
  99355. /**
  99356. * Gets the current frequency data as a float array
  99357. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  99358. * @returns a Float32Array
  99359. */
  99360. getFloatFrequencyData(): Float32Array;
  99361. /**
  99362. * Renders the debug canvas
  99363. */
  99364. drawDebugCanvas(): void;
  99365. /**
  99366. * Stops rendering the debug canvas and removes it
  99367. */
  99368. stopDebugCanvas(): void;
  99369. /**
  99370. * Connects two audio nodes
  99371. * @param inputAudioNode defines first node to connect
  99372. * @param outputAudioNode defines second node to connect
  99373. */
  99374. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  99375. /**
  99376. * Releases all associated resources
  99377. */
  99378. dispose(): void;
  99379. }
  99380. }
  99381. declare module BABYLON {
  99382. /**
  99383. * This represents an audio engine and it is responsible
  99384. * to play, synchronize and analyse sounds throughout the application.
  99385. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99386. */
  99387. export interface IAudioEngine extends IDisposable {
  99388. /**
  99389. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  99390. */
  99391. readonly canUseWebAudio: boolean;
  99392. /**
  99393. * Gets the current AudioContext if available.
  99394. */
  99395. readonly audioContext: Nullable<AudioContext>;
  99396. /**
  99397. * The master gain node defines the global audio volume of your audio engine.
  99398. */
  99399. readonly masterGain: GainNode;
  99400. /**
  99401. * Gets whether or not mp3 are supported by your browser.
  99402. */
  99403. readonly isMP3supported: boolean;
  99404. /**
  99405. * Gets whether or not ogg are supported by your browser.
  99406. */
  99407. readonly isOGGsupported: boolean;
  99408. /**
  99409. * Defines if Babylon should emit a warning if WebAudio is not supported.
  99410. * @ignoreNaming
  99411. */
  99412. WarnedWebAudioUnsupported: boolean;
  99413. /**
  99414. * Defines if the audio engine relies on a custom unlocked button.
  99415. * In this case, the embedded button will not be displayed.
  99416. */
  99417. useCustomUnlockedButton: boolean;
  99418. /**
  99419. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  99420. */
  99421. readonly unlocked: boolean;
  99422. /**
  99423. * Event raised when audio has been unlocked on the browser.
  99424. */
  99425. onAudioUnlockedObservable: Observable<AudioEngine>;
  99426. /**
  99427. * Event raised when audio has been locked on the browser.
  99428. */
  99429. onAudioLockedObservable: Observable<AudioEngine>;
  99430. /**
  99431. * Flags the audio engine in Locked state.
  99432. * This happens due to new browser policies preventing audio to autoplay.
  99433. */
  99434. lock(): void;
  99435. /**
  99436. * Unlocks the audio engine once a user action has been done on the dom.
  99437. * This is helpful to resume play once browser policies have been satisfied.
  99438. */
  99439. unlock(): void;
  99440. }
  99441. /**
  99442. * This represents the default audio engine used in babylon.
  99443. * It is responsible to play, synchronize and analyse sounds throughout the application.
  99444. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99445. */
  99446. export class AudioEngine implements IAudioEngine {
  99447. private _audioContext;
  99448. private _audioContextInitialized;
  99449. private _muteButton;
  99450. private _hostElement;
  99451. /**
  99452. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  99453. */
  99454. canUseWebAudio: boolean;
  99455. /**
  99456. * The master gain node defines the global audio volume of your audio engine.
  99457. */
  99458. masterGain: GainNode;
  99459. /**
  99460. * Defines if Babylon should emit a warning if WebAudio is not supported.
  99461. * @ignoreNaming
  99462. */
  99463. WarnedWebAudioUnsupported: boolean;
  99464. /**
  99465. * Gets whether or not mp3 are supported by your browser.
  99466. */
  99467. isMP3supported: boolean;
  99468. /**
  99469. * Gets whether or not ogg are supported by your browser.
  99470. */
  99471. isOGGsupported: boolean;
  99472. /**
  99473. * Gets whether audio has been unlocked on the device.
  99474. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  99475. * a user interaction has happened.
  99476. */
  99477. unlocked: boolean;
  99478. /**
  99479. * Defines if the audio engine relies on a custom unlocked button.
  99480. * In this case, the embedded button will not be displayed.
  99481. */
  99482. useCustomUnlockedButton: boolean;
  99483. /**
  99484. * Event raised when audio has been unlocked on the browser.
  99485. */
  99486. onAudioUnlockedObservable: Observable<AudioEngine>;
  99487. /**
  99488. * Event raised when audio has been locked on the browser.
  99489. */
  99490. onAudioLockedObservable: Observable<AudioEngine>;
  99491. /**
  99492. * Gets the current AudioContext if available.
  99493. */
  99494. readonly audioContext: Nullable<AudioContext>;
  99495. private _connectedAnalyser;
  99496. /**
  99497. * Instantiates a new audio engine.
  99498. *
  99499. * There should be only one per page as some browsers restrict the number
  99500. * of audio contexts you can create.
  99501. * @param hostElement defines the host element where to display the mute icon if necessary
  99502. */
  99503. constructor(hostElement?: Nullable<HTMLElement>);
  99504. /**
  99505. * Flags the audio engine in Locked state.
  99506. * This happens due to new browser policies preventing audio to autoplay.
  99507. */
  99508. lock(): void;
  99509. /**
  99510. * Unlocks the audio engine once a user action has been done on the dom.
  99511. * This is helpful to resume play once browser policies have been satisfied.
  99512. */
  99513. unlock(): void;
  99514. private _resumeAudioContext;
  99515. private _initializeAudioContext;
  99516. private _tryToRun;
  99517. private _triggerRunningState;
  99518. private _triggerSuspendedState;
  99519. private _displayMuteButton;
  99520. private _moveButtonToTopLeft;
  99521. private _onResize;
  99522. private _hideMuteButton;
  99523. /**
  99524. * Destroy and release the resources associated with the audio ccontext.
  99525. */
  99526. dispose(): void;
  99527. /**
  99528. * Gets the global volume sets on the master gain.
  99529. * @returns the global volume if set or -1 otherwise
  99530. */
  99531. getGlobalVolume(): number;
  99532. /**
  99533. * Sets the global volume of your experience (sets on the master gain).
  99534. * @param newVolume Defines the new global volume of the application
  99535. */
  99536. setGlobalVolume(newVolume: number): void;
  99537. /**
  99538. * Connect the audio engine to an audio analyser allowing some amazing
  99539. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  99540. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  99541. * @param analyser The analyser to connect to the engine
  99542. */
  99543. connectToAnalyser(analyser: Analyser): void;
  99544. }
  99545. }
  99546. declare module BABYLON {
  99547. /**
  99548. * Interface used to present a loading screen while loading a scene
  99549. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99550. */
  99551. export interface ILoadingScreen {
  99552. /**
  99553. * Function called to display the loading screen
  99554. */
  99555. displayLoadingUI: () => void;
  99556. /**
  99557. * Function called to hide the loading screen
  99558. */
  99559. hideLoadingUI: () => void;
  99560. /**
  99561. * Gets or sets the color to use for the background
  99562. */
  99563. loadingUIBackgroundColor: string;
  99564. /**
  99565. * Gets or sets the text to display while loading
  99566. */
  99567. loadingUIText: string;
  99568. }
  99569. /**
  99570. * Class used for the default loading screen
  99571. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99572. */
  99573. export class DefaultLoadingScreen implements ILoadingScreen {
  99574. private _renderingCanvas;
  99575. private _loadingText;
  99576. private _loadingDivBackgroundColor;
  99577. private _loadingDiv;
  99578. private _loadingTextDiv;
  99579. /** Gets or sets the logo url to use for the default loading screen */
  99580. static DefaultLogoUrl: string;
  99581. /** Gets or sets the spinner url to use for the default loading screen */
  99582. static DefaultSpinnerUrl: string;
  99583. /**
  99584. * Creates a new default loading screen
  99585. * @param _renderingCanvas defines the canvas used to render the scene
  99586. * @param _loadingText defines the default text to display
  99587. * @param _loadingDivBackgroundColor defines the default background color
  99588. */
  99589. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  99590. /**
  99591. * Function called to display the loading screen
  99592. */
  99593. displayLoadingUI(): void;
  99594. /**
  99595. * Function called to hide the loading screen
  99596. */
  99597. hideLoadingUI(): void;
  99598. /**
  99599. * Gets or sets the text to display while loading
  99600. */
  99601. loadingUIText: string;
  99602. /**
  99603. * Gets or sets the color to use for the background
  99604. */
  99605. loadingUIBackgroundColor: string;
  99606. private _resizeLoadingUI;
  99607. }
  99608. }
  99609. declare module BABYLON {
  99610. /**
  99611. * Interface for any object that can request an animation frame
  99612. */
  99613. export interface ICustomAnimationFrameRequester {
  99614. /**
  99615. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  99616. */
  99617. renderFunction?: Function;
  99618. /**
  99619. * Called to request the next frame to render to
  99620. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  99621. */
  99622. requestAnimationFrame: Function;
  99623. /**
  99624. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  99625. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  99626. */
  99627. requestID?: number;
  99628. }
  99629. }
  99630. declare module BABYLON {
  99631. /**
  99632. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  99633. */
  99634. export class PerformanceMonitor {
  99635. private _enabled;
  99636. private _rollingFrameTime;
  99637. private _lastFrameTimeMs;
  99638. /**
  99639. * constructor
  99640. * @param frameSampleSize The number of samples required to saturate the sliding window
  99641. */
  99642. constructor(frameSampleSize?: number);
  99643. /**
  99644. * Samples current frame
  99645. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  99646. */
  99647. sampleFrame(timeMs?: number): void;
  99648. /**
  99649. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  99650. */
  99651. readonly averageFrameTime: number;
  99652. /**
  99653. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  99654. */
  99655. readonly averageFrameTimeVariance: number;
  99656. /**
  99657. * Returns the frame time of the most recent frame
  99658. */
  99659. readonly instantaneousFrameTime: number;
  99660. /**
  99661. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  99662. */
  99663. readonly averageFPS: number;
  99664. /**
  99665. * Returns the average framerate in frames per second using the most recent frame time
  99666. */
  99667. readonly instantaneousFPS: number;
  99668. /**
  99669. * Returns true if enough samples have been taken to completely fill the sliding window
  99670. */
  99671. readonly isSaturated: boolean;
  99672. /**
  99673. * Enables contributions to the sliding window sample set
  99674. */
  99675. enable(): void;
  99676. /**
  99677. * Disables contributions to the sliding window sample set
  99678. * Samples will not be interpolated over the disabled period
  99679. */
  99680. disable(): void;
  99681. /**
  99682. * Returns true if sampling is enabled
  99683. */
  99684. readonly isEnabled: boolean;
  99685. /**
  99686. * Resets performance monitor
  99687. */
  99688. reset(): void;
  99689. }
  99690. /**
  99691. * RollingAverage
  99692. *
  99693. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  99694. */
  99695. export class RollingAverage {
  99696. /**
  99697. * Current average
  99698. */
  99699. average: number;
  99700. /**
  99701. * Current variance
  99702. */
  99703. variance: number;
  99704. protected _samples: Array<number>;
  99705. protected _sampleCount: number;
  99706. protected _pos: number;
  99707. protected _m2: number;
  99708. /**
  99709. * constructor
  99710. * @param length The number of samples required to saturate the sliding window
  99711. */
  99712. constructor(length: number);
  99713. /**
  99714. * Adds a sample to the sample set
  99715. * @param v The sample value
  99716. */
  99717. add(v: number): void;
  99718. /**
  99719. * Returns previously added values or null if outside of history or outside the sliding window domain
  99720. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  99721. * @return Value previously recorded with add() or null if outside of range
  99722. */
  99723. history(i: number): number;
  99724. /**
  99725. * Returns true if enough samples have been taken to completely fill the sliding window
  99726. * @return true if sample-set saturated
  99727. */
  99728. isSaturated(): boolean;
  99729. /**
  99730. * Resets the rolling average (equivalent to 0 samples taken so far)
  99731. */
  99732. reset(): void;
  99733. /**
  99734. * Wraps a value around the sample range boundaries
  99735. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  99736. * @return Wrapped position in sample range
  99737. */
  99738. protected _wrapPosition(i: number): number;
  99739. }
  99740. }
  99741. declare module BABYLON {
  99742. /**
  99743. * This class is used to track a performance counter which is number based.
  99744. * The user has access to many properties which give statistics of different nature.
  99745. *
  99746. * The implementer can track two kinds of Performance Counter: time and count.
  99747. * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
  99748. * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
  99749. */
  99750. export class PerfCounter {
  99751. /**
  99752. * Gets or sets a global boolean to turn on and off all the counters
  99753. */
  99754. static Enabled: boolean;
  99755. /**
  99756. * Returns the smallest value ever
  99757. */
  99758. readonly min: number;
  99759. /**
  99760. * Returns the biggest value ever
  99761. */
  99762. readonly max: number;
  99763. /**
  99764. * Returns the average value since the performance counter is running
  99765. */
  99766. readonly average: number;
  99767. /**
  99768. * Returns the average value of the last second the counter was monitored
  99769. */
  99770. readonly lastSecAverage: number;
  99771. /**
  99772. * Returns the current value
  99773. */
  99774. readonly current: number;
  99775. /**
  99776. * Gets the accumulated total
  99777. */
  99778. readonly total: number;
  99779. /**
  99780. * Gets the total value count
  99781. */
  99782. readonly count: number;
  99783. /**
  99784. * Creates a new counter
  99785. */
  99786. constructor();
  99787. /**
  99788. * Call this method to start monitoring a new frame.
  99789. * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
  99790. */
  99791. fetchNewFrame(): void;
  99792. /**
  99793. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  99794. * @param newCount the count value to add to the monitored count
  99795. * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
  99796. */
  99797. addCount(newCount: number, fetchResult: boolean): void;
  99798. /**
  99799. * Start monitoring this performance counter
  99800. */
  99801. beginMonitoring(): void;
  99802. /**
  99803. * Compute the time lapsed since the previous beginMonitoring() call.
  99804. * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
  99805. */
  99806. endMonitoring(newFrame?: boolean): void;
  99807. private _fetchResult;
  99808. private _startMonitoringTime;
  99809. private _min;
  99810. private _max;
  99811. private _average;
  99812. private _current;
  99813. private _totalValueCount;
  99814. private _totalAccumulated;
  99815. private _lastSecAverage;
  99816. private _lastSecAccumulated;
  99817. private _lastSecTime;
  99818. private _lastSecValueCount;
  99819. }
  99820. }
  99821. declare module BABYLON {
  99822. /**
  99823. * Defines the interface used by display changed events
  99824. */
  99825. export interface IDisplayChangedEventArgs {
  99826. /** Gets the vrDisplay object (if any) */
  99827. vrDisplay: Nullable<any>;
  99828. /** Gets a boolean indicating if webVR is supported */
  99829. vrSupported: boolean;
  99830. }
  99831. /**
  99832. * Defines the interface used by objects containing a viewport (like a camera)
  99833. */
  99834. interface IViewportOwnerLike {
  99835. /**
  99836. * Gets or sets the viewport
  99837. */
  99838. viewport: IViewportLike;
  99839. }
  99840. /**
  99841. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  99842. */
  99843. export class Engine extends ThinEngine {
  99844. /** Defines that alpha blending is disabled */
  99845. static readonly ALPHA_DISABLE: number;
  99846. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  99847. static readonly ALPHA_ADD: number;
  99848. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  99849. static readonly ALPHA_COMBINE: number;
  99850. /** Defines that alpha blending to DEST - SRC * DEST */
  99851. static readonly ALPHA_SUBTRACT: number;
  99852. /** Defines that alpha blending to SRC * DEST */
  99853. static readonly ALPHA_MULTIPLY: number;
  99854. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  99855. static readonly ALPHA_MAXIMIZED: number;
  99856. /** Defines that alpha blending to SRC + DEST */
  99857. static readonly ALPHA_ONEONE: number;
  99858. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  99859. static readonly ALPHA_PREMULTIPLIED: number;
  99860. /**
  99861. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  99862. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  99863. */
  99864. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  99865. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  99866. static readonly ALPHA_INTERPOLATE: number;
  99867. /**
  99868. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  99869. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  99870. */
  99871. static readonly ALPHA_SCREENMODE: number;
  99872. /** Defines that the ressource is not delayed*/
  99873. static readonly DELAYLOADSTATE_NONE: number;
  99874. /** Defines that the ressource was successfully delay loaded */
  99875. static readonly DELAYLOADSTATE_LOADED: number;
  99876. /** Defines that the ressource is currently delay loading */
  99877. static readonly DELAYLOADSTATE_LOADING: number;
  99878. /** Defines that the ressource is delayed and has not started loading */
  99879. static readonly DELAYLOADSTATE_NOTLOADED: number;
  99880. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  99881. static readonly NEVER: number;
  99882. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  99883. static readonly ALWAYS: number;
  99884. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  99885. static readonly LESS: number;
  99886. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  99887. static readonly EQUAL: number;
  99888. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  99889. static readonly LEQUAL: number;
  99890. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  99891. static readonly GREATER: number;
  99892. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  99893. static readonly GEQUAL: number;
  99894. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  99895. static readonly NOTEQUAL: number;
  99896. /** Passed to stencilOperation to specify that stencil value must be kept */
  99897. static readonly KEEP: number;
  99898. /** Passed to stencilOperation to specify that stencil value must be replaced */
  99899. static readonly REPLACE: number;
  99900. /** Passed to stencilOperation to specify that stencil value must be incremented */
  99901. static readonly INCR: number;
  99902. /** Passed to stencilOperation to specify that stencil value must be decremented */
  99903. static readonly DECR: number;
  99904. /** Passed to stencilOperation to specify that stencil value must be inverted */
  99905. static readonly INVERT: number;
  99906. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  99907. static readonly INCR_WRAP: number;
  99908. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  99909. static readonly DECR_WRAP: number;
  99910. /** Texture is not repeating outside of 0..1 UVs */
  99911. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  99912. /** Texture is repeating outside of 0..1 UVs */
  99913. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  99914. /** Texture is repeating and mirrored */
  99915. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  99916. /** ALPHA */
  99917. static readonly TEXTUREFORMAT_ALPHA: number;
  99918. /** LUMINANCE */
  99919. static readonly TEXTUREFORMAT_LUMINANCE: number;
  99920. /** LUMINANCE_ALPHA */
  99921. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  99922. /** RGB */
  99923. static readonly TEXTUREFORMAT_RGB: number;
  99924. /** RGBA */
  99925. static readonly TEXTUREFORMAT_RGBA: number;
  99926. /** RED */
  99927. static readonly TEXTUREFORMAT_RED: number;
  99928. /** RED (2nd reference) */
  99929. static readonly TEXTUREFORMAT_R: number;
  99930. /** RG */
  99931. static readonly TEXTUREFORMAT_RG: number;
  99932. /** RED_INTEGER */
  99933. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  99934. /** RED_INTEGER (2nd reference) */
  99935. static readonly TEXTUREFORMAT_R_INTEGER: number;
  99936. /** RG_INTEGER */
  99937. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  99938. /** RGB_INTEGER */
  99939. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  99940. /** RGBA_INTEGER */
  99941. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  99942. /** UNSIGNED_BYTE */
  99943. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  99944. /** UNSIGNED_BYTE (2nd reference) */
  99945. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  99946. /** FLOAT */
  99947. static readonly TEXTURETYPE_FLOAT: number;
  99948. /** HALF_FLOAT */
  99949. static readonly TEXTURETYPE_HALF_FLOAT: number;
  99950. /** BYTE */
  99951. static readonly TEXTURETYPE_BYTE: number;
  99952. /** SHORT */
  99953. static readonly TEXTURETYPE_SHORT: number;
  99954. /** UNSIGNED_SHORT */
  99955. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  99956. /** INT */
  99957. static readonly TEXTURETYPE_INT: number;
  99958. /** UNSIGNED_INT */
  99959. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  99960. /** UNSIGNED_SHORT_4_4_4_4 */
  99961. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  99962. /** UNSIGNED_SHORT_5_5_5_1 */
  99963. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  99964. /** UNSIGNED_SHORT_5_6_5 */
  99965. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  99966. /** UNSIGNED_INT_2_10_10_10_REV */
  99967. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  99968. /** UNSIGNED_INT_24_8 */
  99969. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  99970. /** UNSIGNED_INT_10F_11F_11F_REV */
  99971. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  99972. /** UNSIGNED_INT_5_9_9_9_REV */
  99973. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  99974. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  99975. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  99976. /** nearest is mag = nearest and min = nearest and mip = linear */
  99977. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  99978. /** Bilinear is mag = linear and min = linear and mip = nearest */
  99979. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  99980. /** Trilinear is mag = linear and min = linear and mip = linear */
  99981. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  99982. /** nearest is mag = nearest and min = nearest and mip = linear */
  99983. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  99984. /** Bilinear is mag = linear and min = linear and mip = nearest */
  99985. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  99986. /** Trilinear is mag = linear and min = linear and mip = linear */
  99987. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  99988. /** mag = nearest and min = nearest and mip = nearest */
  99989. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  99990. /** mag = nearest and min = linear and mip = nearest */
  99991. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  99992. /** mag = nearest and min = linear and mip = linear */
  99993. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  99994. /** mag = nearest and min = linear and mip = none */
  99995. static readonly TEXTURE_NEAREST_LINEAR: number;
  99996. /** mag = nearest and min = nearest and mip = none */
  99997. static readonly TEXTURE_NEAREST_NEAREST: number;
  99998. /** mag = linear and min = nearest and mip = nearest */
  99999. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  100000. /** mag = linear and min = nearest and mip = linear */
  100001. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  100002. /** mag = linear and min = linear and mip = none */
  100003. static readonly TEXTURE_LINEAR_LINEAR: number;
  100004. /** mag = linear and min = nearest and mip = none */
  100005. static readonly TEXTURE_LINEAR_NEAREST: number;
  100006. /** Explicit coordinates mode */
  100007. static readonly TEXTURE_EXPLICIT_MODE: number;
  100008. /** Spherical coordinates mode */
  100009. static readonly TEXTURE_SPHERICAL_MODE: number;
  100010. /** Planar coordinates mode */
  100011. static readonly TEXTURE_PLANAR_MODE: number;
  100012. /** Cubic coordinates mode */
  100013. static readonly TEXTURE_CUBIC_MODE: number;
  100014. /** Projection coordinates mode */
  100015. static readonly TEXTURE_PROJECTION_MODE: number;
  100016. /** Skybox coordinates mode */
  100017. static readonly TEXTURE_SKYBOX_MODE: number;
  100018. /** Inverse Cubic coordinates mode */
  100019. static readonly TEXTURE_INVCUBIC_MODE: number;
  100020. /** Equirectangular coordinates mode */
  100021. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  100022. /** Equirectangular Fixed coordinates mode */
  100023. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  100024. /** Equirectangular Fixed Mirrored coordinates mode */
  100025. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  100026. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  100027. static readonly SCALEMODE_FLOOR: number;
  100028. /** Defines that texture rescaling will look for the nearest power of 2 size */
  100029. static readonly SCALEMODE_NEAREST: number;
  100030. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  100031. static readonly SCALEMODE_CEILING: number;
  100032. /**
  100033. * Returns the current npm package of the sdk
  100034. */
  100035. static readonly NpmPackage: string;
  100036. /**
  100037. * Returns the current version of the framework
  100038. */
  100039. static readonly Version: string;
  100040. /** Gets the list of created engines */
  100041. static readonly Instances: Engine[];
  100042. /**
  100043. * Gets the latest created engine
  100044. */
  100045. static readonly LastCreatedEngine: Nullable<Engine>;
  100046. /**
  100047. * Gets the latest created scene
  100048. */
  100049. static readonly LastCreatedScene: Nullable<Scene>;
  100050. /**
  100051. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  100052. * @param flag defines which part of the materials must be marked as dirty
  100053. * @param predicate defines a predicate used to filter which materials should be affected
  100054. */
  100055. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  100056. /**
  100057. * Method called to create the default loading screen.
  100058. * This can be overriden in your own app.
  100059. * @param canvas The rendering canvas element
  100060. * @returns The loading screen
  100061. */
  100062. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  100063. /**
  100064. * Method called to create the default rescale post process on each engine.
  100065. */
  100066. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  100067. /**
  100068. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  100069. **/
  100070. enableOfflineSupport: boolean;
  100071. /**
  100072. * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)
  100073. **/
  100074. disableManifestCheck: boolean;
  100075. /**
  100076. * Gets the list of created scenes
  100077. */
  100078. scenes: Scene[];
  100079. /**
  100080. * Event raised when a new scene is created
  100081. */
  100082. onNewSceneAddedObservable: Observable<Scene>;
  100083. /**
  100084. * Gets the list of created postprocesses
  100085. */
  100086. postProcesses: PostProcess[];
  100087. /**
  100088. * Gets a boolean indicating if the pointer is currently locked
  100089. */
  100090. isPointerLock: boolean;
  100091. /**
  100092. * Observable event triggered each time the rendering canvas is resized
  100093. */
  100094. onResizeObservable: Observable<Engine>;
  100095. /**
  100096. * Observable event triggered each time the canvas loses focus
  100097. */
  100098. onCanvasBlurObservable: Observable<Engine>;
  100099. /**
  100100. * Observable event triggered each time the canvas gains focus
  100101. */
  100102. onCanvasFocusObservable: Observable<Engine>;
  100103. /**
  100104. * Observable event triggered each time the canvas receives pointerout event
  100105. */
  100106. onCanvasPointerOutObservable: Observable<PointerEvent>;
  100107. /**
  100108. * Observable raised when the engine begins a new frame
  100109. */
  100110. onBeginFrameObservable: Observable<Engine>;
  100111. /**
  100112. * If set, will be used to request the next animation frame for the render loop
  100113. */
  100114. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  100115. /**
  100116. * Observable raised when the engine ends the current frame
  100117. */
  100118. onEndFrameObservable: Observable<Engine>;
  100119. /**
  100120. * Observable raised when the engine is about to compile a shader
  100121. */
  100122. onBeforeShaderCompilationObservable: Observable<Engine>;
  100123. /**
  100124. * Observable raised when the engine has jsut compiled a shader
  100125. */
  100126. onAfterShaderCompilationObservable: Observable<Engine>;
  100127. /**
  100128. * Gets the audio engine
  100129. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100130. * @ignorenaming
  100131. */
  100132. static audioEngine: IAudioEngine;
  100133. /**
  100134. * Default AudioEngine factory responsible of creating the Audio Engine.
  100135. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  100136. */
  100137. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  100138. /**
  100139. * Default offline support factory responsible of creating a tool used to store data locally.
  100140. * By default, this will create a Database object if the workload has been embedded.
  100141. */
  100142. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  100143. private _loadingScreen;
  100144. private _pointerLockRequested;
  100145. private _dummyFramebuffer;
  100146. private _rescalePostProcess;
  100147. /** @hidden */
  100148. protected _alphaMode: number;
  100149. /** @hidden */
  100150. protected _alphaEquation: number;
  100151. private _deterministicLockstep;
  100152. private _lockstepMaxSteps;
  100153. private _timeStep;
  100154. protected readonly _supportsHardwareTextureRescaling: boolean;
  100155. private _fps;
  100156. private _deltaTime;
  100157. /** @hidden */
  100158. _drawCalls: PerfCounter;
  100159. /**
  100160. * Turn this value on if you want to pause FPS computation when in background
  100161. */
  100162. disablePerformanceMonitorInBackground: boolean;
  100163. private _performanceMonitor;
  100164. /**
  100165. * Gets the performance monitor attached to this engine
  100166. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  100167. */
  100168. readonly performanceMonitor: PerformanceMonitor;
  100169. private _onFocus;
  100170. private _onBlur;
  100171. private _onCanvasPointerOut;
  100172. private _onCanvasBlur;
  100173. private _onCanvasFocus;
  100174. private _onFullscreenChange;
  100175. private _onPointerLockChange;
  100176. /**
  100177. * Gets the HTML element used to attach event listeners
  100178. * @returns a HTML element
  100179. */
  100180. getInputElement(): Nullable<HTMLElement>;
  100181. /**
  100182. * Creates a new engine
  100183. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  100184. * @param antialias defines enable antialiasing (default: false)
  100185. * @param options defines further options to be sent to the getContext() function
  100186. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  100187. */
  100188. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  100189. /**
  100190. * Gets current aspect ratio
  100191. * @param viewportOwner defines the camera to use to get the aspect ratio
  100192. * @param useScreen defines if screen size must be used (or the current render target if any)
  100193. * @returns a number defining the aspect ratio
  100194. */
  100195. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  100196. /**
  100197. * Gets current screen aspect ratio
  100198. * @returns a number defining the aspect ratio
  100199. */
  100200. getScreenAspectRatio(): number;
  100201. /**
  100202. * Gets the client rect of the HTML canvas attached with the current webGL context
  100203. * @returns a client rectanglee
  100204. */
  100205. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  100206. /**
  100207. * Gets the client rect of the HTML element used for events
  100208. * @returns a client rectanglee
  100209. */
  100210. getInputElementClientRect(): Nullable<ClientRect>;
  100211. /**
  100212. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  100213. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100214. * @returns true if engine is in deterministic lock step mode
  100215. */
  100216. isDeterministicLockStep(): boolean;
  100217. /**
  100218. * Gets the max steps when engine is running in deterministic lock step
  100219. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  100220. * @returns the max steps
  100221. */
  100222. getLockstepMaxSteps(): number;
  100223. /**
  100224. * Returns the time in ms between steps when using deterministic lock step.
  100225. * @returns time step in (ms)
  100226. */
  100227. getTimeStep(): number;
  100228. /**
  100229. * Force the mipmap generation for the given render target texture
  100230. * @param texture defines the render target texture to use
  100231. */
  100232. generateMipMapsForCubemap(texture: InternalTexture): void;
  100233. /** States */
  100234. /**
  100235. * Set various states to the webGL context
  100236. * @param culling defines backface culling state
  100237. * @param zOffset defines the value to apply to zOffset (0 by default)
  100238. * @param force defines if states must be applied even if cache is up to date
  100239. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  100240. */
  100241. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  100242. /**
  100243. * Set the z offset to apply to current rendering
  100244. * @param value defines the offset to apply
  100245. */
  100246. setZOffset(value: number): void;
  100247. /**
  100248. * Gets the current value of the zOffset
  100249. * @returns the current zOffset state
  100250. */
  100251. getZOffset(): number;
  100252. /**
  100253. * Enable or disable depth buffering
  100254. * @param enable defines the state to set
  100255. */
  100256. setDepthBuffer(enable: boolean): void;
  100257. /**
  100258. * Gets a boolean indicating if depth writing is enabled
  100259. * @returns the current depth writing state
  100260. */
  100261. getDepthWrite(): boolean;
  100262. /**
  100263. * Enable or disable depth writing
  100264. * @param enable defines the state to set
  100265. */
  100266. setDepthWrite(enable: boolean): void;
  100267. /**
  100268. * Enable or disable color writing
  100269. * @param enable defines the state to set
  100270. */
  100271. setColorWrite(enable: boolean): void;
  100272. /**
  100273. * Gets a boolean indicating if color writing is enabled
  100274. * @returns the current color writing state
  100275. */
  100276. getColorWrite(): boolean;
  100277. /**
  100278. * Sets alpha constants used by some alpha blending modes
  100279. * @param r defines the red component
  100280. * @param g defines the green component
  100281. * @param b defines the blue component
  100282. * @param a defines the alpha component
  100283. */
  100284. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  100285. /**
  100286. * Sets the current alpha mode
  100287. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  100288. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  100289. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  100290. */
  100291. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  100292. /**
  100293. * Gets the current alpha mode
  100294. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  100295. * @returns the current alpha mode
  100296. */
  100297. getAlphaMode(): number;
  100298. /**
  100299. * Sets the current alpha equation
  100300. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  100301. */
  100302. setAlphaEquation(equation: number): void;
  100303. /**
  100304. * Gets the current alpha equation.
  100305. * @returns the current alpha equation
  100306. */
  100307. getAlphaEquation(): number;
  100308. /**
  100309. * Gets a boolean indicating if stencil buffer is enabled
  100310. * @returns the current stencil buffer state
  100311. */
  100312. getStencilBuffer(): boolean;
  100313. /**
  100314. * Enable or disable the stencil buffer
  100315. * @param enable defines if the stencil buffer must be enabled or disabled
  100316. */
  100317. setStencilBuffer(enable: boolean): void;
  100318. /**
  100319. * Gets the current stencil mask
  100320. * @returns a number defining the new stencil mask to use
  100321. */
  100322. getStencilMask(): number;
  100323. /**
  100324. * Sets the current stencil mask
  100325. * @param mask defines the new stencil mask to use
  100326. */
  100327. setStencilMask(mask: number): void;
  100328. /**
  100329. * Gets the current stencil function
  100330. * @returns a number defining the stencil function to use
  100331. */
  100332. getStencilFunction(): number;
  100333. /**
  100334. * Gets the current stencil reference value
  100335. * @returns a number defining the stencil reference value to use
  100336. */
  100337. getStencilFunctionReference(): number;
  100338. /**
  100339. * Gets the current stencil mask
  100340. * @returns a number defining the stencil mask to use
  100341. */
  100342. getStencilFunctionMask(): number;
  100343. /**
  100344. * Sets the current stencil function
  100345. * @param stencilFunc defines the new stencil function to use
  100346. */
  100347. setStencilFunction(stencilFunc: number): void;
  100348. /**
  100349. * Sets the current stencil reference
  100350. * @param reference defines the new stencil reference to use
  100351. */
  100352. setStencilFunctionReference(reference: number): void;
  100353. /**
  100354. * Sets the current stencil mask
  100355. * @param mask defines the new stencil mask to use
  100356. */
  100357. setStencilFunctionMask(mask: number): void;
  100358. /**
  100359. * Gets the current stencil operation when stencil fails
  100360. * @returns a number defining stencil operation to use when stencil fails
  100361. */
  100362. getStencilOperationFail(): number;
  100363. /**
  100364. * Gets the current stencil operation when depth fails
  100365. * @returns a number defining stencil operation to use when depth fails
  100366. */
  100367. getStencilOperationDepthFail(): number;
  100368. /**
  100369. * Gets the current stencil operation when stencil passes
  100370. * @returns a number defining stencil operation to use when stencil passes
  100371. */
  100372. getStencilOperationPass(): number;
  100373. /**
  100374. * Sets the stencil operation to use when stencil fails
  100375. * @param operation defines the stencil operation to use when stencil fails
  100376. */
  100377. setStencilOperationFail(operation: number): void;
  100378. /**
  100379. * Sets the stencil operation to use when depth fails
  100380. * @param operation defines the stencil operation to use when depth fails
  100381. */
  100382. setStencilOperationDepthFail(operation: number): void;
  100383. /**
  100384. * Sets the stencil operation to use when stencil passes
  100385. * @param operation defines the stencil operation to use when stencil passes
  100386. */
  100387. setStencilOperationPass(operation: number): void;
  100388. /**
  100389. * Sets a boolean indicating if the dithering state is enabled or disabled
  100390. * @param value defines the dithering state
  100391. */
  100392. setDitheringState(value: boolean): void;
  100393. /**
  100394. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  100395. * @param value defines the rasterizer state
  100396. */
  100397. setRasterizerState(value: boolean): void;
  100398. /**
  100399. * Gets the current depth function
  100400. * @returns a number defining the depth function
  100401. */
  100402. getDepthFunction(): Nullable<number>;
  100403. /**
  100404. * Sets the current depth function
  100405. * @param depthFunc defines the function to use
  100406. */
  100407. setDepthFunction(depthFunc: number): void;
  100408. /**
  100409. * Sets the current depth function to GREATER
  100410. */
  100411. setDepthFunctionToGreater(): void;
  100412. /**
  100413. * Sets the current depth function to GEQUAL
  100414. */
  100415. setDepthFunctionToGreaterOrEqual(): void;
  100416. /**
  100417. * Sets the current depth function to LESS
  100418. */
  100419. setDepthFunctionToLess(): void;
  100420. /**
  100421. * Sets the current depth function to LEQUAL
  100422. */
  100423. setDepthFunctionToLessOrEqual(): void;
  100424. private _cachedStencilBuffer;
  100425. private _cachedStencilFunction;
  100426. private _cachedStencilMask;
  100427. private _cachedStencilOperationPass;
  100428. private _cachedStencilOperationFail;
  100429. private _cachedStencilOperationDepthFail;
  100430. private _cachedStencilReference;
  100431. /**
  100432. * Caches the the state of the stencil buffer
  100433. */
  100434. cacheStencilState(): void;
  100435. /**
  100436. * Restores the state of the stencil buffer
  100437. */
  100438. restoreStencilState(): void;
  100439. /**
  100440. * Directly set the WebGL Viewport
  100441. * @param x defines the x coordinate of the viewport (in screen space)
  100442. * @param y defines the y coordinate of the viewport (in screen space)
  100443. * @param width defines the width of the viewport (in screen space)
  100444. * @param height defines the height of the viewport (in screen space)
  100445. * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state
  100446. */
  100447. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  100448. /**
  100449. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  100450. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  100451. * @param y defines the y-coordinate of the corner of the clear rectangle
  100452. * @param width defines the width of the clear rectangle
  100453. * @param height defines the height of the clear rectangle
  100454. * @param clearColor defines the clear color
  100455. */
  100456. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  100457. /**
  100458. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  100459. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  100460. * @param y defines the y-coordinate of the corner of the clear rectangle
  100461. * @param width defines the width of the clear rectangle
  100462. * @param height defines the height of the clear rectangle
  100463. */
  100464. enableScissor(x: number, y: number, width: number, height: number): void;
  100465. /**
  100466. * Disable previously set scissor test rectangle
  100467. */
  100468. disableScissor(): void;
  100469. protected _reportDrawCall(): void;
  100470. /**
  100471. * Initializes a webVR display and starts listening to display change events
  100472. * The onVRDisplayChangedObservable will be notified upon these changes
  100473. * @returns The onVRDisplayChangedObservable
  100474. */
  100475. initWebVR(): Observable<IDisplayChangedEventArgs>;
  100476. /** @hidden */
  100477. _prepareVRComponent(): void;
  100478. /** @hidden */
  100479. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  100480. /** @hidden */
  100481. _submitVRFrame(): void;
  100482. /**
  100483. * Call this function to leave webVR mode
  100484. * Will do nothing if webVR is not supported or if there is no webVR device
  100485. * @see http://doc.babylonjs.com/how_to/webvr_camera
  100486. */
  100487. disableVR(): void;
  100488. /**
  100489. * Gets a boolean indicating that the system is in VR mode and is presenting
  100490. * @returns true if VR mode is engaged
  100491. */
  100492. isVRPresenting(): boolean;
  100493. /** @hidden */
  100494. _requestVRFrame(): void;
  100495. /** @hidden */
  100496. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  100497. /**
  100498. * Gets the source code of the vertex shader associated with a specific webGL program
  100499. * @param program defines the program to use
  100500. * @returns a string containing the source code of the vertex shader associated with the program
  100501. */
  100502. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  100503. /**
  100504. * Gets the source code of the fragment shader associated with a specific webGL program
  100505. * @param program defines the program to use
  100506. * @returns a string containing the source code of the fragment shader associated with the program
  100507. */
  100508. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  100509. /**
  100510. * Reads pixels from the current frame buffer. Please note that this function can be slow
  100511. * @param x defines the x coordinate of the rectangle where pixels must be read
  100512. * @param y defines the y coordinate of the rectangle where pixels must be read
  100513. * @param width defines the width of the rectangle where pixels must be read
  100514. * @param height defines the height of the rectangle where pixels must be read
  100515. * @returns a Uint8Array containing RGBA colors
  100516. */
  100517. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  100518. /**
  100519. * Sets a depth stencil texture from a render target to the according uniform.
  100520. * @param channel The texture channel
  100521. * @param uniform The uniform to set
  100522. * @param texture The render target texture containing the depth stencil texture to apply
  100523. */
  100524. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  100525. /**
  100526. * Sets a texture to the webGL context from a postprocess
  100527. * @param channel defines the channel to use
  100528. * @param postProcess defines the source postprocess
  100529. */
  100530. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  100531. /**
  100532. * Binds the output of the passed in post process to the texture channel specified
  100533. * @param channel The channel the texture should be bound to
  100534. * @param postProcess The post process which's output should be bound
  100535. */
  100536. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  100537. /** @hidden */
  100538. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  100539. protected _rebuildBuffers(): void;
  100540. /** @hidden */
  100541. _renderFrame(): void;
  100542. _renderLoop(): void;
  100543. /** @hidden */
  100544. _renderViews(): boolean;
  100545. /**
  100546. * Toggle full screen mode
  100547. * @param requestPointerLock defines if a pointer lock should be requested from the user
  100548. */
  100549. switchFullscreen(requestPointerLock: boolean): void;
  100550. /**
  100551. * Enters full screen mode
  100552. * @param requestPointerLock defines if a pointer lock should be requested from the user
  100553. */
  100554. enterFullscreen(requestPointerLock: boolean): void;
  100555. /**
  100556. * Exits full screen mode
  100557. */
  100558. exitFullscreen(): void;
  100559. /**
  100560. * Enters Pointerlock mode
  100561. */
  100562. enterPointerlock(): void;
  100563. /**
  100564. * Exits Pointerlock mode
  100565. */
  100566. exitPointerlock(): void;
  100567. /**
  100568. * Begin a new frame
  100569. */
  100570. beginFrame(): void;
  100571. /**
  100572. * Enf the current frame
  100573. */
  100574. endFrame(): void;
  100575. resize(): void;
  100576. /**
  100577. * Set the compressed texture format to use, based on the formats you have, and the formats
  100578. * supported by the hardware / browser.
  100579. *
  100580. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  100581. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  100582. * to API arguments needed to compressed textures. This puts the burden on the container
  100583. * generator to house the arcane code for determining these for current & future formats.
  100584. *
  100585. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  100586. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  100587. *
  100588. * Note: The result of this call is not taken into account when a texture is base64.
  100589. *
  100590. * @param formatsAvailable defines the list of those format families you have created
  100591. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  100592. *
  100593. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  100594. * @returns The extension selected.
  100595. */
  100596. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  100597. /**
  100598. * Force a specific size of the canvas
  100599. * @param width defines the new canvas' width
  100600. * @param height defines the new canvas' height
  100601. */
  100602. setSize(width: number, height: number): void;
  100603. /**
  100604. * Updates a dynamic vertex buffer.
  100605. * @param vertexBuffer the vertex buffer to update
  100606. * @param data the data used to update the vertex buffer
  100607. * @param byteOffset the byte offset of the data
  100608. * @param byteLength the byte length of the data
  100609. */
  100610. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  100611. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  100612. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  100613. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  100614. _releaseTexture(texture: InternalTexture): void;
  100615. /**
  100616. * @hidden
  100617. * Rescales a texture
  100618. * @param source input texutre
  100619. * @param destination destination texture
  100620. * @param scene scene to use to render the resize
  100621. * @param internalFormat format to use when resizing
  100622. * @param onComplete callback to be called when resize has completed
  100623. */
  100624. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  100625. /**
  100626. * Gets the current framerate
  100627. * @returns a number representing the framerate
  100628. */
  100629. getFps(): number;
  100630. /**
  100631. * Gets the time spent between current and previous frame
  100632. * @returns a number representing the delta time in ms
  100633. */
  100634. getDeltaTime(): number;
  100635. private _measureFps;
  100636. /** @hidden */
  100637. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  100638. /**
  100639. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  100640. * @param renderTarget The render target to set the frame buffer for
  100641. */
  100642. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  100643. /**
  100644. * Update a dynamic index buffer
  100645. * @param indexBuffer defines the target index buffer
  100646. * @param indices defines the data to update
  100647. * @param offset defines the offset in the target index buffer where update should start
  100648. */
  100649. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  100650. /**
  100651. * Updates the sample count of a render target texture
  100652. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  100653. * @param texture defines the texture to update
  100654. * @param samples defines the sample count to set
  100655. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  100656. */
  100657. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  100658. /**
  100659. * Updates a depth texture Comparison Mode and Function.
  100660. * If the comparison Function is equal to 0, the mode will be set to none.
  100661. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  100662. * @param texture The texture to set the comparison function for
  100663. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  100664. */
  100665. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  100666. /**
  100667. * Creates a webGL buffer to use with instanciation
  100668. * @param capacity defines the size of the buffer
  100669. * @returns the webGL buffer
  100670. */
  100671. createInstancesBuffer(capacity: number): DataBuffer;
  100672. /**
  100673. * Delete a webGL buffer used with instanciation
  100674. * @param buffer defines the webGL buffer to delete
  100675. */
  100676. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  100677. /** @hidden */
  100678. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  100679. dispose(): void;
  100680. private _disableTouchAction;
  100681. /**
  100682. * Display the loading screen
  100683. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100684. */
  100685. displayLoadingUI(): void;
  100686. /**
  100687. * Hide the loading screen
  100688. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100689. */
  100690. hideLoadingUI(): void;
  100691. /**
  100692. * Gets the current loading screen object
  100693. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100694. */
  100695. /**
  100696. * Sets the current loading screen object
  100697. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100698. */
  100699. loadingScreen: ILoadingScreen;
  100700. /**
  100701. * Sets the current loading screen text
  100702. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100703. */
  100704. loadingUIText: string;
  100705. /**
  100706. * Sets the current loading screen background color
  100707. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100708. */
  100709. loadingUIBackgroundColor: string;
  100710. /** Pointerlock and fullscreen */
  100711. /**
  100712. * Ask the browser to promote the current element to pointerlock mode
  100713. * @param element defines the DOM element to promote
  100714. */
  100715. static _RequestPointerlock(element: HTMLElement): void;
  100716. /**
  100717. * Asks the browser to exit pointerlock mode
  100718. */
  100719. static _ExitPointerlock(): void;
  100720. /**
  100721. * Ask the browser to promote the current element to fullscreen rendering mode
  100722. * @param element defines the DOM element to promote
  100723. */
  100724. static _RequestFullscreen(element: HTMLElement): void;
  100725. /**
  100726. * Asks the browser to exit fullscreen mode
  100727. */
  100728. static _ExitFullscreen(): void;
  100729. }
  100730. }
  100731. declare module BABYLON {
  100732. /**
  100733. * The engine store class is responsible to hold all the instances of Engine and Scene created
  100734. * during the life time of the application.
  100735. */
  100736. export class EngineStore {
  100737. /** Gets the list of created engines */
  100738. static Instances: Engine[];
  100739. /** @hidden */
  100740. static _LastCreatedScene: Nullable<Scene>;
  100741. /**
  100742. * Gets the latest created engine
  100743. */
  100744. static readonly LastCreatedEngine: Nullable<Engine>;
  100745. /**
  100746. * Gets the latest created scene
  100747. */
  100748. static readonly LastCreatedScene: Nullable<Scene>;
  100749. /**
  100750. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  100751. * @ignorenaming
  100752. */
  100753. static UseFallbackTexture: boolean;
  100754. /**
  100755. * Texture content used if a texture cannot loaded
  100756. * @ignorenaming
  100757. */
  100758. static FallbackTexture: string;
  100759. }
  100760. }
  100761. declare module BABYLON {
  100762. /**
  100763. * Helper class that provides a small promise polyfill
  100764. */
  100765. export class PromisePolyfill {
  100766. /**
  100767. * Static function used to check if the polyfill is required
  100768. * If this is the case then the function will inject the polyfill to window.Promise
  100769. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  100770. */
  100771. static Apply(force?: boolean): void;
  100772. }
  100773. }
  100774. declare module BABYLON {
  100775. /**
  100776. * Interface for screenshot methods with describe argument called `size` as object with options
  100777. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  100778. */
  100779. export interface IScreenshotSize {
  100780. /**
  100781. * number in pixels for canvas height
  100782. */
  100783. height?: number;
  100784. /**
  100785. * multiplier allowing render at a higher or lower resolution
  100786. * If value is defined then height and width will be ignored and taken from camera
  100787. */
  100788. precision?: number;
  100789. /**
  100790. * number in pixels for canvas width
  100791. */
  100792. width?: number;
  100793. }
  100794. }
  100795. declare module BABYLON {
  100796. interface IColor4Like {
  100797. r: float;
  100798. g: float;
  100799. b: float;
  100800. a: float;
  100801. }
  100802. /**
  100803. * Class containing a set of static utilities functions
  100804. */
  100805. export class Tools {
  100806. /**
  100807. * Gets or sets the base URL to use to load assets
  100808. */
  100809. static BaseUrl: string;
  100810. /**
  100811. * Enable/Disable Custom HTTP Request Headers globally.
  100812. * default = false
  100813. * @see CustomRequestHeaders
  100814. */
  100815. static UseCustomRequestHeaders: boolean;
  100816. /**
  100817. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  100818. * i.e. when loading files, where the server/service expects an Authorization header
  100819. */
  100820. static CustomRequestHeaders: {
  100821. [key: string]: string;
  100822. };
  100823. /**
  100824. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  100825. */
  100826. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  100827. /**
  100828. * Default behaviour for cors in the application.
  100829. * It can be a string if the expected behavior is identical in the entire app.
  100830. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  100831. */
  100832. static CorsBehavior: string | ((url: string | string[]) => string);
  100833. /**
  100834. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  100835. * @ignorenaming
  100836. */
  100837. static UseFallbackTexture: boolean;
  100838. /**
  100839. * Use this object to register external classes like custom textures or material
  100840. * to allow the laoders to instantiate them
  100841. */
  100842. static RegisteredExternalClasses: {
  100843. [key: string]: Object;
  100844. };
  100845. /**
  100846. * Texture content used if a texture cannot loaded
  100847. * @ignorenaming
  100848. */
  100849. static fallbackTexture: string;
  100850. /**
  100851. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  100852. * @param u defines the coordinate on X axis
  100853. * @param v defines the coordinate on Y axis
  100854. * @param width defines the width of the source data
  100855. * @param height defines the height of the source data
  100856. * @param pixels defines the source byte array
  100857. * @param color defines the output color
  100858. */
  100859. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  100860. /**
  100861. * Interpolates between a and b via alpha
  100862. * @param a The lower value (returned when alpha = 0)
  100863. * @param b The upper value (returned when alpha = 1)
  100864. * @param alpha The interpolation-factor
  100865. * @return The mixed value
  100866. */
  100867. static Mix(a: number, b: number, alpha: number): number;
  100868. /**
  100869. * Tries to instantiate a new object from a given class name
  100870. * @param className defines the class name to instantiate
  100871. * @returns the new object or null if the system was not able to do the instantiation
  100872. */
  100873. static Instantiate(className: string): any;
  100874. /**
  100875. * Provides a slice function that will work even on IE
  100876. * @param data defines the array to slice
  100877. * @param start defines the start of the data (optional)
  100878. * @param end defines the end of the data (optional)
  100879. * @returns the new sliced array
  100880. */
  100881. static Slice<T>(data: T, start?: number, end?: number): T;
  100882. /**
  100883. * Polyfill for setImmediate
  100884. * @param action defines the action to execute after the current execution block
  100885. */
  100886. static SetImmediate(action: () => void): void;
  100887. /**
  100888. * Function indicating if a number is an exponent of 2
  100889. * @param value defines the value to test
  100890. * @returns true if the value is an exponent of 2
  100891. */
  100892. static IsExponentOfTwo(value: number): boolean;
  100893. private static _tmpFloatArray;
  100894. /**
  100895. * Returns the nearest 32-bit single precision float representation of a Number
  100896. * @param value A Number. If the parameter is of a different type, it will get converted
  100897. * to a number or to NaN if it cannot be converted
  100898. * @returns number
  100899. */
  100900. static FloatRound(value: number): number;
  100901. /**
  100902. * Extracts the filename from a path
  100903. * @param path defines the path to use
  100904. * @returns the filename
  100905. */
  100906. static GetFilename(path: string): string;
  100907. /**
  100908. * Extracts the "folder" part of a path (everything before the filename).
  100909. * @param uri The URI to extract the info from
  100910. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  100911. * @returns The "folder" part of the path
  100912. */
  100913. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  100914. /**
  100915. * Extracts text content from a DOM element hierarchy
  100916. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  100917. */
  100918. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  100919. /**
  100920. * Convert an angle in radians to degrees
  100921. * @param angle defines the angle to convert
  100922. * @returns the angle in degrees
  100923. */
  100924. static ToDegrees(angle: number): number;
  100925. /**
  100926. * Convert an angle in degrees to radians
  100927. * @param angle defines the angle to convert
  100928. * @returns the angle in radians
  100929. */
  100930. static ToRadians(angle: number): number;
  100931. /**
  100932. * Returns an array if obj is not an array
  100933. * @param obj defines the object to evaluate as an array
  100934. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  100935. * @returns either obj directly if obj is an array or a new array containing obj
  100936. */
  100937. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  100938. /**
  100939. * Gets the pointer prefix to use
  100940. * @returns "pointer" if touch is enabled. Else returns "mouse"
  100941. */
  100942. static GetPointerPrefix(): string;
  100943. /**
  100944. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  100945. * @param url define the url we are trying
  100946. * @param element define the dom element where to configure the cors policy
  100947. */
  100948. static SetCorsBehavior(url: string | string[], element: {
  100949. crossOrigin: string | null;
  100950. }): void;
  100951. /**
  100952. * Removes unwanted characters from an url
  100953. * @param url defines the url to clean
  100954. * @returns the cleaned url
  100955. */
  100956. static CleanUrl(url: string): string;
  100957. /**
  100958. * Gets or sets a function used to pre-process url before using them to load assets
  100959. */
  100960. static PreprocessUrl: (url: string) => string;
  100961. /**
  100962. * Loads an image as an HTMLImageElement.
  100963. * @param input url string, ArrayBuffer, or Blob to load
  100964. * @param onLoad callback called when the image successfully loads
  100965. * @param onError callback called when the image fails to load
  100966. * @param offlineProvider offline provider for caching
  100967. * @param mimeType optional mime type
  100968. * @returns the HTMLImageElement of the loaded image
  100969. */
  100970. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  100971. /**
  100972. * Loads a file from a url
  100973. * @param url url string, ArrayBuffer, or Blob to load
  100974. * @param onSuccess callback called when the file successfully loads
  100975. * @param onProgress callback called while file is loading (if the server supports this mode)
  100976. * @param offlineProvider defines the offline provider for caching
  100977. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  100978. * @param onError callback called when the file fails to load
  100979. * @returns a file request object
  100980. */
  100981. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  100982. /**
  100983. * Loads a file from a url
  100984. * @param url the file url to load
  100985. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  100986. */
  100987. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  100988. /**
  100989. * Load a script (identified by an url). When the url returns, the
  100990. * content of this file is added into a new script element, attached to the DOM (body element)
  100991. * @param scriptUrl defines the url of the script to laod
  100992. * @param onSuccess defines the callback called when the script is loaded
  100993. * @param onError defines the callback to call if an error occurs
  100994. * @param scriptId defines the id of the script element
  100995. */
  100996. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  100997. /**
  100998. * Load an asynchronous script (identified by an url). When the url returns, the
  100999. * content of this file is added into a new script element, attached to the DOM (body element)
  101000. * @param scriptUrl defines the url of the script to laod
  101001. * @param scriptId defines the id of the script element
  101002. * @returns a promise request object
  101003. */
  101004. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  101005. /**
  101006. * Loads a file from a blob
  101007. * @param fileToLoad defines the blob to use
  101008. * @param callback defines the callback to call when data is loaded
  101009. * @param progressCallback defines the callback to call during loading process
  101010. * @returns a file request object
  101011. */
  101012. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  101013. /**
  101014. * Reads a file from a File object
  101015. * @param file defines the file to load
  101016. * @param onSuccess defines the callback to call when data is loaded
  101017. * @param onProgress defines the callback to call during loading process
  101018. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  101019. * @param onError defines the callback to call when an error occurs
  101020. * @returns a file request object
  101021. */
  101022. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  101023. /**
  101024. * Creates a data url from a given string content
  101025. * @param content defines the content to convert
  101026. * @returns the new data url link
  101027. */
  101028. static FileAsURL(content: string): string;
  101029. /**
  101030. * Format the given number to a specific decimal format
  101031. * @param value defines the number to format
  101032. * @param decimals defines the number of decimals to use
  101033. * @returns the formatted string
  101034. */
  101035. static Format(value: number, decimals?: number): string;
  101036. /**
  101037. * Tries to copy an object by duplicating every property
  101038. * @param source defines the source object
  101039. * @param destination defines the target object
  101040. * @param doNotCopyList defines a list of properties to avoid
  101041. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  101042. */
  101043. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  101044. /**
  101045. * Gets a boolean indicating if the given object has no own property
  101046. * @param obj defines the object to test
  101047. * @returns true if object has no own property
  101048. */
  101049. static IsEmpty(obj: any): boolean;
  101050. /**
  101051. * Function used to register events at window level
  101052. * @param windowElement defines the Window object to use
  101053. * @param events defines the events to register
  101054. */
  101055. static RegisterTopRootEvents(windowElement: Window, events: {
  101056. name: string;
  101057. handler: Nullable<(e: FocusEvent) => any>;
  101058. }[]): void;
  101059. /**
  101060. * Function used to unregister events from window level
  101061. * @param windowElement defines the Window object to use
  101062. * @param events defines the events to unregister
  101063. */
  101064. static UnregisterTopRootEvents(windowElement: Window, events: {
  101065. name: string;
  101066. handler: Nullable<(e: FocusEvent) => any>;
  101067. }[]): void;
  101068. /**
  101069. * @ignore
  101070. */
  101071. static _ScreenshotCanvas: HTMLCanvasElement;
  101072. /**
  101073. * Dumps the current bound framebuffer
  101074. * @param width defines the rendering width
  101075. * @param height defines the rendering height
  101076. * @param engine defines the hosting engine
  101077. * @param successCallback defines the callback triggered once the data are available
  101078. * @param mimeType defines the mime type of the result
  101079. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  101080. */
  101081. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  101082. /**
  101083. * Converts the canvas data to blob.
  101084. * This acts as a polyfill for browsers not supporting the to blob function.
  101085. * @param canvas Defines the canvas to extract the data from
  101086. * @param successCallback Defines the callback triggered once the data are available
  101087. * @param mimeType Defines the mime type of the result
  101088. */
  101089. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  101090. /**
  101091. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  101092. * @param successCallback defines the callback triggered once the data are available
  101093. * @param mimeType defines the mime type of the result
  101094. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  101095. */
  101096. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  101097. /**
  101098. * Downloads a blob in the browser
  101099. * @param blob defines the blob to download
  101100. * @param fileName defines the name of the downloaded file
  101101. */
  101102. static Download(blob: Blob, fileName: string): void;
  101103. /**
  101104. * Captures a screenshot of the current rendering
  101105. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  101106. * @param engine defines the rendering engine
  101107. * @param camera defines the source camera
  101108. * @param size This parameter can be set to a single number or to an object with the
  101109. * following (optional) properties: precision, width, height. If a single number is passed,
  101110. * it will be used for both width and height. If an object is passed, the screenshot size
  101111. * will be derived from the parameters. The precision property is a multiplier allowing
  101112. * rendering at a higher or lower resolution
  101113. * @param successCallback defines the callback receives a single parameter which contains the
  101114. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  101115. * src parameter of an <img> to display it
  101116. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  101117. * Check your browser for supported MIME types
  101118. */
  101119. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  101120. /**
  101121. * Captures a screenshot of the current rendering
  101122. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  101123. * @param engine defines the rendering engine
  101124. * @param camera defines the source camera
  101125. * @param size This parameter can be set to a single number or to an object with the
  101126. * following (optional) properties: precision, width, height. If a single number is passed,
  101127. * it will be used for both width and height. If an object is passed, the screenshot size
  101128. * will be derived from the parameters. The precision property is a multiplier allowing
  101129. * rendering at a higher or lower resolution
  101130. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  101131. * Check your browser for supported MIME types
  101132. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  101133. * to the src parameter of an <img> to display it
  101134. */
  101135. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  101136. /**
  101137. * Generates an image screenshot from the specified camera.
  101138. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  101139. * @param engine The engine to use for rendering
  101140. * @param camera The camera to use for rendering
  101141. * @param size This parameter can be set to a single number or to an object with the
  101142. * following (optional) properties: precision, width, height. If a single number is passed,
  101143. * it will be used for both width and height. If an object is passed, the screenshot size
  101144. * will be derived from the parameters. The precision property is a multiplier allowing
  101145. * rendering at a higher or lower resolution
  101146. * @param successCallback The callback receives a single parameter which contains the
  101147. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  101148. * src parameter of an <img> to display it
  101149. * @param mimeType The MIME type of the screenshot image (default: image/png).
  101150. * Check your browser for supported MIME types
  101151. * @param samples Texture samples (default: 1)
  101152. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  101153. * @param fileName A name for for the downloaded file.
  101154. */
  101155. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  101156. /**
  101157. * Generates an image screenshot from the specified camera.
  101158. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  101159. * @param engine The engine to use for rendering
  101160. * @param camera The camera to use for rendering
  101161. * @param size This parameter can be set to a single number or to an object with the
  101162. * following (optional) properties: precision, width, height. If a single number is passed,
  101163. * it will be used for both width and height. If an object is passed, the screenshot size
  101164. * will be derived from the parameters. The precision property is a multiplier allowing
  101165. * rendering at a higher or lower resolution
  101166. * @param mimeType The MIME type of the screenshot image (default: image/png).
  101167. * Check your browser for supported MIME types
  101168. * @param samples Texture samples (default: 1)
  101169. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  101170. * @param fileName A name for for the downloaded file.
  101171. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  101172. * to the src parameter of an <img> to display it
  101173. */
  101174. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  101175. /**
  101176. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  101177. * Be aware Math.random() could cause collisions, but:
  101178. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  101179. * @returns a pseudo random id
  101180. */
  101181. static RandomId(): string;
  101182. /**
  101183. * Test if the given uri is a base64 string
  101184. * @param uri The uri to test
  101185. * @return True if the uri is a base64 string or false otherwise
  101186. */
  101187. static IsBase64(uri: string): boolean;
  101188. /**
  101189. * Decode the given base64 uri.
  101190. * @param uri The uri to decode
  101191. * @return The decoded base64 data.
  101192. */
  101193. static DecodeBase64(uri: string): ArrayBuffer;
  101194. /**
  101195. * Gets the absolute url.
  101196. * @param url the input url
  101197. * @return the absolute url
  101198. */
  101199. static GetAbsoluteUrl(url: string): string;
  101200. /**
  101201. * No log
  101202. */
  101203. static readonly NoneLogLevel: number;
  101204. /**
  101205. * Only message logs
  101206. */
  101207. static readonly MessageLogLevel: number;
  101208. /**
  101209. * Only warning logs
  101210. */
  101211. static readonly WarningLogLevel: number;
  101212. /**
  101213. * Only error logs
  101214. */
  101215. static readonly ErrorLogLevel: number;
  101216. /**
  101217. * All logs
  101218. */
  101219. static readonly AllLogLevel: number;
  101220. /**
  101221. * Gets a value indicating the number of loading errors
  101222. * @ignorenaming
  101223. */
  101224. static readonly errorsCount: number;
  101225. /**
  101226. * Callback called when a new log is added
  101227. */
  101228. static OnNewCacheEntry: (entry: string) => void;
  101229. /**
  101230. * Log a message to the console
  101231. * @param message defines the message to log
  101232. */
  101233. static Log(message: string): void;
  101234. /**
  101235. * Write a warning message to the console
  101236. * @param message defines the message to log
  101237. */
  101238. static Warn(message: string): void;
  101239. /**
  101240. * Write an error message to the console
  101241. * @param message defines the message to log
  101242. */
  101243. static Error(message: string): void;
  101244. /**
  101245. * Gets current log cache (list of logs)
  101246. */
  101247. static readonly LogCache: string;
  101248. /**
  101249. * Clears the log cache
  101250. */
  101251. static ClearLogCache(): void;
  101252. /**
  101253. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  101254. */
  101255. static LogLevels: number;
  101256. /**
  101257. * Checks if the window object exists
  101258. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  101259. */
  101260. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  101261. /**
  101262. * No performance log
  101263. */
  101264. static readonly PerformanceNoneLogLevel: number;
  101265. /**
  101266. * Use user marks to log performance
  101267. */
  101268. static readonly PerformanceUserMarkLogLevel: number;
  101269. /**
  101270. * Log performance to the console
  101271. */
  101272. static readonly PerformanceConsoleLogLevel: number;
  101273. private static _performance;
  101274. /**
  101275. * Sets the current performance log level
  101276. */
  101277. static PerformanceLogLevel: number;
  101278. private static _StartPerformanceCounterDisabled;
  101279. private static _EndPerformanceCounterDisabled;
  101280. private static _StartUserMark;
  101281. private static _EndUserMark;
  101282. private static _StartPerformanceConsole;
  101283. private static _EndPerformanceConsole;
  101284. /**
  101285. * Starts a performance counter
  101286. */
  101287. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  101288. /**
  101289. * Ends a specific performance coutner
  101290. */
  101291. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  101292. /**
  101293. * Gets either window.performance.now() if supported or Date.now() else
  101294. */
  101295. static readonly Now: number;
  101296. /**
  101297. * This method will return the name of the class used to create the instance of the given object.
  101298. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  101299. * @param object the object to get the class name from
  101300. * @param isType defines if the object is actually a type
  101301. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  101302. */
  101303. static GetClassName(object: any, isType?: boolean): string;
  101304. /**
  101305. * Gets the first element of an array satisfying a given predicate
  101306. * @param array defines the array to browse
  101307. * @param predicate defines the predicate to use
  101308. * @returns null if not found or the element
  101309. */
  101310. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  101311. /**
  101312. * This method will return the name of the full name of the class, including its owning module (if any).
  101313. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).
  101314. * @param object the object to get the class name from
  101315. * @param isType defines if the object is actually a type
  101316. * @return a string that can have two forms: "moduleName.className" if module was specified when the class' Name was registered or "className" if there was not module specified.
  101317. * @ignorenaming
  101318. */
  101319. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  101320. /**
  101321. * Returns a promise that resolves after the given amount of time.
  101322. * @param delay Number of milliseconds to delay
  101323. * @returns Promise that resolves after the given amount of time
  101324. */
  101325. static DelayAsync(delay: number): Promise<void>;
  101326. }
  101327. /**
  101328. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  101329. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  101330. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  101331. * @param name The name of the class, case should be preserved
  101332. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  101333. */
  101334. export function className(name: string, module?: string): (target: Object) => void;
  101335. /**
  101336. * An implementation of a loop for asynchronous functions.
  101337. */
  101338. export class AsyncLoop {
  101339. /**
  101340. * Defines the number of iterations for the loop
  101341. */
  101342. iterations: number;
  101343. /**
  101344. * Defines the current index of the loop.
  101345. */
  101346. index: number;
  101347. private _done;
  101348. private _fn;
  101349. private _successCallback;
  101350. /**
  101351. * Constructor.
  101352. * @param iterations the number of iterations.
  101353. * @param func the function to run each iteration
  101354. * @param successCallback the callback that will be called upon succesful execution
  101355. * @param offset starting offset.
  101356. */
  101357. constructor(
  101358. /**
  101359. * Defines the number of iterations for the loop
  101360. */
  101361. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  101362. /**
  101363. * Execute the next iteration. Must be called after the last iteration was finished.
  101364. */
  101365. executeNext(): void;
  101366. /**
  101367. * Break the loop and run the success callback.
  101368. */
  101369. breakLoop(): void;
  101370. /**
  101371. * Create and run an async loop.
  101372. * @param iterations the number of iterations.
  101373. * @param fn the function to run each iteration
  101374. * @param successCallback the callback that will be called upon succesful execution
  101375. * @param offset starting offset.
  101376. * @returns the created async loop object
  101377. */
  101378. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  101379. /**
  101380. * A for-loop that will run a given number of iterations synchronous and the rest async.
  101381. * @param iterations total number of iterations
  101382. * @param syncedIterations number of synchronous iterations in each async iteration.
  101383. * @param fn the function to call each iteration.
  101384. * @param callback a success call back that will be called when iterating stops.
  101385. * @param breakFunction a break condition (optional)
  101386. * @param timeout timeout settings for the setTimeout function. default - 0.
  101387. * @returns the created async loop object
  101388. */
  101389. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  101390. }
  101391. }
  101392. declare module BABYLON {
  101393. /**
  101394. * This class implement a typical dictionary using a string as key and the generic type T as value.
  101395. * The underlying implementation relies on an associative array to ensure the best performances.
  101396. * The value can be anything including 'null' but except 'undefined'
  101397. */
  101398. export class StringDictionary<T> {
  101399. /**
  101400. * This will clear this dictionary and copy the content from the 'source' one.
  101401. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  101402. * @param source the dictionary to take the content from and copy to this dictionary
  101403. */
  101404. copyFrom(source: StringDictionary<T>): void;
  101405. /**
  101406. * Get a value based from its key
  101407. * @param key the given key to get the matching value from
  101408. * @return the value if found, otherwise undefined is returned
  101409. */
  101410. get(key: string): T | undefined;
  101411. /**
  101412. * Get a value from its key or add it if it doesn't exist.
  101413. * This method will ensure you that a given key/data will be present in the dictionary.
  101414. * @param key the given key to get the matching value from
  101415. * @param factory the factory that will create the value if the key is not present in the dictionary.
  101416. * The factory will only be invoked if there's no data for the given key.
  101417. * @return the value corresponding to the key.
  101418. */
  101419. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  101420. /**
  101421. * Get a value from its key if present in the dictionary otherwise add it
  101422. * @param key the key to get the value from
  101423. * @param val if there's no such key/value pair in the dictionary add it with this value
  101424. * @return the value corresponding to the key
  101425. */
  101426. getOrAdd(key: string, val: T): T;
  101427. /**
  101428. * Check if there's a given key in the dictionary
  101429. * @param key the key to check for
  101430. * @return true if the key is present, false otherwise
  101431. */
  101432. contains(key: string): boolean;
  101433. /**
  101434. * Add a new key and its corresponding value
  101435. * @param key the key to add
  101436. * @param value the value corresponding to the key
  101437. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  101438. */
  101439. add(key: string, value: T): boolean;
  101440. /**
  101441. * Update a specific value associated to a key
  101442. * @param key defines the key to use
  101443. * @param value defines the value to store
  101444. * @returns true if the value was updated (or false if the key was not found)
  101445. */
  101446. set(key: string, value: T): boolean;
  101447. /**
  101448. * Get the element of the given key and remove it from the dictionary
  101449. * @param key defines the key to search
  101450. * @returns the value associated with the key or null if not found
  101451. */
  101452. getAndRemove(key: string): Nullable<T>;
  101453. /**
  101454. * Remove a key/value from the dictionary.
  101455. * @param key the key to remove
  101456. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  101457. */
  101458. remove(key: string): boolean;
  101459. /**
  101460. * Clear the whole content of the dictionary
  101461. */
  101462. clear(): void;
  101463. /**
  101464. * Gets the current count
  101465. */
  101466. readonly count: number;
  101467. /**
  101468. * Execute a callback on each key/val of the dictionary.
  101469. * Note that you can remove any element in this dictionary in the callback implementation
  101470. * @param callback the callback to execute on a given key/value pair
  101471. */
  101472. forEach(callback: (key: string, val: T) => void): void;
  101473. /**
  101474. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  101475. * If the callback returns null or undefined the method will iterate to the next key/value pair
  101476. * Note that you can remove any element in this dictionary in the callback implementation
  101477. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  101478. * @returns the first item
  101479. */
  101480. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  101481. private _count;
  101482. private _data;
  101483. }
  101484. }
  101485. declare module BABYLON {
  101486. /** @hidden */
  101487. export interface ICollisionCoordinator {
  101488. createCollider(): Collider;
  101489. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  101490. init(scene: Scene): void;
  101491. }
  101492. /** @hidden */
  101493. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  101494. private _scene;
  101495. private _scaledPosition;
  101496. private _scaledVelocity;
  101497. private _finalPosition;
  101498. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  101499. createCollider(): Collider;
  101500. init(scene: Scene): void;
  101501. private _collideWithWorld;
  101502. }
  101503. }
  101504. declare module BABYLON {
  101505. /**
  101506. * Class used to manage all inputs for the scene.
  101507. */
  101508. export class InputManager {
  101509. /** The distance in pixel that you have to move to prevent some events */
  101510. static DragMovementThreshold: number;
  101511. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  101512. static LongPressDelay: number;
  101513. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  101514. static DoubleClickDelay: number;
  101515. /** If you need to check double click without raising a single click at first click, enable this flag */
  101516. static ExclusiveDoubleClickMode: boolean;
  101517. private _wheelEventName;
  101518. private _onPointerMove;
  101519. private _onPointerDown;
  101520. private _onPointerUp;
  101521. private _initClickEvent;
  101522. private _initActionManager;
  101523. private _delayedSimpleClick;
  101524. private _delayedSimpleClickTimeout;
  101525. private _previousDelayedSimpleClickTimeout;
  101526. private _meshPickProceed;
  101527. private _previousButtonPressed;
  101528. private _currentPickResult;
  101529. private _previousPickResult;
  101530. private _totalPointersPressed;
  101531. private _doubleClickOccured;
  101532. private _pointerOverMesh;
  101533. private _pickedDownMesh;
  101534. private _pickedUpMesh;
  101535. private _pointerX;
  101536. private _pointerY;
  101537. private _unTranslatedPointerX;
  101538. private _unTranslatedPointerY;
  101539. private _startingPointerPosition;
  101540. private _previousStartingPointerPosition;
  101541. private _startingPointerTime;
  101542. private _previousStartingPointerTime;
  101543. private _pointerCaptures;
  101544. private _onKeyDown;
  101545. private _onKeyUp;
  101546. private _onCanvasFocusObserver;
  101547. private _onCanvasBlurObserver;
  101548. private _scene;
  101549. /**
  101550. * Creates a new InputManager
  101551. * @param scene defines the hosting scene
  101552. */
  101553. constructor(scene: Scene);
  101554. /**
  101555. * Gets the mesh that is currently under the pointer
  101556. */
  101557. readonly meshUnderPointer: Nullable<AbstractMesh>;
  101558. /**
  101559. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  101560. */
  101561. readonly unTranslatedPointer: Vector2;
  101562. /**
  101563. * Gets or sets the current on-screen X position of the pointer
  101564. */
  101565. pointerX: number;
  101566. /**
  101567. * Gets or sets the current on-screen Y position of the pointer
  101568. */
  101569. pointerY: number;
  101570. private _updatePointerPosition;
  101571. private _processPointerMove;
  101572. private _setRayOnPointerInfo;
  101573. private _checkPrePointerObservable;
  101574. /**
  101575. * Use this method to simulate a pointer move on a mesh
  101576. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101577. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101578. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101579. */
  101580. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  101581. /**
  101582. * Use this method to simulate a pointer down on a mesh
  101583. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101584. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101585. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101586. */
  101587. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  101588. private _processPointerDown;
  101589. /** @hidden */
  101590. _isPointerSwiping(): boolean;
  101591. /**
  101592. * Use this method to simulate a pointer up on a mesh
  101593. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101594. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101595. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101596. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  101597. */
  101598. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  101599. private _processPointerUp;
  101600. /**
  101601. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  101602. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  101603. * @returns true if the pointer was captured
  101604. */
  101605. isPointerCaptured(pointerId?: number): boolean;
  101606. /**
  101607. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  101608. * @param attachUp defines if you want to attach events to pointerup
  101609. * @param attachDown defines if you want to attach events to pointerdown
  101610. * @param attachMove defines if you want to attach events to pointermove
  101611. */
  101612. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  101613. /**
  101614. * Detaches all event handlers
  101615. */
  101616. detachControl(): void;
  101617. /**
  101618. * Force the value of meshUnderPointer
  101619. * @param mesh defines the mesh to use
  101620. */
  101621. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  101622. /**
  101623. * Gets the mesh under the pointer
  101624. * @returns a Mesh or null if no mesh is under the pointer
  101625. */
  101626. getPointerOverMesh(): Nullable<AbstractMesh>;
  101627. }
  101628. }
  101629. declare module BABYLON {
  101630. /**
  101631. * Helper class used to generate session unique ID
  101632. */
  101633. export class UniqueIdGenerator {
  101634. private static _UniqueIdCounter;
  101635. /**
  101636. * Gets an unique (relatively to the current scene) Id
  101637. */
  101638. static readonly UniqueId: number;
  101639. }
  101640. }
  101641. declare module BABYLON {
  101642. /**
  101643. * This class defines the direct association between an animation and a target
  101644. */
  101645. export class TargetedAnimation {
  101646. /**
  101647. * Animation to perform
  101648. */
  101649. animation: Animation;
  101650. /**
  101651. * Target to animate
  101652. */
  101653. target: any;
  101654. /**
  101655. * Serialize the object
  101656. * @returns the JSON object representing the current entity
  101657. */
  101658. serialize(): any;
  101659. }
  101660. /**
  101661. * Use this class to create coordinated animations on multiple targets
  101662. */
  101663. export class AnimationGroup implements IDisposable {
  101664. /** The name of the animation group */
  101665. name: string;
  101666. private _scene;
  101667. private _targetedAnimations;
  101668. private _animatables;
  101669. private _from;
  101670. private _to;
  101671. private _isStarted;
  101672. private _isPaused;
  101673. private _speedRatio;
  101674. private _loopAnimation;
  101675. /**
  101676. * Gets or sets the unique id of the node
  101677. */
  101678. uniqueId: number;
  101679. /**
  101680. * This observable will notify when one animation have ended
  101681. */
  101682. onAnimationEndObservable: Observable<TargetedAnimation>;
  101683. /**
  101684. * Observer raised when one animation loops
  101685. */
  101686. onAnimationLoopObservable: Observable<TargetedAnimation>;
  101687. /**
  101688. * Observer raised when all animations have looped
  101689. */
  101690. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  101691. /**
  101692. * This observable will notify when all animations have ended.
  101693. */
  101694. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  101695. /**
  101696. * This observable will notify when all animations have paused.
  101697. */
  101698. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  101699. /**
  101700. * This observable will notify when all animations are playing.
  101701. */
  101702. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  101703. /**
  101704. * Gets the first frame
  101705. */
  101706. readonly from: number;
  101707. /**
  101708. * Gets the last frame
  101709. */
  101710. readonly to: number;
  101711. /**
  101712. * Define if the animations are started
  101713. */
  101714. readonly isStarted: boolean;
  101715. /**
  101716. * Gets a value indicating that the current group is playing
  101717. */
  101718. readonly isPlaying: boolean;
  101719. /**
  101720. * Gets or sets the speed ratio to use for all animations
  101721. */
  101722. /**
  101723. * Gets or sets the speed ratio to use for all animations
  101724. */
  101725. speedRatio: number;
  101726. /**
  101727. * Gets or sets if all animations should loop or not
  101728. */
  101729. loopAnimation: boolean;
  101730. /**
  101731. * Gets the targeted animations for this animation group
  101732. */
  101733. readonly targetedAnimations: Array<TargetedAnimation>;
  101734. /**
  101735. * returning the list of animatables controlled by this animation group.
  101736. */
  101737. readonly animatables: Array<Animatable>;
  101738. /**
  101739. * Instantiates a new Animation Group.
  101740. * This helps managing several animations at once.
  101741. * @see http://doc.babylonjs.com/how_to/group
  101742. * @param name Defines the name of the group
  101743. * @param scene Defines the scene the group belongs to
  101744. */
  101745. constructor(
  101746. /** The name of the animation group */
  101747. name: string, scene?: Nullable<Scene>);
  101748. /**
  101749. * Add an animation (with its target) in the group
  101750. * @param animation defines the animation we want to add
  101751. * @param target defines the target of the animation
  101752. * @returns the TargetedAnimation object
  101753. */
  101754. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  101755. /**
  101756. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  101757. * It can add constant keys at begin or end
  101758. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  101759. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  101760. * @returns the animation group
  101761. */
  101762. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  101763. private _animationLoopCount;
  101764. private _animationLoopFlags;
  101765. private _processLoop;
  101766. /**
  101767. * Start all animations on given targets
  101768. * @param loop defines if animations must loop
  101769. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  101770. * @param from defines the from key (optional)
  101771. * @param to defines the to key (optional)
  101772. * @returns the current animation group
  101773. */
  101774. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  101775. /**
  101776. * Pause all animations
  101777. * @returns the animation group
  101778. */
  101779. pause(): AnimationGroup;
  101780. /**
  101781. * Play all animations to initial state
  101782. * This function will start() the animations if they were not started or will restart() them if they were paused
  101783. * @param loop defines if animations must loop
  101784. * @returns the animation group
  101785. */
  101786. play(loop?: boolean): AnimationGroup;
  101787. /**
  101788. * Reset all animations to initial state
  101789. * @returns the animation group
  101790. */
  101791. reset(): AnimationGroup;
  101792. /**
  101793. * Restart animations from key 0
  101794. * @returns the animation group
  101795. */
  101796. restart(): AnimationGroup;
  101797. /**
  101798. * Stop all animations
  101799. * @returns the animation group
  101800. */
  101801. stop(): AnimationGroup;
  101802. /**
  101803. * Set animation weight for all animatables
  101804. * @param weight defines the weight to use
  101805. * @return the animationGroup
  101806. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  101807. */
  101808. setWeightForAllAnimatables(weight: number): AnimationGroup;
  101809. /**
  101810. * Synchronize and normalize all animatables with a source animatable
  101811. * @param root defines the root animatable to synchronize with
  101812. * @return the animationGroup
  101813. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  101814. */
  101815. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  101816. /**
  101817. * Goes to a specific frame in this animation group
  101818. * @param frame the frame number to go to
  101819. * @return the animationGroup
  101820. */
  101821. goToFrame(frame: number): AnimationGroup;
  101822. /**
  101823. * Dispose all associated resources
  101824. */
  101825. dispose(): void;
  101826. private _checkAnimationGroupEnded;
  101827. /**
  101828. * Clone the current animation group and returns a copy
  101829. * @param newName defines the name of the new group
  101830. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  101831. * @returns the new aniamtion group
  101832. */
  101833. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  101834. /**
  101835. * Serializes the animationGroup to an object
  101836. * @returns Serialized object
  101837. */
  101838. serialize(): any;
  101839. /**
  101840. * Returns a new AnimationGroup object parsed from the source provided.
  101841. * @param parsedAnimationGroup defines the source
  101842. * @param scene defines the scene that will receive the animationGroup
  101843. * @returns a new AnimationGroup
  101844. */
  101845. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  101846. /**
  101847. * Returns the string "AnimationGroup"
  101848. * @returns "AnimationGroup"
  101849. */
  101850. getClassName(): string;
  101851. /**
  101852. * Creates a detailled string about the object
  101853. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  101854. * @returns a string representing the object
  101855. */
  101856. toString(fullDetails?: boolean): string;
  101857. }
  101858. }
  101859. declare module BABYLON {
  101860. /**
  101861. * Define an interface for all classes that will hold resources
  101862. */
  101863. export interface IDisposable {
  101864. /**
  101865. * Releases all held resources
  101866. */
  101867. dispose(): void;
  101868. }
  101869. /** Interface defining initialization parameters for Scene class */
  101870. export interface SceneOptions {
  101871. /**
  101872. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  101873. * It will improve performance when the number of geometries becomes important.
  101874. */
  101875. useGeometryUniqueIdsMap?: boolean;
  101876. /**
  101877. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  101878. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  101879. */
  101880. useMaterialMeshMap?: boolean;
  101881. /**
  101882. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  101883. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  101884. */
  101885. useClonedMeshhMap?: boolean;
  101886. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  101887. virtual?: boolean;
  101888. }
  101889. /**
  101890. * Represents a scene to be rendered by the engine.
  101891. * @see http://doc.babylonjs.com/features/scene
  101892. */
  101893. export class Scene extends AbstractScene implements IAnimatable {
  101894. /** The fog is deactivated */
  101895. static readonly FOGMODE_NONE: number;
  101896. /** The fog density is following an exponential function */
  101897. static readonly FOGMODE_EXP: number;
  101898. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  101899. static readonly FOGMODE_EXP2: number;
  101900. /** The fog density is following a linear function. */
  101901. static readonly FOGMODE_LINEAR: number;
  101902. /**
  101903. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  101904. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101905. */
  101906. static MinDeltaTime: number;
  101907. /**
  101908. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  101909. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101910. */
  101911. static MaxDeltaTime: number;
  101912. /**
  101913. * Factory used to create the default material.
  101914. * @param name The name of the material to create
  101915. * @param scene The scene to create the material for
  101916. * @returns The default material
  101917. */
  101918. static DefaultMaterialFactory(scene: Scene): Material;
  101919. /**
  101920. * Factory used to create the a collision coordinator.
  101921. * @returns The collision coordinator
  101922. */
  101923. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  101924. /** @hidden */
  101925. _inputManager: InputManager;
  101926. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  101927. cameraToUseForPointers: Nullable<Camera>;
  101928. /** @hidden */
  101929. readonly _isScene: boolean;
  101930. /**
  101931. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  101932. */
  101933. autoClear: boolean;
  101934. /**
  101935. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  101936. */
  101937. autoClearDepthAndStencil: boolean;
  101938. /**
  101939. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  101940. */
  101941. clearColor: Color4;
  101942. /**
  101943. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  101944. */
  101945. ambientColor: Color3;
  101946. /**
  101947. * This is use to store the default BRDF lookup for PBR materials in your scene.
  101948. * It should only be one of the following (if not the default embedded one):
  101949. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  101950. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  101951. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  101952. * The material properties need to be setup according to the type of texture in use.
  101953. */
  101954. environmentBRDFTexture: BaseTexture;
  101955. /** @hidden */
  101956. protected _environmentTexture: Nullable<BaseTexture>;
  101957. /**
  101958. * Texture used in all pbr material as the reflection texture.
  101959. * As in the majority of the scene they are the same (exception for multi room and so on),
  101960. * this is easier to reference from here than from all the materials.
  101961. */
  101962. /**
  101963. * Texture used in all pbr material as the reflection texture.
  101964. * As in the majority of the scene they are the same (exception for multi room and so on),
  101965. * this is easier to set here than in all the materials.
  101966. */
  101967. environmentTexture: Nullable<BaseTexture>;
  101968. /** @hidden */
  101969. protected _environmentIntensity: number;
  101970. /**
  101971. * Intensity of the environment in all pbr material.
  101972. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  101973. * As in the majority of the scene they are the same (exception for multi room and so on),
  101974. * this is easier to reference from here than from all the materials.
  101975. */
  101976. /**
  101977. * Intensity of the environment in all pbr material.
  101978. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  101979. * As in the majority of the scene they are the same (exception for multi room and so on),
  101980. * this is easier to set here than in all the materials.
  101981. */
  101982. environmentIntensity: number;
  101983. /** @hidden */
  101984. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  101985. /**
  101986. * Default image processing configuration used either in the rendering
  101987. * Forward main pass or through the imageProcessingPostProcess if present.
  101988. * As in the majority of the scene they are the same (exception for multi camera),
  101989. * this is easier to reference from here than from all the materials and post process.
  101990. *
  101991. * No setter as we it is a shared configuration, you can set the values instead.
  101992. */
  101993. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  101994. private _forceWireframe;
  101995. /**
  101996. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  101997. */
  101998. forceWireframe: boolean;
  101999. private _forcePointsCloud;
  102000. /**
  102001. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  102002. */
  102003. forcePointsCloud: boolean;
  102004. /**
  102005. * Gets or sets the active clipplane 1
  102006. */
  102007. clipPlane: Nullable<Plane>;
  102008. /**
  102009. * Gets or sets the active clipplane 2
  102010. */
  102011. clipPlane2: Nullable<Plane>;
  102012. /**
  102013. * Gets or sets the active clipplane 3
  102014. */
  102015. clipPlane3: Nullable<Plane>;
  102016. /**
  102017. * Gets or sets the active clipplane 4
  102018. */
  102019. clipPlane4: Nullable<Plane>;
  102020. /**
  102021. * Gets or sets a boolean indicating if animations are enabled
  102022. */
  102023. animationsEnabled: boolean;
  102024. private _animationPropertiesOverride;
  102025. /**
  102026. * Gets or sets the animation properties override
  102027. */
  102028. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  102029. /**
  102030. * Gets or sets a boolean indicating if a constant deltatime has to be used
  102031. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  102032. */
  102033. useConstantAnimationDeltaTime: boolean;
  102034. /**
  102035. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  102036. * Please note that it requires to run a ray cast through the scene on every frame
  102037. */
  102038. constantlyUpdateMeshUnderPointer: boolean;
  102039. /**
  102040. * Defines the HTML cursor to use when hovering over interactive elements
  102041. */
  102042. hoverCursor: string;
  102043. /**
  102044. * Defines the HTML default cursor to use (empty by default)
  102045. */
  102046. defaultCursor: string;
  102047. /**
  102048. * Defines wether cursors are handled by the scene.
  102049. */
  102050. doNotHandleCursors: boolean;
  102051. /**
  102052. * This is used to call preventDefault() on pointer down
  102053. * in order to block unwanted artifacts like system double clicks
  102054. */
  102055. preventDefaultOnPointerDown: boolean;
  102056. /**
  102057. * This is used to call preventDefault() on pointer up
  102058. * in order to block unwanted artifacts like system double clicks
  102059. */
  102060. preventDefaultOnPointerUp: boolean;
  102061. /**
  102062. * Gets or sets user defined metadata
  102063. */
  102064. metadata: any;
  102065. /**
  102066. * For internal use only. Please do not use.
  102067. */
  102068. reservedDataStore: any;
  102069. /**
  102070. * Gets the name of the plugin used to load this scene (null by default)
  102071. */
  102072. loadingPluginName: string;
  102073. /**
  102074. * Use this array to add regular expressions used to disable offline support for specific urls
  102075. */
  102076. disableOfflineSupportExceptionRules: RegExp[];
  102077. /**
  102078. * An event triggered when the scene is disposed.
  102079. */
  102080. onDisposeObservable: Observable<Scene>;
  102081. private _onDisposeObserver;
  102082. /** Sets a function to be executed when this scene is disposed. */
  102083. onDispose: () => void;
  102084. /**
  102085. * An event triggered before rendering the scene (right after animations and physics)
  102086. */
  102087. onBeforeRenderObservable: Observable<Scene>;
  102088. private _onBeforeRenderObserver;
  102089. /** Sets a function to be executed before rendering this scene */
  102090. beforeRender: Nullable<() => void>;
  102091. /**
  102092. * An event triggered after rendering the scene
  102093. */
  102094. onAfterRenderObservable: Observable<Scene>;
  102095. /**
  102096. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  102097. */
  102098. onAfterRenderCameraObservable: Observable<Camera>;
  102099. private _onAfterRenderObserver;
  102100. /** Sets a function to be executed after rendering this scene */
  102101. afterRender: Nullable<() => void>;
  102102. /**
  102103. * An event triggered before animating the scene
  102104. */
  102105. onBeforeAnimationsObservable: Observable<Scene>;
  102106. /**
  102107. * An event triggered after animations processing
  102108. */
  102109. onAfterAnimationsObservable: Observable<Scene>;
  102110. /**
  102111. * An event triggered before draw calls are ready to be sent
  102112. */
  102113. onBeforeDrawPhaseObservable: Observable<Scene>;
  102114. /**
  102115. * An event triggered after draw calls have been sent
  102116. */
  102117. onAfterDrawPhaseObservable: Observable<Scene>;
  102118. /**
  102119. * An event triggered when the scene is ready
  102120. */
  102121. onReadyObservable: Observable<Scene>;
  102122. /**
  102123. * An event triggered before rendering a camera
  102124. */
  102125. onBeforeCameraRenderObservable: Observable<Camera>;
  102126. private _onBeforeCameraRenderObserver;
  102127. /** Sets a function to be executed before rendering a camera*/
  102128. beforeCameraRender: () => void;
  102129. /**
  102130. * An event triggered after rendering a camera
  102131. */
  102132. onAfterCameraRenderObservable: Observable<Camera>;
  102133. private _onAfterCameraRenderObserver;
  102134. /** Sets a function to be executed after rendering a camera*/
  102135. afterCameraRender: () => void;
  102136. /**
  102137. * An event triggered when active meshes evaluation is about to start
  102138. */
  102139. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  102140. /**
  102141. * An event triggered when active meshes evaluation is done
  102142. */
  102143. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  102144. /**
  102145. * An event triggered when particles rendering is about to start
  102146. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  102147. */
  102148. onBeforeParticlesRenderingObservable: Observable<Scene>;
  102149. /**
  102150. * An event triggered when particles rendering is done
  102151. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  102152. */
  102153. onAfterParticlesRenderingObservable: Observable<Scene>;
  102154. /**
  102155. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  102156. */
  102157. onDataLoadedObservable: Observable<Scene>;
  102158. /**
  102159. * An event triggered when a camera is created
  102160. */
  102161. onNewCameraAddedObservable: Observable<Camera>;
  102162. /**
  102163. * An event triggered when a camera is removed
  102164. */
  102165. onCameraRemovedObservable: Observable<Camera>;
  102166. /**
  102167. * An event triggered when a light is created
  102168. */
  102169. onNewLightAddedObservable: Observable<Light>;
  102170. /**
  102171. * An event triggered when a light is removed
  102172. */
  102173. onLightRemovedObservable: Observable<Light>;
  102174. /**
  102175. * An event triggered when a geometry is created
  102176. */
  102177. onNewGeometryAddedObservable: Observable<Geometry>;
  102178. /**
  102179. * An event triggered when a geometry is removed
  102180. */
  102181. onGeometryRemovedObservable: Observable<Geometry>;
  102182. /**
  102183. * An event triggered when a transform node is created
  102184. */
  102185. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  102186. /**
  102187. * An event triggered when a transform node is removed
  102188. */
  102189. onTransformNodeRemovedObservable: Observable<TransformNode>;
  102190. /**
  102191. * An event triggered when a mesh is created
  102192. */
  102193. onNewMeshAddedObservable: Observable<AbstractMesh>;
  102194. /**
  102195. * An event triggered when a mesh is removed
  102196. */
  102197. onMeshRemovedObservable: Observable<AbstractMesh>;
  102198. /**
  102199. * An event triggered when a skeleton is created
  102200. */
  102201. onNewSkeletonAddedObservable: Observable<Skeleton>;
  102202. /**
  102203. * An event triggered when a skeleton is removed
  102204. */
  102205. onSkeletonRemovedObservable: Observable<Skeleton>;
  102206. /**
  102207. * An event triggered when a material is created
  102208. */
  102209. onNewMaterialAddedObservable: Observable<Material>;
  102210. /**
  102211. * An event triggered when a material is removed
  102212. */
  102213. onMaterialRemovedObservable: Observable<Material>;
  102214. /**
  102215. * An event triggered when a texture is created
  102216. */
  102217. onNewTextureAddedObservable: Observable<BaseTexture>;
  102218. /**
  102219. * An event triggered when a texture is removed
  102220. */
  102221. onTextureRemovedObservable: Observable<BaseTexture>;
  102222. /**
  102223. * An event triggered when render targets are about to be rendered
  102224. * Can happen multiple times per frame.
  102225. */
  102226. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  102227. /**
  102228. * An event triggered when render targets were rendered.
  102229. * Can happen multiple times per frame.
  102230. */
  102231. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  102232. /**
  102233. * An event triggered before calculating deterministic simulation step
  102234. */
  102235. onBeforeStepObservable: Observable<Scene>;
  102236. /**
  102237. * An event triggered after calculating deterministic simulation step
  102238. */
  102239. onAfterStepObservable: Observable<Scene>;
  102240. /**
  102241. * An event triggered when the activeCamera property is updated
  102242. */
  102243. onActiveCameraChanged: Observable<Scene>;
  102244. /**
  102245. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  102246. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  102247. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  102248. */
  102249. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  102250. /**
  102251. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  102252. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  102253. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  102254. */
  102255. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  102256. /**
  102257. * This Observable will when a mesh has been imported into the scene.
  102258. */
  102259. onMeshImportedObservable: Observable<AbstractMesh>;
  102260. /**
  102261. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  102262. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  102263. */
  102264. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  102265. /** @hidden */
  102266. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  102267. /**
  102268. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  102269. */
  102270. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  102271. /**
  102272. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  102273. */
  102274. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  102275. /**
  102276. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  102277. */
  102278. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  102279. /** Callback called when a pointer move is detected */
  102280. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  102281. /** Callback called when a pointer down is detected */
  102282. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  102283. /** Callback called when a pointer up is detected */
  102284. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  102285. /** Callback called when a pointer pick is detected */
  102286. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  102287. /**
  102288. * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
  102289. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  102290. */
  102291. onPrePointerObservable: Observable<PointerInfoPre>;
  102292. /**
  102293. * Observable event triggered each time an input event is received from the rendering canvas
  102294. */
  102295. onPointerObservable: Observable<PointerInfo>;
  102296. /**
  102297. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  102298. */
  102299. readonly unTranslatedPointer: Vector2;
  102300. /**
  102301. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  102302. */
  102303. static DragMovementThreshold: number;
  102304. /**
  102305. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  102306. */
  102307. static LongPressDelay: number;
  102308. /**
  102309. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  102310. */
  102311. static DoubleClickDelay: number;
  102312. /** If you need to check double click without raising a single click at first click, enable this flag */
  102313. static ExclusiveDoubleClickMode: boolean;
  102314. /** @hidden */
  102315. _mirroredCameraPosition: Nullable<Vector3>;
  102316. /**
  102317. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  102318. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  102319. */
  102320. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  102321. /**
  102322. * Observable event triggered each time an keyboard event is received from the hosting window
  102323. */
  102324. onKeyboardObservable: Observable<KeyboardInfo>;
  102325. private _useRightHandedSystem;
  102326. /**
  102327. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  102328. */
  102329. useRightHandedSystem: boolean;
  102330. private _timeAccumulator;
  102331. private _currentStepId;
  102332. private _currentInternalStep;
  102333. /**
  102334. * Sets the step Id used by deterministic lock step
  102335. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  102336. * @param newStepId defines the step Id
  102337. */
  102338. setStepId(newStepId: number): void;
  102339. /**
  102340. * Gets the step Id used by deterministic lock step
  102341. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  102342. * @returns the step Id
  102343. */
  102344. getStepId(): number;
  102345. /**
  102346. * Gets the internal step used by deterministic lock step
  102347. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  102348. * @returns the internal step
  102349. */
  102350. getInternalStep(): number;
  102351. private _fogEnabled;
  102352. /**
  102353. * Gets or sets a boolean indicating if fog is enabled on this scene
  102354. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102355. * (Default is true)
  102356. */
  102357. fogEnabled: boolean;
  102358. private _fogMode;
  102359. /**
  102360. * Gets or sets the fog mode to use
  102361. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102362. * | mode | value |
  102363. * | --- | --- |
  102364. * | FOGMODE_NONE | 0 |
  102365. * | FOGMODE_EXP | 1 |
  102366. * | FOGMODE_EXP2 | 2 |
  102367. * | FOGMODE_LINEAR | 3 |
  102368. */
  102369. fogMode: number;
  102370. /**
  102371. * Gets or sets the fog color to use
  102372. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102373. * (Default is Color3(0.2, 0.2, 0.3))
  102374. */
  102375. fogColor: Color3;
  102376. /**
  102377. * Gets or sets the fog density to use
  102378. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102379. * (Default is 0.1)
  102380. */
  102381. fogDensity: number;
  102382. /**
  102383. * Gets or sets the fog start distance to use
  102384. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102385. * (Default is 0)
  102386. */
  102387. fogStart: number;
  102388. /**
  102389. * Gets or sets the fog end distance to use
  102390. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102391. * (Default is 1000)
  102392. */
  102393. fogEnd: number;
  102394. private _shadowsEnabled;
  102395. /**
  102396. * Gets or sets a boolean indicating if shadows are enabled on this scene
  102397. */
  102398. shadowsEnabled: boolean;
  102399. private _lightsEnabled;
  102400. /**
  102401. * Gets or sets a boolean indicating if lights are enabled on this scene
  102402. */
  102403. lightsEnabled: boolean;
  102404. /** All of the active cameras added to this scene. */
  102405. activeCameras: Camera[];
  102406. /** @hidden */
  102407. _activeCamera: Nullable<Camera>;
  102408. /** Gets or sets the current active camera */
  102409. activeCamera: Nullable<Camera>;
  102410. private _defaultMaterial;
  102411. /** The default material used on meshes when no material is affected */
  102412. /** The default material used on meshes when no material is affected */
  102413. defaultMaterial: Material;
  102414. private _texturesEnabled;
  102415. /**
  102416. * Gets or sets a boolean indicating if textures are enabled on this scene
  102417. */
  102418. texturesEnabled: boolean;
  102419. /**
  102420. * Gets or sets a boolean indicating if particles are enabled on this scene
  102421. */
  102422. particlesEnabled: boolean;
  102423. /**
  102424. * Gets or sets a boolean indicating if sprites are enabled on this scene
  102425. */
  102426. spritesEnabled: boolean;
  102427. private _skeletonsEnabled;
  102428. /**
  102429. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  102430. */
  102431. skeletonsEnabled: boolean;
  102432. /**
  102433. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  102434. */
  102435. lensFlaresEnabled: boolean;
  102436. /**
  102437. * Gets or sets a boolean indicating if collisions are enabled on this scene
  102438. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  102439. */
  102440. collisionsEnabled: boolean;
  102441. private _collisionCoordinator;
  102442. /** @hidden */
  102443. readonly collisionCoordinator: ICollisionCoordinator;
  102444. /**
  102445. * Defines the gravity applied to this scene (used only for collisions)
  102446. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  102447. */
  102448. gravity: Vector3;
  102449. /**
  102450. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  102451. */
  102452. postProcessesEnabled: boolean;
  102453. /**
  102454. * The list of postprocesses added to the scene
  102455. */
  102456. postProcesses: PostProcess[];
  102457. /**
  102458. * Gets the current postprocess manager
  102459. */
  102460. postProcessManager: PostProcessManager;
  102461. /**
  102462. * Gets or sets a boolean indicating if render targets are enabled on this scene
  102463. */
  102464. renderTargetsEnabled: boolean;
  102465. /**
  102466. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  102467. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  102468. */
  102469. dumpNextRenderTargets: boolean;
  102470. /**
  102471. * The list of user defined render targets added to the scene
  102472. */
  102473. customRenderTargets: RenderTargetTexture[];
  102474. /**
  102475. * Defines if texture loading must be delayed
  102476. * If true, textures will only be loaded when they need to be rendered
  102477. */
  102478. useDelayedTextureLoading: boolean;
  102479. /**
  102480. * Gets the list of meshes imported to the scene through SceneLoader
  102481. */
  102482. importedMeshesFiles: String[];
  102483. /**
  102484. * Gets or sets a boolean indicating if probes are enabled on this scene
  102485. */
  102486. probesEnabled: boolean;
  102487. /**
  102488. * Gets or sets the current offline provider to use to store scene data
  102489. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  102490. */
  102491. offlineProvider: IOfflineProvider;
  102492. /**
  102493. * Gets or sets the action manager associated with the scene
  102494. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  102495. */
  102496. actionManager: AbstractActionManager;
  102497. private _meshesForIntersections;
  102498. /**
  102499. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  102500. */
  102501. proceduralTexturesEnabled: boolean;
  102502. private _engine;
  102503. private _totalVertices;
  102504. /** @hidden */
  102505. _activeIndices: PerfCounter;
  102506. /** @hidden */
  102507. _activeParticles: PerfCounter;
  102508. /** @hidden */
  102509. _activeBones: PerfCounter;
  102510. private _animationRatio;
  102511. /** @hidden */
  102512. _animationTimeLast: number;
  102513. /** @hidden */
  102514. _animationTime: number;
  102515. /**
  102516. * Gets or sets a general scale for animation speed
  102517. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  102518. */
  102519. animationTimeScale: number;
  102520. /** @hidden */
  102521. _cachedMaterial: Nullable<Material>;
  102522. /** @hidden */
  102523. _cachedEffect: Nullable<Effect>;
  102524. /** @hidden */
  102525. _cachedVisibility: Nullable<number>;
  102526. private _renderId;
  102527. private _frameId;
  102528. private _executeWhenReadyTimeoutId;
  102529. private _intermediateRendering;
  102530. private _viewUpdateFlag;
  102531. private _projectionUpdateFlag;
  102532. /** @hidden */
  102533. _toBeDisposed: Nullable<IDisposable>[];
  102534. private _activeRequests;
  102535. /** @hidden */
  102536. _pendingData: any[];
  102537. private _isDisposed;
  102538. /**
  102539. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  102540. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  102541. */
  102542. dispatchAllSubMeshesOfActiveMeshes: boolean;
  102543. private _activeMeshes;
  102544. private _processedMaterials;
  102545. private _renderTargets;
  102546. /** @hidden */
  102547. _activeParticleSystems: SmartArray<IParticleSystem>;
  102548. private _activeSkeletons;
  102549. private _softwareSkinnedMeshes;
  102550. private _renderingManager;
  102551. /** @hidden */
  102552. _activeAnimatables: Animatable[];
  102553. private _transformMatrix;
  102554. private _sceneUbo;
  102555. /** @hidden */
  102556. _viewMatrix: Matrix;
  102557. private _projectionMatrix;
  102558. /** @hidden */
  102559. _forcedViewPosition: Nullable<Vector3>;
  102560. /** @hidden */
  102561. _frustumPlanes: Plane[];
  102562. /**
  102563. * Gets the list of frustum planes (built from the active camera)
  102564. */
  102565. readonly frustumPlanes: Plane[];
  102566. /**
  102567. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  102568. * This is useful if there are more lights that the maximum simulteanous authorized
  102569. */
  102570. requireLightSorting: boolean;
  102571. /** @hidden */
  102572. readonly useMaterialMeshMap: boolean;
  102573. /** @hidden */
  102574. readonly useClonedMeshhMap: boolean;
  102575. private _externalData;
  102576. private _uid;
  102577. /**
  102578. * @hidden
  102579. * Backing store of defined scene components.
  102580. */
  102581. _components: ISceneComponent[];
  102582. /**
  102583. * @hidden
  102584. * Backing store of defined scene components.
  102585. */
  102586. _serializableComponents: ISceneSerializableComponent[];
  102587. /**
  102588. * List of components to register on the next registration step.
  102589. */
  102590. private _transientComponents;
  102591. /**
  102592. * Registers the transient components if needed.
  102593. */
  102594. private _registerTransientComponents;
  102595. /**
  102596. * @hidden
  102597. * Add a component to the scene.
  102598. * Note that the ccomponent could be registered on th next frame if this is called after
  102599. * the register component stage.
  102600. * @param component Defines the component to add to the scene
  102601. */
  102602. _addComponent(component: ISceneComponent): void;
  102603. /**
  102604. * @hidden
  102605. * Gets a component from the scene.
  102606. * @param name defines the name of the component to retrieve
  102607. * @returns the component or null if not present
  102608. */
  102609. _getComponent(name: string): Nullable<ISceneComponent>;
  102610. /**
  102611. * @hidden
  102612. * Defines the actions happening before camera updates.
  102613. */
  102614. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  102615. /**
  102616. * @hidden
  102617. * Defines the actions happening before clear the canvas.
  102618. */
  102619. _beforeClearStage: Stage<SimpleStageAction>;
  102620. /**
  102621. * @hidden
  102622. * Defines the actions when collecting render targets for the frame.
  102623. */
  102624. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  102625. /**
  102626. * @hidden
  102627. * Defines the actions happening for one camera in the frame.
  102628. */
  102629. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  102630. /**
  102631. * @hidden
  102632. * Defines the actions happening during the per mesh ready checks.
  102633. */
  102634. _isReadyForMeshStage: Stage<MeshStageAction>;
  102635. /**
  102636. * @hidden
  102637. * Defines the actions happening before evaluate active mesh checks.
  102638. */
  102639. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  102640. /**
  102641. * @hidden
  102642. * Defines the actions happening during the evaluate sub mesh checks.
  102643. */
  102644. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  102645. /**
  102646. * @hidden
  102647. * Defines the actions happening during the active mesh stage.
  102648. */
  102649. _activeMeshStage: Stage<ActiveMeshStageAction>;
  102650. /**
  102651. * @hidden
  102652. * Defines the actions happening during the per camera render target step.
  102653. */
  102654. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  102655. /**
  102656. * @hidden
  102657. * Defines the actions happening just before the active camera is drawing.
  102658. */
  102659. _beforeCameraDrawStage: Stage<CameraStageAction>;
  102660. /**
  102661. * @hidden
  102662. * Defines the actions happening just before a render target is drawing.
  102663. */
  102664. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  102665. /**
  102666. * @hidden
  102667. * Defines the actions happening just before a rendering group is drawing.
  102668. */
  102669. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  102670. /**
  102671. * @hidden
  102672. * Defines the actions happening just before a mesh is drawing.
  102673. */
  102674. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  102675. /**
  102676. * @hidden
  102677. * Defines the actions happening just after a mesh has been drawn.
  102678. */
  102679. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  102680. /**
  102681. * @hidden
  102682. * Defines the actions happening just after a rendering group has been drawn.
  102683. */
  102684. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  102685. /**
  102686. * @hidden
  102687. * Defines the actions happening just after the active camera has been drawn.
  102688. */
  102689. _afterCameraDrawStage: Stage<CameraStageAction>;
  102690. /**
  102691. * @hidden
  102692. * Defines the actions happening just after a render target has been drawn.
  102693. */
  102694. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  102695. /**
  102696. * @hidden
  102697. * Defines the actions happening just after rendering all cameras and computing intersections.
  102698. */
  102699. _afterRenderStage: Stage<SimpleStageAction>;
  102700. /**
  102701. * @hidden
  102702. * Defines the actions happening when a pointer move event happens.
  102703. */
  102704. _pointerMoveStage: Stage<PointerMoveStageAction>;
  102705. /**
  102706. * @hidden
  102707. * Defines the actions happening when a pointer down event happens.
  102708. */
  102709. _pointerDownStage: Stage<PointerUpDownStageAction>;
  102710. /**
  102711. * @hidden
  102712. * Defines the actions happening when a pointer up event happens.
  102713. */
  102714. _pointerUpStage: Stage<PointerUpDownStageAction>;
  102715. /**
  102716. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  102717. */
  102718. private geometriesByUniqueId;
  102719. /**
  102720. * Creates a new Scene
  102721. * @param engine defines the engine to use to render this scene
  102722. * @param options defines the scene options
  102723. */
  102724. constructor(engine: Engine, options?: SceneOptions);
  102725. /**
  102726. * Gets a string idenfifying the name of the class
  102727. * @returns "Scene" string
  102728. */
  102729. getClassName(): string;
  102730. private _defaultMeshCandidates;
  102731. /**
  102732. * @hidden
  102733. */
  102734. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  102735. private _defaultSubMeshCandidates;
  102736. /**
  102737. * @hidden
  102738. */
  102739. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  102740. /**
  102741. * Sets the default candidate providers for the scene.
  102742. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  102743. * and getCollidingSubMeshCandidates to their default function
  102744. */
  102745. setDefaultCandidateProviders(): void;
  102746. /**
  102747. * Gets the mesh that is currently under the pointer
  102748. */
  102749. readonly meshUnderPointer: Nullable<AbstractMesh>;
  102750. /**
  102751. * Gets or sets the current on-screen X position of the pointer
  102752. */
  102753. pointerX: number;
  102754. /**
  102755. * Gets or sets the current on-screen Y position of the pointer
  102756. */
  102757. pointerY: number;
  102758. /**
  102759. * Gets the cached material (ie. the latest rendered one)
  102760. * @returns the cached material
  102761. */
  102762. getCachedMaterial(): Nullable<Material>;
  102763. /**
  102764. * Gets the cached effect (ie. the latest rendered one)
  102765. * @returns the cached effect
  102766. */
  102767. getCachedEffect(): Nullable<Effect>;
  102768. /**
  102769. * Gets the cached visibility state (ie. the latest rendered one)
  102770. * @returns the cached visibility state
  102771. */
  102772. getCachedVisibility(): Nullable<number>;
  102773. /**
  102774. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  102775. * @param material defines the current material
  102776. * @param effect defines the current effect
  102777. * @param visibility defines the current visibility state
  102778. * @returns true if one parameter is not cached
  102779. */
  102780. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  102781. /**
  102782. * Gets the engine associated with the scene
  102783. * @returns an Engine
  102784. */
  102785. getEngine(): Engine;
  102786. /**
  102787. * Gets the total number of vertices rendered per frame
  102788. * @returns the total number of vertices rendered per frame
  102789. */
  102790. getTotalVertices(): number;
  102791. /**
  102792. * Gets the performance counter for total vertices
  102793. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102794. */
  102795. readonly totalVerticesPerfCounter: PerfCounter;
  102796. /**
  102797. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  102798. * @returns the total number of active indices rendered per frame
  102799. */
  102800. getActiveIndices(): number;
  102801. /**
  102802. * Gets the performance counter for active indices
  102803. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102804. */
  102805. readonly totalActiveIndicesPerfCounter: PerfCounter;
  102806. /**
  102807. * Gets the total number of active particles rendered per frame
  102808. * @returns the total number of active particles rendered per frame
  102809. */
  102810. getActiveParticles(): number;
  102811. /**
  102812. * Gets the performance counter for active particles
  102813. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102814. */
  102815. readonly activeParticlesPerfCounter: PerfCounter;
  102816. /**
  102817. * Gets the total number of active bones rendered per frame
  102818. * @returns the total number of active bones rendered per frame
  102819. */
  102820. getActiveBones(): number;
  102821. /**
  102822. * Gets the performance counter for active bones
  102823. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102824. */
  102825. readonly activeBonesPerfCounter: PerfCounter;
  102826. /**
  102827. * Gets the array of active meshes
  102828. * @returns an array of AbstractMesh
  102829. */
  102830. getActiveMeshes(): SmartArray<AbstractMesh>;
  102831. /**
  102832. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  102833. * @returns a number
  102834. */
  102835. getAnimationRatio(): number;
  102836. /**
  102837. * Gets an unique Id for the current render phase
  102838. * @returns a number
  102839. */
  102840. getRenderId(): number;
  102841. /**
  102842. * Gets an unique Id for the current frame
  102843. * @returns a number
  102844. */
  102845. getFrameId(): number;
  102846. /** Call this function if you want to manually increment the render Id*/
  102847. incrementRenderId(): void;
  102848. private _createUbo;
  102849. /**
  102850. * Use this method to simulate a pointer move on a mesh
  102851. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  102852. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  102853. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  102854. * @returns the current scene
  102855. */
  102856. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  102857. /**
  102858. * Use this method to simulate a pointer down on a mesh
  102859. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  102860. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  102861. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  102862. * @returns the current scene
  102863. */
  102864. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  102865. /**
  102866. * Use this method to simulate a pointer up on a mesh
  102867. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  102868. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  102869. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  102870. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  102871. * @returns the current scene
  102872. */
  102873. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  102874. /**
  102875. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  102876. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  102877. * @returns true if the pointer was captured
  102878. */
  102879. isPointerCaptured(pointerId?: number): boolean;
  102880. /**
  102881. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  102882. * @param attachUp defines if you want to attach events to pointerup
  102883. * @param attachDown defines if you want to attach events to pointerdown
  102884. * @param attachMove defines if you want to attach events to pointermove
  102885. */
  102886. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  102887. /** Detaches all event handlers*/
  102888. detachControl(): void;
  102889. /**
  102890. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  102891. * Delay loaded resources are not taking in account
  102892. * @return true if all required resources are ready
  102893. */
  102894. isReady(): boolean;
  102895. /** Resets all cached information relative to material (including effect and visibility) */
  102896. resetCachedMaterial(): void;
  102897. /**
  102898. * Registers a function to be called before every frame render
  102899. * @param func defines the function to register
  102900. */
  102901. registerBeforeRender(func: () => void): void;
  102902. /**
  102903. * Unregisters a function called before every frame render
  102904. * @param func defines the function to unregister
  102905. */
  102906. unregisterBeforeRender(func: () => void): void;
  102907. /**
  102908. * Registers a function to be called after every frame render
  102909. * @param func defines the function to register
  102910. */
  102911. registerAfterRender(func: () => void): void;
  102912. /**
  102913. * Unregisters a function called after every frame render
  102914. * @param func defines the function to unregister
  102915. */
  102916. unregisterAfterRender(func: () => void): void;
  102917. private _executeOnceBeforeRender;
  102918. /**
  102919. * The provided function will run before render once and will be disposed afterwards.
  102920. * A timeout delay can be provided so that the function will be executed in N ms.
  102921. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  102922. * @param func The function to be executed.
  102923. * @param timeout optional delay in ms
  102924. */
  102925. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  102926. /** @hidden */
  102927. _addPendingData(data: any): void;
  102928. /** @hidden */
  102929. _removePendingData(data: any): void;
  102930. /**
  102931. * Returns the number of items waiting to be loaded
  102932. * @returns the number of items waiting to be loaded
  102933. */
  102934. getWaitingItemsCount(): number;
  102935. /**
  102936. * Returns a boolean indicating if the scene is still loading data
  102937. */
  102938. readonly isLoading: boolean;
  102939. /**
  102940. * Registers a function to be executed when the scene is ready
  102941. * @param {Function} func - the function to be executed
  102942. */
  102943. executeWhenReady(func: () => void): void;
  102944. /**
  102945. * Returns a promise that resolves when the scene is ready
  102946. * @returns A promise that resolves when the scene is ready
  102947. */
  102948. whenReadyAsync(): Promise<void>;
  102949. /** @hidden */
  102950. _checkIsReady(): void;
  102951. /**
  102952. * Gets all animatable attached to the scene
  102953. */
  102954. readonly animatables: Animatable[];
  102955. /**
  102956. * Resets the last animation time frame.
  102957. * Useful to override when animations start running when loading a scene for the first time.
  102958. */
  102959. resetLastAnimationTimeFrame(): void;
  102960. /**
  102961. * Gets the current view matrix
  102962. * @returns a Matrix
  102963. */
  102964. getViewMatrix(): Matrix;
  102965. /**
  102966. * Gets the current projection matrix
  102967. * @returns a Matrix
  102968. */
  102969. getProjectionMatrix(): Matrix;
  102970. /**
  102971. * Gets the current transform matrix
  102972. * @returns a Matrix made of View * Projection
  102973. */
  102974. getTransformMatrix(): Matrix;
  102975. /**
  102976. * Sets the current transform matrix
  102977. * @param viewL defines the View matrix to use
  102978. * @param projectionL defines the Projection matrix to use
  102979. * @param viewR defines the right View matrix to use (if provided)
  102980. * @param projectionR defines the right Projection matrix to use (if provided)
  102981. */
  102982. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  102983. /**
  102984. * Gets the uniform buffer used to store scene data
  102985. * @returns a UniformBuffer
  102986. */
  102987. getSceneUniformBuffer(): UniformBuffer;
  102988. /**
  102989. * Gets an unique (relatively to the current scene) Id
  102990. * @returns an unique number for the scene
  102991. */
  102992. getUniqueId(): number;
  102993. /**
  102994. * Add a mesh to the list of scene's meshes
  102995. * @param newMesh defines the mesh to add
  102996. * @param recursive if all child meshes should also be added to the scene
  102997. */
  102998. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  102999. /**
  103000. * Remove a mesh for the list of scene's meshes
  103001. * @param toRemove defines the mesh to remove
  103002. * @param recursive if all child meshes should also be removed from the scene
  103003. * @returns the index where the mesh was in the mesh list
  103004. */
  103005. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  103006. /**
  103007. * Add a transform node to the list of scene's transform nodes
  103008. * @param newTransformNode defines the transform node to add
  103009. */
  103010. addTransformNode(newTransformNode: TransformNode): void;
  103011. /**
  103012. * Remove a transform node for the list of scene's transform nodes
  103013. * @param toRemove defines the transform node to remove
  103014. * @returns the index where the transform node was in the transform node list
  103015. */
  103016. removeTransformNode(toRemove: TransformNode): number;
  103017. /**
  103018. * Remove a skeleton for the list of scene's skeletons
  103019. * @param toRemove defines the skeleton to remove
  103020. * @returns the index where the skeleton was in the skeleton list
  103021. */
  103022. removeSkeleton(toRemove: Skeleton): number;
  103023. /**
  103024. * Remove a morph target for the list of scene's morph targets
  103025. * @param toRemove defines the morph target to remove
  103026. * @returns the index where the morph target was in the morph target list
  103027. */
  103028. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  103029. /**
  103030. * Remove a light for the list of scene's lights
  103031. * @param toRemove defines the light to remove
  103032. * @returns the index where the light was in the light list
  103033. */
  103034. removeLight(toRemove: Light): number;
  103035. /**
  103036. * Remove a camera for the list of scene's cameras
  103037. * @param toRemove defines the camera to remove
  103038. * @returns the index where the camera was in the camera list
  103039. */
  103040. removeCamera(toRemove: Camera): number;
  103041. /**
  103042. * Remove a particle system for the list of scene's particle systems
  103043. * @param toRemove defines the particle system to remove
  103044. * @returns the index where the particle system was in the particle system list
  103045. */
  103046. removeParticleSystem(toRemove: IParticleSystem): number;
  103047. /**
  103048. * Remove a animation for the list of scene's animations
  103049. * @param toRemove defines the animation to remove
  103050. * @returns the index where the animation was in the animation list
  103051. */
  103052. removeAnimation(toRemove: Animation): number;
  103053. /**
  103054. * Will stop the animation of the given target
  103055. * @param target - the target
  103056. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  103057. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  103058. */
  103059. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  103060. /**
  103061. * Removes the given animation group from this scene.
  103062. * @param toRemove The animation group to remove
  103063. * @returns The index of the removed animation group
  103064. */
  103065. removeAnimationGroup(toRemove: AnimationGroup): number;
  103066. /**
  103067. * Removes the given multi-material from this scene.
  103068. * @param toRemove The multi-material to remove
  103069. * @returns The index of the removed multi-material
  103070. */
  103071. removeMultiMaterial(toRemove: MultiMaterial): number;
  103072. /**
  103073. * Removes the given material from this scene.
  103074. * @param toRemove The material to remove
  103075. * @returns The index of the removed material
  103076. */
  103077. removeMaterial(toRemove: Material): number;
  103078. /**
  103079. * Removes the given action manager from this scene.
  103080. * @param toRemove The action manager to remove
  103081. * @returns The index of the removed action manager
  103082. */
  103083. removeActionManager(toRemove: AbstractActionManager): number;
  103084. /**
  103085. * Removes the given texture from this scene.
  103086. * @param toRemove The texture to remove
  103087. * @returns The index of the removed texture
  103088. */
  103089. removeTexture(toRemove: BaseTexture): number;
  103090. /**
  103091. * Adds the given light to this scene
  103092. * @param newLight The light to add
  103093. */
  103094. addLight(newLight: Light): void;
  103095. /**
  103096. * Sorts the list list based on light priorities
  103097. */
  103098. sortLightsByPriority(): void;
  103099. /**
  103100. * Adds the given camera to this scene
  103101. * @param newCamera The camera to add
  103102. */
  103103. addCamera(newCamera: Camera): void;
  103104. /**
  103105. * Adds the given skeleton to this scene
  103106. * @param newSkeleton The skeleton to add
  103107. */
  103108. addSkeleton(newSkeleton: Skeleton): void;
  103109. /**
  103110. * Adds the given particle system to this scene
  103111. * @param newParticleSystem The particle system to add
  103112. */
  103113. addParticleSystem(newParticleSystem: IParticleSystem): void;
  103114. /**
  103115. * Adds the given animation to this scene
  103116. * @param newAnimation The animation to add
  103117. */
  103118. addAnimation(newAnimation: Animation): void;
  103119. /**
  103120. * Adds the given animation group to this scene.
  103121. * @param newAnimationGroup The animation group to add
  103122. */
  103123. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  103124. /**
  103125. * Adds the given multi-material to this scene
  103126. * @param newMultiMaterial The multi-material to add
  103127. */
  103128. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  103129. /**
  103130. * Adds the given material to this scene
  103131. * @param newMaterial The material to add
  103132. */
  103133. addMaterial(newMaterial: Material): void;
  103134. /**
  103135. * Adds the given morph target to this scene
  103136. * @param newMorphTargetManager The morph target to add
  103137. */
  103138. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  103139. /**
  103140. * Adds the given geometry to this scene
  103141. * @param newGeometry The geometry to add
  103142. */
  103143. addGeometry(newGeometry: Geometry): void;
  103144. /**
  103145. * Adds the given action manager to this scene
  103146. * @param newActionManager The action manager to add
  103147. */
  103148. addActionManager(newActionManager: AbstractActionManager): void;
  103149. /**
  103150. * Adds the given texture to this scene.
  103151. * @param newTexture The texture to add
  103152. */
  103153. addTexture(newTexture: BaseTexture): void;
  103154. /**
  103155. * Switch active camera
  103156. * @param newCamera defines the new active camera
  103157. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  103158. */
  103159. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  103160. /**
  103161. * sets the active camera of the scene using its ID
  103162. * @param id defines the camera's ID
  103163. * @return the new active camera or null if none found.
  103164. */
  103165. setActiveCameraByID(id: string): Nullable<Camera>;
  103166. /**
  103167. * sets the active camera of the scene using its name
  103168. * @param name defines the camera's name
  103169. * @returns the new active camera or null if none found.
  103170. */
  103171. setActiveCameraByName(name: string): Nullable<Camera>;
  103172. /**
  103173. * get an animation group using its name
  103174. * @param name defines the material's name
  103175. * @return the animation group or null if none found.
  103176. */
  103177. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  103178. /**
  103179. * Get a material using its unique id
  103180. * @param uniqueId defines the material's unique id
  103181. * @return the material or null if none found.
  103182. */
  103183. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  103184. /**
  103185. * get a material using its id
  103186. * @param id defines the material's ID
  103187. * @return the material or null if none found.
  103188. */
  103189. getMaterialByID(id: string): Nullable<Material>;
  103190. /**
  103191. * Gets a the last added material using a given id
  103192. * @param id defines the material's ID
  103193. * @return the last material with the given id or null if none found.
  103194. */
  103195. getLastMaterialByID(id: string): Nullable<Material>;
  103196. /**
  103197. * Gets a material using its name
  103198. * @param name defines the material's name
  103199. * @return the material or null if none found.
  103200. */
  103201. getMaterialByName(name: string): Nullable<Material>;
  103202. /**
  103203. * Get a texture using its unique id
  103204. * @param uniqueId defines the texture's unique id
  103205. * @return the texture or null if none found.
  103206. */
  103207. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  103208. /**
  103209. * Gets a camera using its id
  103210. * @param id defines the id to look for
  103211. * @returns the camera or null if not found
  103212. */
  103213. getCameraByID(id: string): Nullable<Camera>;
  103214. /**
  103215. * Gets a camera using its unique id
  103216. * @param uniqueId defines the unique id to look for
  103217. * @returns the camera or null if not found
  103218. */
  103219. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  103220. /**
  103221. * Gets a camera using its name
  103222. * @param name defines the camera's name
  103223. * @return the camera or null if none found.
  103224. */
  103225. getCameraByName(name: string): Nullable<Camera>;
  103226. /**
  103227. * Gets a bone using its id
  103228. * @param id defines the bone's id
  103229. * @return the bone or null if not found
  103230. */
  103231. getBoneByID(id: string): Nullable<Bone>;
  103232. /**
  103233. * Gets a bone using its id
  103234. * @param name defines the bone's name
  103235. * @return the bone or null if not found
  103236. */
  103237. getBoneByName(name: string): Nullable<Bone>;
  103238. /**
  103239. * Gets a light node using its name
  103240. * @param name defines the the light's name
  103241. * @return the light or null if none found.
  103242. */
  103243. getLightByName(name: string): Nullable<Light>;
  103244. /**
  103245. * Gets a light node using its id
  103246. * @param id defines the light's id
  103247. * @return the light or null if none found.
  103248. */
  103249. getLightByID(id: string): Nullable<Light>;
  103250. /**
  103251. * Gets a light node using its scene-generated unique ID
  103252. * @param uniqueId defines the light's unique id
  103253. * @return the light or null if none found.
  103254. */
  103255. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  103256. /**
  103257. * Gets a particle system by id
  103258. * @param id defines the particle system id
  103259. * @return the corresponding system or null if none found
  103260. */
  103261. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  103262. /**
  103263. * Gets a geometry using its ID
  103264. * @param id defines the geometry's id
  103265. * @return the geometry or null if none found.
  103266. */
  103267. getGeometryByID(id: string): Nullable<Geometry>;
  103268. private _getGeometryByUniqueID;
  103269. /**
  103270. * Add a new geometry to this scene
  103271. * @param geometry defines the geometry to be added to the scene.
  103272. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  103273. * @return a boolean defining if the geometry was added or not
  103274. */
  103275. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  103276. /**
  103277. * Removes an existing geometry
  103278. * @param geometry defines the geometry to be removed from the scene
  103279. * @return a boolean defining if the geometry was removed or not
  103280. */
  103281. removeGeometry(geometry: Geometry): boolean;
  103282. /**
  103283. * Gets the list of geometries attached to the scene
  103284. * @returns an array of Geometry
  103285. */
  103286. getGeometries(): Geometry[];
  103287. /**
  103288. * Gets the first added mesh found of a given ID
  103289. * @param id defines the id to search for
  103290. * @return the mesh found or null if not found at all
  103291. */
  103292. getMeshByID(id: string): Nullable<AbstractMesh>;
  103293. /**
  103294. * Gets a list of meshes using their id
  103295. * @param id defines the id to search for
  103296. * @returns a list of meshes
  103297. */
  103298. getMeshesByID(id: string): Array<AbstractMesh>;
  103299. /**
  103300. * Gets the first added transform node found of a given ID
  103301. * @param id defines the id to search for
  103302. * @return the found transform node or null if not found at all.
  103303. */
  103304. getTransformNodeByID(id: string): Nullable<TransformNode>;
  103305. /**
  103306. * Gets a transform node with its auto-generated unique id
  103307. * @param uniqueId efines the unique id to search for
  103308. * @return the found transform node or null if not found at all.
  103309. */
  103310. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  103311. /**
  103312. * Gets a list of transform nodes using their id
  103313. * @param id defines the id to search for
  103314. * @returns a list of transform nodes
  103315. */
  103316. getTransformNodesByID(id: string): Array<TransformNode>;
  103317. /**
  103318. * Gets a mesh with its auto-generated unique id
  103319. * @param uniqueId defines the unique id to search for
  103320. * @return the found mesh or null if not found at all.
  103321. */
  103322. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  103323. /**
  103324. * Gets a the last added mesh using a given id
  103325. * @param id defines the id to search for
  103326. * @return the found mesh or null if not found at all.
  103327. */
  103328. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  103329. /**
  103330. * Gets a the last added node (Mesh, Camera, Light) using a given id
  103331. * @param id defines the id to search for
  103332. * @return the found node or null if not found at all
  103333. */
  103334. getLastEntryByID(id: string): Nullable<Node>;
  103335. /**
  103336. * Gets a node (Mesh, Camera, Light) using a given id
  103337. * @param id defines the id to search for
  103338. * @return the found node or null if not found at all
  103339. */
  103340. getNodeByID(id: string): Nullable<Node>;
  103341. /**
  103342. * Gets a node (Mesh, Camera, Light) using a given name
  103343. * @param name defines the name to search for
  103344. * @return the found node or null if not found at all.
  103345. */
  103346. getNodeByName(name: string): Nullable<Node>;
  103347. /**
  103348. * Gets a mesh using a given name
  103349. * @param name defines the name to search for
  103350. * @return the found mesh or null if not found at all.
  103351. */
  103352. getMeshByName(name: string): Nullable<AbstractMesh>;
  103353. /**
  103354. * Gets a transform node using a given name
  103355. * @param name defines the name to search for
  103356. * @return the found transform node or null if not found at all.
  103357. */
  103358. getTransformNodeByName(name: string): Nullable<TransformNode>;
  103359. /**
  103360. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  103361. * @param id defines the id to search for
  103362. * @return the found skeleton or null if not found at all.
  103363. */
  103364. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  103365. /**
  103366. * Gets a skeleton using a given auto generated unique id
  103367. * @param uniqueId defines the unique id to search for
  103368. * @return the found skeleton or null if not found at all.
  103369. */
  103370. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  103371. /**
  103372. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  103373. * @param id defines the id to search for
  103374. * @return the found skeleton or null if not found at all.
  103375. */
  103376. getSkeletonById(id: string): Nullable<Skeleton>;
  103377. /**
  103378. * Gets a skeleton using a given name
  103379. * @param name defines the name to search for
  103380. * @return the found skeleton or null if not found at all.
  103381. */
  103382. getSkeletonByName(name: string): Nullable<Skeleton>;
  103383. /**
  103384. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  103385. * @param id defines the id to search for
  103386. * @return the found morph target manager or null if not found at all.
  103387. */
  103388. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  103389. /**
  103390. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  103391. * @param id defines the id to search for
  103392. * @return the found morph target or null if not found at all.
  103393. */
  103394. getMorphTargetById(id: string): Nullable<MorphTarget>;
  103395. /**
  103396. * Gets a boolean indicating if the given mesh is active
  103397. * @param mesh defines the mesh to look for
  103398. * @returns true if the mesh is in the active list
  103399. */
  103400. isActiveMesh(mesh: AbstractMesh): boolean;
  103401. /**
  103402. * Return a unique id as a string which can serve as an identifier for the scene
  103403. */
  103404. readonly uid: string;
  103405. /**
  103406. * Add an externaly attached data from its key.
  103407. * This method call will fail and return false, if such key already exists.
  103408. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  103409. * @param key the unique key that identifies the data
  103410. * @param data the data object to associate to the key for this Engine instance
  103411. * @return true if no such key were already present and the data was added successfully, false otherwise
  103412. */
  103413. addExternalData<T>(key: string, data: T): boolean;
  103414. /**
  103415. * Get an externaly attached data from its key
  103416. * @param key the unique key that identifies the data
  103417. * @return the associated data, if present (can be null), or undefined if not present
  103418. */
  103419. getExternalData<T>(key: string): Nullable<T>;
  103420. /**
  103421. * Get an externaly attached data from its key, create it using a factory if it's not already present
  103422. * @param key the unique key that identifies the data
  103423. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  103424. * @return the associated data, can be null if the factory returned null.
  103425. */
  103426. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  103427. /**
  103428. * Remove an externaly attached data from the Engine instance
  103429. * @param key the unique key that identifies the data
  103430. * @return true if the data was successfully removed, false if it doesn't exist
  103431. */
  103432. removeExternalData(key: string): boolean;
  103433. private _evaluateSubMesh;
  103434. /**
  103435. * Clear the processed materials smart array preventing retention point in material dispose.
  103436. */
  103437. freeProcessedMaterials(): void;
  103438. private _preventFreeActiveMeshesAndRenderingGroups;
  103439. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  103440. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  103441. * when disposing several meshes in a row or a hierarchy of meshes.
  103442. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  103443. */
  103444. blockfreeActiveMeshesAndRenderingGroups: boolean;
  103445. /**
  103446. * Clear the active meshes smart array preventing retention point in mesh dispose.
  103447. */
  103448. freeActiveMeshes(): void;
  103449. /**
  103450. * Clear the info related to rendering groups preventing retention points during dispose.
  103451. */
  103452. freeRenderingGroups(): void;
  103453. /** @hidden */
  103454. _isInIntermediateRendering(): boolean;
  103455. /**
  103456. * Lambda returning the list of potentially active meshes.
  103457. */
  103458. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  103459. /**
  103460. * Lambda returning the list of potentially active sub meshes.
  103461. */
  103462. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  103463. /**
  103464. * Lambda returning the list of potentially intersecting sub meshes.
  103465. */
  103466. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  103467. /**
  103468. * Lambda returning the list of potentially colliding sub meshes.
  103469. */
  103470. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  103471. private _activeMeshesFrozen;
  103472. private _skipEvaluateActiveMeshesCompletely;
  103473. /**
  103474. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  103475. * @param skipEvaluateActiveMeshes defines an optional boolean indicating that the evaluate active meshes step must be completely skipped
  103476. * @returns the current scene
  103477. */
  103478. freezeActiveMeshes(skipEvaluateActiveMeshes?: boolean): Scene;
  103479. /**
  103480. * Use this function to restart evaluating active meshes on every frame
  103481. * @returns the current scene
  103482. */
  103483. unfreezeActiveMeshes(): Scene;
  103484. private _evaluateActiveMeshes;
  103485. private _activeMesh;
  103486. /**
  103487. * Update the transform matrix to update from the current active camera
  103488. * @param force defines a boolean used to force the update even if cache is up to date
  103489. */
  103490. updateTransformMatrix(force?: boolean): void;
  103491. private _bindFrameBuffer;
  103492. /** @hidden */
  103493. _allowPostProcessClearColor: boolean;
  103494. /** @hidden */
  103495. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  103496. private _processSubCameras;
  103497. private _checkIntersections;
  103498. /** @hidden */
  103499. _advancePhysicsEngineStep(step: number): void;
  103500. /**
  103501. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  103502. */
  103503. getDeterministicFrameTime: () => number;
  103504. /** @hidden */
  103505. _animate(): void;
  103506. /** Execute all animations (for a frame) */
  103507. animate(): void;
  103508. /**
  103509. * Render the scene
  103510. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  103511. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  103512. */
  103513. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  103514. /**
  103515. * Freeze all materials
  103516. * A frozen material will not be updatable but should be faster to render
  103517. */
  103518. freezeMaterials(): void;
  103519. /**
  103520. * Unfreeze all materials
  103521. * A frozen material will not be updatable but should be faster to render
  103522. */
  103523. unfreezeMaterials(): void;
  103524. /**
  103525. * Releases all held ressources
  103526. */
  103527. dispose(): void;
  103528. /**
  103529. * Gets if the scene is already disposed
  103530. */
  103531. readonly isDisposed: boolean;
  103532. /**
  103533. * Call this function to reduce memory footprint of the scene.
  103534. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  103535. */
  103536. clearCachedVertexData(): void;
  103537. /**
  103538. * This function will remove the local cached buffer data from texture.
  103539. * It will save memory but will prevent the texture from being rebuilt
  103540. */
  103541. cleanCachedTextureBuffer(): void;
  103542. /**
  103543. * Get the world extend vectors with an optional filter
  103544. *
  103545. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  103546. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  103547. */
  103548. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  103549. min: Vector3;
  103550. max: Vector3;
  103551. };
  103552. /**
  103553. * Creates a ray that can be used to pick in the scene
  103554. * @param x defines the x coordinate of the origin (on-screen)
  103555. * @param y defines the y coordinate of the origin (on-screen)
  103556. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  103557. * @param camera defines the camera to use for the picking
  103558. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  103559. * @returns a Ray
  103560. */
  103561. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  103562. /**
  103563. * Creates a ray that can be used to pick in the scene
  103564. * @param x defines the x coordinate of the origin (on-screen)
  103565. * @param y defines the y coordinate of the origin (on-screen)
  103566. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  103567. * @param result defines the ray where to store the picking ray
  103568. * @param camera defines the camera to use for the picking
  103569. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  103570. * @returns the current scene
  103571. */
  103572. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  103573. /**
  103574. * Creates a ray that can be used to pick in the scene
  103575. * @param x defines the x coordinate of the origin (on-screen)
  103576. * @param y defines the y coordinate of the origin (on-screen)
  103577. * @param camera defines the camera to use for the picking
  103578. * @returns a Ray
  103579. */
  103580. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  103581. /**
  103582. * Creates a ray that can be used to pick in the scene
  103583. * @param x defines the x coordinate of the origin (on-screen)
  103584. * @param y defines the y coordinate of the origin (on-screen)
  103585. * @param result defines the ray where to store the picking ray
  103586. * @param camera defines the camera to use for the picking
  103587. * @returns the current scene
  103588. */
  103589. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  103590. /** Launch a ray to try to pick a mesh in the scene
  103591. * @param x position on screen
  103592. * @param y position on screen
  103593. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  103594. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  103595. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  103596. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103597. * @returns a PickingInfo
  103598. */
  103599. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  103600. /** Use the given ray to pick a mesh in the scene
  103601. * @param ray The ray to use to pick meshes
  103602. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true
  103603. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  103604. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103605. * @returns a PickingInfo
  103606. */
  103607. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  103608. /**
  103609. * Launch a ray to try to pick a mesh in the scene
  103610. * @param x X position on screen
  103611. * @param y Y position on screen
  103612. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  103613. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  103614. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103615. * @returns an array of PickingInfo
  103616. */
  103617. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  103618. /**
  103619. * Launch a ray to try to pick a mesh in the scene
  103620. * @param ray Ray to use
  103621. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  103622. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103623. * @returns an array of PickingInfo
  103624. */
  103625. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  103626. /**
  103627. * Force the value of meshUnderPointer
  103628. * @param mesh defines the mesh to use
  103629. */
  103630. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  103631. /**
  103632. * Gets the mesh under the pointer
  103633. * @returns a Mesh or null if no mesh is under the pointer
  103634. */
  103635. getPointerOverMesh(): Nullable<AbstractMesh>;
  103636. /** @hidden */
  103637. _rebuildGeometries(): void;
  103638. /** @hidden */
  103639. _rebuildTextures(): void;
  103640. private _getByTags;
  103641. /**
  103642. * Get a list of meshes by tags
  103643. * @param tagsQuery defines the tags query to use
  103644. * @param forEach defines a predicate used to filter results
  103645. * @returns an array of Mesh
  103646. */
  103647. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  103648. /**
  103649. * Get a list of cameras by tags
  103650. * @param tagsQuery defines the tags query to use
  103651. * @param forEach defines a predicate used to filter results
  103652. * @returns an array of Camera
  103653. */
  103654. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  103655. /**
  103656. * Get a list of lights by tags
  103657. * @param tagsQuery defines the tags query to use
  103658. * @param forEach defines a predicate used to filter results
  103659. * @returns an array of Light
  103660. */
  103661. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  103662. /**
  103663. * Get a list of materials by tags
  103664. * @param tagsQuery defines the tags query to use
  103665. * @param forEach defines a predicate used to filter results
  103666. * @returns an array of Material
  103667. */
  103668. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  103669. /**
  103670. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  103671. * This allowed control for front to back rendering or reversly depending of the special needs.
  103672. *
  103673. * @param renderingGroupId The rendering group id corresponding to its index
  103674. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  103675. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  103676. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  103677. */
  103678. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  103679. /**
  103680. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  103681. *
  103682. * @param renderingGroupId The rendering group id corresponding to its index
  103683. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  103684. * @param depth Automatically clears depth between groups if true and autoClear is true.
  103685. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  103686. */
  103687. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  103688. /**
  103689. * Gets the current auto clear configuration for one rendering group of the rendering
  103690. * manager.
  103691. * @param index the rendering group index to get the information for
  103692. * @returns The auto clear setup for the requested rendering group
  103693. */
  103694. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  103695. private _blockMaterialDirtyMechanism;
  103696. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  103697. blockMaterialDirtyMechanism: boolean;
  103698. /**
  103699. * Will flag all materials as dirty to trigger new shader compilation
  103700. * @param flag defines the flag used to specify which material part must be marked as dirty
  103701. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  103702. */
  103703. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  103704. /** @hidden */
  103705. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  103706. /** @hidden */
  103707. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  103708. /** @hidden */
  103709. _requestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  103710. /** @hidden */
  103711. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  103712. /** @hidden */
  103713. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  103714. /** @hidden */
  103715. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  103716. }
  103717. }
  103718. declare module BABYLON {
  103719. /**
  103720. * Set of assets to keep when moving a scene into an asset container.
  103721. */
  103722. export class KeepAssets extends AbstractScene {
  103723. }
  103724. /**
  103725. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  103726. */
  103727. export class InstantiatedEntries {
  103728. /**
  103729. * List of new root nodes (eg. nodes with no parent)
  103730. */
  103731. rootNodes: TransformNode[];
  103732. /**
  103733. * List of new skeletons
  103734. */
  103735. skeletons: Skeleton[];
  103736. /**
  103737. * List of new animation groups
  103738. */
  103739. animationGroups: AnimationGroup[];
  103740. }
  103741. /**
  103742. * Container with a set of assets that can be added or removed from a scene.
  103743. */
  103744. export class AssetContainer extends AbstractScene {
  103745. /**
  103746. * The scene the AssetContainer belongs to.
  103747. */
  103748. scene: Scene;
  103749. /**
  103750. * Instantiates an AssetContainer.
  103751. * @param scene The scene the AssetContainer belongs to.
  103752. */
  103753. constructor(scene: Scene);
  103754. /**
  103755. * Instantiate or clone all meshes and add the new ones to the scene.
  103756. * Skeletons and animation groups will all be cloned
  103757. * @param nameFunction defines an optional function used to get new names for clones
  103758. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  103759. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  103760. */
  103761. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  103762. /**
  103763. * Adds all the assets from the container to the scene.
  103764. */
  103765. addAllToScene(): void;
  103766. /**
  103767. * Removes all the assets in the container from the scene
  103768. */
  103769. removeAllFromScene(): void;
  103770. /**
  103771. * Disposes all the assets in the container
  103772. */
  103773. dispose(): void;
  103774. private _moveAssets;
  103775. /**
  103776. * Removes all the assets contained in the scene and adds them to the container.
  103777. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  103778. */
  103779. moveAllFromScene(keepAssets?: KeepAssets): void;
  103780. /**
  103781. * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.
  103782. * @returns the root mesh
  103783. */
  103784. createRootMesh(): Mesh;
  103785. }
  103786. }
  103787. declare module BABYLON {
  103788. /**
  103789. * Defines how the parser contract is defined.
  103790. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  103791. */
  103792. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  103793. /**
  103794. * Defines how the individual parser contract is defined.
  103795. * These parser can parse an individual asset
  103796. */
  103797. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  103798. /**
  103799. * Base class of the scene acting as a container for the different elements composing a scene.
  103800. * This class is dynamically extended by the different components of the scene increasing
  103801. * flexibility and reducing coupling
  103802. */
  103803. export abstract class AbstractScene {
  103804. /**
  103805. * Stores the list of available parsers in the application.
  103806. */
  103807. private static _BabylonFileParsers;
  103808. /**
  103809. * Stores the list of available individual parsers in the application.
  103810. */
  103811. private static _IndividualBabylonFileParsers;
  103812. /**
  103813. * Adds a parser in the list of available ones
  103814. * @param name Defines the name of the parser
  103815. * @param parser Defines the parser to add
  103816. */
  103817. static AddParser(name: string, parser: BabylonFileParser): void;
  103818. /**
  103819. * Gets a general parser from the list of avaialble ones
  103820. * @param name Defines the name of the parser
  103821. * @returns the requested parser or null
  103822. */
  103823. static GetParser(name: string): Nullable<BabylonFileParser>;
  103824. /**
  103825. * Adds n individual parser in the list of available ones
  103826. * @param name Defines the name of the parser
  103827. * @param parser Defines the parser to add
  103828. */
  103829. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  103830. /**
  103831. * Gets an individual parser from the list of avaialble ones
  103832. * @param name Defines the name of the parser
  103833. * @returns the requested parser or null
  103834. */
  103835. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  103836. /**
  103837. * Parser json data and populate both a scene and its associated container object
  103838. * @param jsonData Defines the data to parse
  103839. * @param scene Defines the scene to parse the data for
  103840. * @param container Defines the container attached to the parsing sequence
  103841. * @param rootUrl Defines the root url of the data
  103842. */
  103843. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  103844. /**
  103845. * Gets the list of root nodes (ie. nodes with no parent)
  103846. */
  103847. rootNodes: Node[];
  103848. /** All of the cameras added to this scene
  103849. * @see http://doc.babylonjs.com/babylon101/cameras
  103850. */
  103851. cameras: Camera[];
  103852. /**
  103853. * All of the lights added to this scene
  103854. * @see http://doc.babylonjs.com/babylon101/lights
  103855. */
  103856. lights: Light[];
  103857. /**
  103858. * All of the (abstract) meshes added to this scene
  103859. */
  103860. meshes: AbstractMesh[];
  103861. /**
  103862. * The list of skeletons added to the scene
  103863. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  103864. */
  103865. skeletons: Skeleton[];
  103866. /**
  103867. * All of the particle systems added to this scene
  103868. * @see http://doc.babylonjs.com/babylon101/particles
  103869. */
  103870. particleSystems: IParticleSystem[];
  103871. /**
  103872. * Gets a list of Animations associated with the scene
  103873. */
  103874. animations: Animation[];
  103875. /**
  103876. * All of the animation groups added to this scene
  103877. * @see http://doc.babylonjs.com/how_to/group
  103878. */
  103879. animationGroups: AnimationGroup[];
  103880. /**
  103881. * All of the multi-materials added to this scene
  103882. * @see http://doc.babylonjs.com/how_to/multi_materials
  103883. */
  103884. multiMaterials: MultiMaterial[];
  103885. /**
  103886. * All of the materials added to this scene
  103887. * In the context of a Scene, it is not supposed to be modified manually.
  103888. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  103889. * Note also that the order of the Material within the array is not significant and might change.
  103890. * @see http://doc.babylonjs.com/babylon101/materials
  103891. */
  103892. materials: Material[];
  103893. /**
  103894. * The list of morph target managers added to the scene
  103895. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  103896. */
  103897. morphTargetManagers: MorphTargetManager[];
  103898. /**
  103899. * The list of geometries used in the scene.
  103900. */
  103901. geometries: Geometry[];
  103902. /**
  103903. * All of the tranform nodes added to this scene
  103904. * In the context of a Scene, it is not supposed to be modified manually.
  103905. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  103906. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  103907. * @see http://doc.babylonjs.com/how_to/transformnode
  103908. */
  103909. transformNodes: TransformNode[];
  103910. /**
  103911. * ActionManagers available on the scene.
  103912. */
  103913. actionManagers: AbstractActionManager[];
  103914. /**
  103915. * Textures to keep.
  103916. */
  103917. textures: BaseTexture[];
  103918. /**
  103919. * Environment texture for the scene
  103920. */
  103921. environmentTexture: Nullable<BaseTexture>;
  103922. }
  103923. }
  103924. declare module BABYLON {
  103925. /**
  103926. * Interface used to define options for Sound class
  103927. */
  103928. export interface ISoundOptions {
  103929. /**
  103930. * Does the sound autoplay once loaded.
  103931. */
  103932. autoplay?: boolean;
  103933. /**
  103934. * Does the sound loop after it finishes playing once.
  103935. */
  103936. loop?: boolean;
  103937. /**
  103938. * Sound's volume
  103939. */
  103940. volume?: number;
  103941. /**
  103942. * Is it a spatial sound?
  103943. */
  103944. spatialSound?: boolean;
  103945. /**
  103946. * Maximum distance to hear that sound
  103947. */
  103948. maxDistance?: number;
  103949. /**
  103950. * Uses user defined attenuation function
  103951. */
  103952. useCustomAttenuation?: boolean;
  103953. /**
  103954. * Define the roll off factor of spatial sounds.
  103955. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103956. */
  103957. rolloffFactor?: number;
  103958. /**
  103959. * Define the reference distance the sound should be heard perfectly.
  103960. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103961. */
  103962. refDistance?: number;
  103963. /**
  103964. * Define the distance attenuation model the sound will follow.
  103965. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103966. */
  103967. distanceModel?: string;
  103968. /**
  103969. * Defines the playback speed (1 by default)
  103970. */
  103971. playbackRate?: number;
  103972. /**
  103973. * Defines if the sound is from a streaming source
  103974. */
  103975. streaming?: boolean;
  103976. /**
  103977. * Defines an optional length (in seconds) inside the sound file
  103978. */
  103979. length?: number;
  103980. /**
  103981. * Defines an optional offset (in seconds) inside the sound file
  103982. */
  103983. offset?: number;
  103984. /**
  103985. * If true, URLs will not be required to state the audio file codec to use.
  103986. */
  103987. skipCodecCheck?: boolean;
  103988. }
  103989. /**
  103990. * Defines a sound that can be played in the application.
  103991. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  103992. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103993. */
  103994. export class Sound {
  103995. /**
  103996. * The name of the sound in the scene.
  103997. */
  103998. name: string;
  103999. /**
  104000. * Does the sound autoplay once loaded.
  104001. */
  104002. autoplay: boolean;
  104003. /**
  104004. * Does the sound loop after it finishes playing once.
  104005. */
  104006. loop: boolean;
  104007. /**
  104008. * Does the sound use a custom attenuation curve to simulate the falloff
  104009. * happening when the source gets further away from the camera.
  104010. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  104011. */
  104012. useCustomAttenuation: boolean;
  104013. /**
  104014. * The sound track id this sound belongs to.
  104015. */
  104016. soundTrackId: number;
  104017. /**
  104018. * Is this sound currently played.
  104019. */
  104020. isPlaying: boolean;
  104021. /**
  104022. * Is this sound currently paused.
  104023. */
  104024. isPaused: boolean;
  104025. /**
  104026. * Does this sound enables spatial sound.
  104027. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104028. */
  104029. spatialSound: boolean;
  104030. /**
  104031. * Define the reference distance the sound should be heard perfectly.
  104032. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104033. */
  104034. refDistance: number;
  104035. /**
  104036. * Define the roll off factor of spatial sounds.
  104037. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104038. */
  104039. rolloffFactor: number;
  104040. /**
  104041. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  104042. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104043. */
  104044. maxDistance: number;
  104045. /**
  104046. * Define the distance attenuation model the sound will follow.
  104047. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104048. */
  104049. distanceModel: string;
  104050. /**
  104051. * @hidden
  104052. * Back Compat
  104053. **/
  104054. onended: () => any;
  104055. /**
  104056. * Observable event when the current playing sound finishes.
  104057. */
  104058. onEndedObservable: Observable<Sound>;
  104059. private _panningModel;
  104060. private _playbackRate;
  104061. private _streaming;
  104062. private _startTime;
  104063. private _startOffset;
  104064. private _position;
  104065. /** @hidden */
  104066. _positionInEmitterSpace: boolean;
  104067. private _localDirection;
  104068. private _volume;
  104069. private _isReadyToPlay;
  104070. private _isDirectional;
  104071. private _readyToPlayCallback;
  104072. private _audioBuffer;
  104073. private _soundSource;
  104074. private _streamingSource;
  104075. private _soundPanner;
  104076. private _soundGain;
  104077. private _inputAudioNode;
  104078. private _outputAudioNode;
  104079. private _coneInnerAngle;
  104080. private _coneOuterAngle;
  104081. private _coneOuterGain;
  104082. private _scene;
  104083. private _connectedTransformNode;
  104084. private _customAttenuationFunction;
  104085. private _registerFunc;
  104086. private _isOutputConnected;
  104087. private _htmlAudioElement;
  104088. private _urlType;
  104089. private _length?;
  104090. private _offset?;
  104091. /** @hidden */
  104092. static _SceneComponentInitialization: (scene: Scene) => void;
  104093. /**
  104094. * Create a sound and attach it to a scene
  104095. * @param name Name of your sound
  104096. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  104097. * @param scene defines the scene the sound belongs to
  104098. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  104099. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  104100. */
  104101. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  104102. /**
  104103. * Release the sound and its associated resources
  104104. */
  104105. dispose(): void;
  104106. /**
  104107. * Gets if the sounds is ready to be played or not.
  104108. * @returns true if ready, otherwise false
  104109. */
  104110. isReady(): boolean;
  104111. private _soundLoaded;
  104112. /**
  104113. * Sets the data of the sound from an audiobuffer
  104114. * @param audioBuffer The audioBuffer containing the data
  104115. */
  104116. setAudioBuffer(audioBuffer: AudioBuffer): void;
  104117. /**
  104118. * Updates the current sounds options such as maxdistance, loop...
  104119. * @param options A JSON object containing values named as the object properties
  104120. */
  104121. updateOptions(options: ISoundOptions): void;
  104122. private _createSpatialParameters;
  104123. private _updateSpatialParameters;
  104124. /**
  104125. * Switch the panning model to HRTF:
  104126. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  104127. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104128. */
  104129. switchPanningModelToHRTF(): void;
  104130. /**
  104131. * Switch the panning model to Equal Power:
  104132. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  104133. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104134. */
  104135. switchPanningModelToEqualPower(): void;
  104136. private _switchPanningModel;
  104137. /**
  104138. * Connect this sound to a sound track audio node like gain...
  104139. * @param soundTrackAudioNode the sound track audio node to connect to
  104140. */
  104141. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  104142. /**
  104143. * Transform this sound into a directional source
  104144. * @param coneInnerAngle Size of the inner cone in degree
  104145. * @param coneOuterAngle Size of the outer cone in degree
  104146. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  104147. */
  104148. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  104149. /**
  104150. * Gets or sets the inner angle for the directional cone.
  104151. */
  104152. /**
  104153. * Gets or sets the inner angle for the directional cone.
  104154. */
  104155. directionalConeInnerAngle: number;
  104156. /**
  104157. * Gets or sets the outer angle for the directional cone.
  104158. */
  104159. /**
  104160. * Gets or sets the outer angle for the directional cone.
  104161. */
  104162. directionalConeOuterAngle: number;
  104163. /**
  104164. * Sets the position of the emitter if spatial sound is enabled
  104165. * @param newPosition Defines the new posisiton
  104166. */
  104167. setPosition(newPosition: Vector3): void;
  104168. /**
  104169. * Sets the local direction of the emitter if spatial sound is enabled
  104170. * @param newLocalDirection Defines the new local direction
  104171. */
  104172. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  104173. private _updateDirection;
  104174. /** @hidden */
  104175. updateDistanceFromListener(): void;
  104176. /**
  104177. * Sets a new custom attenuation function for the sound.
  104178. * @param callback Defines the function used for the attenuation
  104179. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  104180. */
  104181. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  104182. /**
  104183. * Play the sound
  104184. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  104185. * @param offset (optional) Start the sound at a specific time in seconds
  104186. * @param length (optional) Sound duration (in seconds)
  104187. */
  104188. play(time?: number, offset?: number, length?: number): void;
  104189. private _onended;
  104190. /**
  104191. * Stop the sound
  104192. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  104193. */
  104194. stop(time?: number): void;
  104195. /**
  104196. * Put the sound in pause
  104197. */
  104198. pause(): void;
  104199. /**
  104200. * Sets a dedicated volume for this sounds
  104201. * @param newVolume Define the new volume of the sound
  104202. * @param time Define time for gradual change to new volume
  104203. */
  104204. setVolume(newVolume: number, time?: number): void;
  104205. /**
  104206. * Set the sound play back rate
  104207. * @param newPlaybackRate Define the playback rate the sound should be played at
  104208. */
  104209. setPlaybackRate(newPlaybackRate: number): void;
  104210. /**
  104211. * Gets the volume of the sound.
  104212. * @returns the volume of the sound
  104213. */
  104214. getVolume(): number;
  104215. /**
  104216. * Attach the sound to a dedicated mesh
  104217. * @param transformNode The transform node to connect the sound with
  104218. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  104219. */
  104220. attachToMesh(transformNode: TransformNode): void;
  104221. /**
  104222. * Detach the sound from the previously attached mesh
  104223. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  104224. */
  104225. detachFromMesh(): void;
  104226. private _onRegisterAfterWorldMatrixUpdate;
  104227. /**
  104228. * Clone the current sound in the scene.
  104229. * @returns the new sound clone
  104230. */
  104231. clone(): Nullable<Sound>;
  104232. /**
  104233. * Gets the current underlying audio buffer containing the data
  104234. * @returns the audio buffer
  104235. */
  104236. getAudioBuffer(): Nullable<AudioBuffer>;
  104237. /**
  104238. * Serializes the Sound in a JSON representation
  104239. * @returns the JSON representation of the sound
  104240. */
  104241. serialize(): any;
  104242. /**
  104243. * Parse a JSON representation of a sound to innstantiate in a given scene
  104244. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  104245. * @param scene Define the scene the new parsed sound should be created in
  104246. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  104247. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  104248. * @returns the newly parsed sound
  104249. */
  104250. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  104251. }
  104252. }
  104253. declare module BABYLON {
  104254. /**
  104255. * This defines an action helpful to play a defined sound on a triggered action.
  104256. */
  104257. export class PlaySoundAction extends Action {
  104258. private _sound;
  104259. /**
  104260. * Instantiate the action
  104261. * @param triggerOptions defines the trigger options
  104262. * @param sound defines the sound to play
  104263. * @param condition defines the trigger related conditions
  104264. */
  104265. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  104266. /** @hidden */
  104267. _prepare(): void;
  104268. /**
  104269. * Execute the action and play the sound.
  104270. */
  104271. execute(): void;
  104272. /**
  104273. * Serializes the actions and its related information.
  104274. * @param parent defines the object to serialize in
  104275. * @returns the serialized object
  104276. */
  104277. serialize(parent: any): any;
  104278. }
  104279. /**
  104280. * This defines an action helpful to stop a defined sound on a triggered action.
  104281. */
  104282. export class StopSoundAction extends Action {
  104283. private _sound;
  104284. /**
  104285. * Instantiate the action
  104286. * @param triggerOptions defines the trigger options
  104287. * @param sound defines the sound to stop
  104288. * @param condition defines the trigger related conditions
  104289. */
  104290. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  104291. /** @hidden */
  104292. _prepare(): void;
  104293. /**
  104294. * Execute the action and stop the sound.
  104295. */
  104296. execute(): void;
  104297. /**
  104298. * Serializes the actions and its related information.
  104299. * @param parent defines the object to serialize in
  104300. * @returns the serialized object
  104301. */
  104302. serialize(parent: any): any;
  104303. }
  104304. }
  104305. declare module BABYLON {
  104306. /**
  104307. * This defines an action responsible to change the value of a property
  104308. * by interpolating between its current value and the newly set one once triggered.
  104309. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  104310. */
  104311. export class InterpolateValueAction extends Action {
  104312. /**
  104313. * Defines the path of the property where the value should be interpolated
  104314. */
  104315. propertyPath: string;
  104316. /**
  104317. * Defines the target value at the end of the interpolation.
  104318. */
  104319. value: any;
  104320. /**
  104321. * Defines the time it will take for the property to interpolate to the value.
  104322. */
  104323. duration: number;
  104324. /**
  104325. * Defines if the other scene animations should be stopped when the action has been triggered
  104326. */
  104327. stopOtherAnimations?: boolean;
  104328. /**
  104329. * Defines a callback raised once the interpolation animation has been done.
  104330. */
  104331. onInterpolationDone?: () => void;
  104332. /**
  104333. * Observable triggered once the interpolation animation has been done.
  104334. */
  104335. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  104336. private _target;
  104337. private _effectiveTarget;
  104338. private _property;
  104339. /**
  104340. * Instantiate the action
  104341. * @param triggerOptions defines the trigger options
  104342. * @param target defines the object containing the value to interpolate
  104343. * @param propertyPath defines the path to the property in the target object
  104344. * @param value defines the target value at the end of the interpolation
  104345. * @param duration deines the time it will take for the property to interpolate to the value.
  104346. * @param condition defines the trigger related conditions
  104347. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  104348. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  104349. */
  104350. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  104351. /** @hidden */
  104352. _prepare(): void;
  104353. /**
  104354. * Execute the action starts the value interpolation.
  104355. */
  104356. execute(): void;
  104357. /**
  104358. * Serializes the actions and its related information.
  104359. * @param parent defines the object to serialize in
  104360. * @returns the serialized object
  104361. */
  104362. serialize(parent: any): any;
  104363. }
  104364. }
  104365. declare module BABYLON {
  104366. /**
  104367. * Options allowed during the creation of a sound track.
  104368. */
  104369. export interface ISoundTrackOptions {
  104370. /**
  104371. * The volume the sound track should take during creation
  104372. */
  104373. volume?: number;
  104374. /**
  104375. * Define if the sound track is the main sound track of the scene
  104376. */
  104377. mainTrack?: boolean;
  104378. }
  104379. /**
  104380. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  104381. * It will be also used in a future release to apply effects on a specific track.
  104382. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  104383. */
  104384. export class SoundTrack {
  104385. /**
  104386. * The unique identifier of the sound track in the scene.
  104387. */
  104388. id: number;
  104389. /**
  104390. * The list of sounds included in the sound track.
  104391. */
  104392. soundCollection: Array<Sound>;
  104393. private _outputAudioNode;
  104394. private _scene;
  104395. private _connectedAnalyser;
  104396. private _options;
  104397. private _isInitialized;
  104398. /**
  104399. * Creates a new sound track.
  104400. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  104401. * @param scene Define the scene the sound track belongs to
  104402. * @param options
  104403. */
  104404. constructor(scene: Scene, options?: ISoundTrackOptions);
  104405. private _initializeSoundTrackAudioGraph;
  104406. /**
  104407. * Release the sound track and its associated resources
  104408. */
  104409. dispose(): void;
  104410. /**
  104411. * Adds a sound to this sound track
  104412. * @param sound define the cound to add
  104413. * @ignoreNaming
  104414. */
  104415. AddSound(sound: Sound): void;
  104416. /**
  104417. * Removes a sound to this sound track
  104418. * @param sound define the cound to remove
  104419. * @ignoreNaming
  104420. */
  104421. RemoveSound(sound: Sound): void;
  104422. /**
  104423. * Set a global volume for the full sound track.
  104424. * @param newVolume Define the new volume of the sound track
  104425. */
  104426. setVolume(newVolume: number): void;
  104427. /**
  104428. * Switch the panning model to HRTF:
  104429. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  104430. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104431. */
  104432. switchPanningModelToHRTF(): void;
  104433. /**
  104434. * Switch the panning model to Equal Power:
  104435. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  104436. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104437. */
  104438. switchPanningModelToEqualPower(): void;
  104439. /**
  104440. * Connect the sound track to an audio analyser allowing some amazing
  104441. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  104442. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  104443. * @param analyser The analyser to connect to the engine
  104444. */
  104445. connectToAnalyser(analyser: Analyser): void;
  104446. }
  104447. }
  104448. declare module BABYLON {
  104449. interface AbstractScene {
  104450. /**
  104451. * The list of sounds used in the scene.
  104452. */
  104453. sounds: Nullable<Array<Sound>>;
  104454. }
  104455. interface Scene {
  104456. /**
  104457. * @hidden
  104458. * Backing field
  104459. */
  104460. _mainSoundTrack: SoundTrack;
  104461. /**
  104462. * The main sound track played by the scene.
  104463. * It cotains your primary collection of sounds.
  104464. */
  104465. mainSoundTrack: SoundTrack;
  104466. /**
  104467. * The list of sound tracks added to the scene
  104468. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104469. */
  104470. soundTracks: Nullable<Array<SoundTrack>>;
  104471. /**
  104472. * Gets a sound using a given name
  104473. * @param name defines the name to search for
  104474. * @return the found sound or null if not found at all.
  104475. */
  104476. getSoundByName(name: string): Nullable<Sound>;
  104477. /**
  104478. * Gets or sets if audio support is enabled
  104479. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104480. */
  104481. audioEnabled: boolean;
  104482. /**
  104483. * Gets or sets if audio will be output to headphones
  104484. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104485. */
  104486. headphone: boolean;
  104487. /**
  104488. * Gets or sets custom audio listener position provider
  104489. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104490. */
  104491. audioListenerPositionProvider: Nullable<() => Vector3>;
  104492. /**
  104493. * Gets or sets a refresh rate when using 3D audio positioning
  104494. */
  104495. audioPositioningRefreshRate: number;
  104496. }
  104497. /**
  104498. * Defines the sound scene component responsible to manage any sounds
  104499. * in a given scene.
  104500. */
  104501. export class AudioSceneComponent implements ISceneSerializableComponent {
  104502. /**
  104503. * The component name helpfull to identify the component in the list of scene components.
  104504. */
  104505. readonly name: string;
  104506. /**
  104507. * The scene the component belongs to.
  104508. */
  104509. scene: Scene;
  104510. private _audioEnabled;
  104511. /**
  104512. * Gets whether audio is enabled or not.
  104513. * Please use related enable/disable method to switch state.
  104514. */
  104515. readonly audioEnabled: boolean;
  104516. private _headphone;
  104517. /**
  104518. * Gets whether audio is outputing to headphone or not.
  104519. * Please use the according Switch methods to change output.
  104520. */
  104521. readonly headphone: boolean;
  104522. /**
  104523. * Gets or sets a refresh rate when using 3D audio positioning
  104524. */
  104525. audioPositioningRefreshRate: number;
  104526. private _audioListenerPositionProvider;
  104527. /**
  104528. * Gets the current audio listener position provider
  104529. */
  104530. /**
  104531. * Sets a custom listener position for all sounds in the scene
  104532. * By default, this is the position of the first active camera
  104533. */
  104534. audioListenerPositionProvider: Nullable<() => Vector3>;
  104535. /**
  104536. * Creates a new instance of the component for the given scene
  104537. * @param scene Defines the scene to register the component in
  104538. */
  104539. constructor(scene: Scene);
  104540. /**
  104541. * Registers the component in a given scene
  104542. */
  104543. register(): void;
  104544. /**
  104545. * Rebuilds the elements related to this component in case of
  104546. * context lost for instance.
  104547. */
  104548. rebuild(): void;
  104549. /**
  104550. * Serializes the component data to the specified json object
  104551. * @param serializationObject The object to serialize to
  104552. */
  104553. serialize(serializationObject: any): void;
  104554. /**
  104555. * Adds all the elements from the container to the scene
  104556. * @param container the container holding the elements
  104557. */
  104558. addFromContainer(container: AbstractScene): void;
  104559. /**
  104560. * Removes all the elements in the container from the scene
  104561. * @param container contains the elements to remove
  104562. * @param dispose if the removed element should be disposed (default: false)
  104563. */
  104564. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  104565. /**
  104566. * Disposes the component and the associated ressources.
  104567. */
  104568. dispose(): void;
  104569. /**
  104570. * Disables audio in the associated scene.
  104571. */
  104572. disableAudio(): void;
  104573. /**
  104574. * Enables audio in the associated scene.
  104575. */
  104576. enableAudio(): void;
  104577. /**
  104578. * Switch audio to headphone output.
  104579. */
  104580. switchAudioModeForHeadphones(): void;
  104581. /**
  104582. * Switch audio to normal speakers.
  104583. */
  104584. switchAudioModeForNormalSpeakers(): void;
  104585. private _cachedCameraDirection;
  104586. private _cachedCameraPosition;
  104587. private _lastCheck;
  104588. private _afterRender;
  104589. }
  104590. }
  104591. declare module BABYLON {
  104592. /**
  104593. * Wraps one or more Sound objects and selects one with random weight for playback.
  104594. */
  104595. export class WeightedSound {
  104596. /** When true a Sound will be selected and played when the current playing Sound completes. */
  104597. loop: boolean;
  104598. private _coneInnerAngle;
  104599. private _coneOuterAngle;
  104600. private _volume;
  104601. /** A Sound is currently playing. */
  104602. isPlaying: boolean;
  104603. /** A Sound is currently paused. */
  104604. isPaused: boolean;
  104605. private _sounds;
  104606. private _weights;
  104607. private _currentIndex?;
  104608. /**
  104609. * Creates a new WeightedSound from the list of sounds given.
  104610. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  104611. * @param sounds Array of Sounds that will be selected from.
  104612. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  104613. */
  104614. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  104615. /**
  104616. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  104617. */
  104618. /**
  104619. * The size of cone in degress for a directional sound in which there will be no attenuation.
  104620. */
  104621. directionalConeInnerAngle: number;
  104622. /**
  104623. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  104624. * Listener angles between innerAngle and outerAngle will falloff linearly.
  104625. */
  104626. /**
  104627. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  104628. * Listener angles between innerAngle and outerAngle will falloff linearly.
  104629. */
  104630. directionalConeOuterAngle: number;
  104631. /**
  104632. * Playback volume.
  104633. */
  104634. /**
  104635. * Playback volume.
  104636. */
  104637. volume: number;
  104638. private _onended;
  104639. /**
  104640. * Suspend playback
  104641. */
  104642. pause(): void;
  104643. /**
  104644. * Stop playback
  104645. */
  104646. stop(): void;
  104647. /**
  104648. * Start playback.
  104649. * @param startOffset Position the clip head at a specific time in seconds.
  104650. */
  104651. play(startOffset?: number): void;
  104652. }
  104653. }
  104654. declare module BABYLON {
  104655. /**
  104656. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  104657. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  104658. */
  104659. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  104660. /**
  104661. * Gets the name of the behavior.
  104662. */
  104663. readonly name: string;
  104664. /**
  104665. * The easing function used by animations
  104666. */
  104667. static EasingFunction: BackEase;
  104668. /**
  104669. * The easing mode used by animations
  104670. */
  104671. static EasingMode: number;
  104672. /**
  104673. * The duration of the animation, in milliseconds
  104674. */
  104675. transitionDuration: number;
  104676. /**
  104677. * Length of the distance animated by the transition when lower radius is reached
  104678. */
  104679. lowerRadiusTransitionRange: number;
  104680. /**
  104681. * Length of the distance animated by the transition when upper radius is reached
  104682. */
  104683. upperRadiusTransitionRange: number;
  104684. private _autoTransitionRange;
  104685. /**
  104686. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  104687. */
  104688. /**
  104689. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  104690. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  104691. */
  104692. autoTransitionRange: boolean;
  104693. private _attachedCamera;
  104694. private _onAfterCheckInputsObserver;
  104695. private _onMeshTargetChangedObserver;
  104696. /**
  104697. * Initializes the behavior.
  104698. */
  104699. init(): void;
  104700. /**
  104701. * Attaches the behavior to its arc rotate camera.
  104702. * @param camera Defines the camera to attach the behavior to
  104703. */
  104704. attach(camera: ArcRotateCamera): void;
  104705. /**
  104706. * Detaches the behavior from its current arc rotate camera.
  104707. */
  104708. detach(): void;
  104709. private _radiusIsAnimating;
  104710. private _radiusBounceTransition;
  104711. private _animatables;
  104712. private _cachedWheelPrecision;
  104713. /**
  104714. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  104715. * @param radiusLimit The limit to check against.
  104716. * @return Bool to indicate if at limit.
  104717. */
  104718. private _isRadiusAtLimit;
  104719. /**
  104720. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  104721. * @param radiusDelta The delta by which to animate to. Can be negative.
  104722. */
  104723. private _applyBoundRadiusAnimation;
  104724. /**
  104725. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  104726. */
  104727. protected _clearAnimationLocks(): void;
  104728. /**
  104729. * Stops and removes all animations that have been applied to the camera
  104730. */
  104731. stopAllAnimations(): void;
  104732. }
  104733. }
  104734. declare module BABYLON {
  104735. /**
  104736. * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
  104737. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  104738. */
  104739. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  104740. /**
  104741. * Gets the name of the behavior.
  104742. */
  104743. readonly name: string;
  104744. private _mode;
  104745. private _radiusScale;
  104746. private _positionScale;
  104747. private _defaultElevation;
  104748. private _elevationReturnTime;
  104749. private _elevationReturnWaitTime;
  104750. private _zoomStopsAnimation;
  104751. private _framingTime;
  104752. /**
  104753. * The easing function used by animations
  104754. */
  104755. static EasingFunction: ExponentialEase;
  104756. /**
  104757. * The easing mode used by animations
  104758. */
  104759. static EasingMode: number;
  104760. /**
  104761. * Sets the current mode used by the behavior
  104762. */
  104763. /**
  104764. * Gets current mode used by the behavior.
  104765. */
  104766. mode: number;
  104767. /**
  104768. * Sets the scale applied to the radius (1 by default)
  104769. */
  104770. /**
  104771. * Gets the scale applied to the radius
  104772. */
  104773. radiusScale: number;
  104774. /**
  104775. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  104776. */
  104777. /**
  104778. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  104779. */
  104780. positionScale: number;
  104781. /**
  104782. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  104783. * behaviour is triggered, in radians.
  104784. */
  104785. /**
  104786. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  104787. * behaviour is triggered, in radians.
  104788. */
  104789. defaultElevation: number;
  104790. /**
  104791. * Sets the time (in milliseconds) taken to return to the default beta position.
  104792. * Negative value indicates camera should not return to default.
  104793. */
  104794. /**
  104795. * Gets the time (in milliseconds) taken to return to the default beta position.
  104796. * Negative value indicates camera should not return to default.
  104797. */
  104798. elevationReturnTime: number;
  104799. /**
  104800. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  104801. */
  104802. /**
  104803. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  104804. */
  104805. elevationReturnWaitTime: number;
  104806. /**
  104807. * Sets the flag that indicates if user zooming should stop animation.
  104808. */
  104809. /**
  104810. * Gets the flag that indicates if user zooming should stop animation.
  104811. */
  104812. zoomStopsAnimation: boolean;
  104813. /**
  104814. * Sets the transition time when framing the mesh, in milliseconds
  104815. */
  104816. /**
  104817. * Gets the transition time when framing the mesh, in milliseconds
  104818. */
  104819. framingTime: number;
  104820. /**
  104821. * Define if the behavior should automatically change the configured
  104822. * camera limits and sensibilities.
  104823. */
  104824. autoCorrectCameraLimitsAndSensibility: boolean;
  104825. private _onPrePointerObservableObserver;
  104826. private _onAfterCheckInputsObserver;
  104827. private _onMeshTargetChangedObserver;
  104828. private _attachedCamera;
  104829. private _isPointerDown;
  104830. private _lastInteractionTime;
  104831. /**
  104832. * Initializes the behavior.
  104833. */
  104834. init(): void;
  104835. /**
  104836. * Attaches the behavior to its arc rotate camera.
  104837. * @param camera Defines the camera to attach the behavior to
  104838. */
  104839. attach(camera: ArcRotateCamera): void;
  104840. /**
  104841. * Detaches the behavior from its current arc rotate camera.
  104842. */
  104843. detach(): void;
  104844. private _animatables;
  104845. private _betaIsAnimating;
  104846. private _betaTransition;
  104847. private _radiusTransition;
  104848. private _vectorTransition;
  104849. /**
  104850. * Targets the given mesh and updates zoom level accordingly.
  104851. * @param mesh The mesh to target.
  104852. * @param radius Optional. If a cached radius position already exists, overrides default.
  104853. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  104854. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  104855. * @param onAnimationEnd Callback triggered at the end of the framing animation
  104856. */
  104857. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  104858. /**
  104859. * Targets the given mesh with its children and updates zoom level accordingly.
  104860. * @param mesh The mesh to target.
  104861. * @param radius Optional. If a cached radius position already exists, overrides default.
  104862. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  104863. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  104864. * @param onAnimationEnd Callback triggered at the end of the framing animation
  104865. */
  104866. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  104867. /**
  104868. * Targets the given meshes with their children and updates zoom level accordingly.
  104869. * @param meshes The mesh to target.
  104870. * @param radius Optional. If a cached radius position already exists, overrides default.
  104871. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  104872. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  104873. * @param onAnimationEnd Callback triggered at the end of the framing animation
  104874. */
  104875. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  104876. /**
  104877. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  104878. * @param minimumWorld Determines the smaller position of the bounding box extend
  104879. * @param maximumWorld Determines the bigger position of the bounding box extend
  104880. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  104881. * @param onAnimationEnd Callback triggered at the end of the framing animation
  104882. */
  104883. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  104884. /**
  104885. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  104886. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  104887. * frustum width.
  104888. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  104889. * to fully enclose the mesh in the viewing frustum.
  104890. */
  104891. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  104892. /**
  104893. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  104894. * is automatically returned to its default position (expected to be above ground plane).
  104895. */
  104896. private _maintainCameraAboveGround;
  104897. /**
  104898. * Returns the frustum slope based on the canvas ratio and camera FOV
  104899. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  104900. */
  104901. private _getFrustumSlope;
  104902. /**
  104903. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  104904. */
  104905. private _clearAnimationLocks;
  104906. /**
  104907. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  104908. */
  104909. private _applyUserInteraction;
  104910. /**
  104911. * Stops and removes all animations that have been applied to the camera
  104912. */
  104913. stopAllAnimations(): void;
  104914. /**
  104915. * Gets a value indicating if the user is moving the camera
  104916. */
  104917. readonly isUserIsMoving: boolean;
  104918. /**
  104919. * The camera can move all the way towards the mesh.
  104920. */
  104921. static IgnoreBoundsSizeMode: number;
  104922. /**
  104923. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  104924. */
  104925. static FitFrustumSidesMode: number;
  104926. }
  104927. }
  104928. declare module BABYLON {
  104929. /**
  104930. * Base class for Camera Pointer Inputs.
  104931. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  104932. * for example usage.
  104933. */
  104934. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  104935. /**
  104936. * Defines the camera the input is attached to.
  104937. */
  104938. abstract camera: Camera;
  104939. /**
  104940. * Whether keyboard modifier keys are pressed at time of last mouse event.
  104941. */
  104942. protected _altKey: boolean;
  104943. protected _ctrlKey: boolean;
  104944. protected _metaKey: boolean;
  104945. protected _shiftKey: boolean;
  104946. /**
  104947. * Which mouse buttons were pressed at time of last mouse event.
  104948. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  104949. */
  104950. protected _buttonsPressed: number;
  104951. /**
  104952. * Defines the buttons associated with the input to handle camera move.
  104953. */
  104954. buttons: number[];
  104955. /**
  104956. * Attach the input controls to a specific dom element to get the input from.
  104957. * @param element Defines the element the controls should be listened from
  104958. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104959. */
  104960. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  104961. /**
  104962. * Detach the current controls from the specified dom element.
  104963. * @param element Defines the element to stop listening the inputs from
  104964. */
  104965. detachControl(element: Nullable<HTMLElement>): void;
  104966. /**
  104967. * Gets the class name of the current input.
  104968. * @returns the class name
  104969. */
  104970. getClassName(): string;
  104971. /**
  104972. * Get the friendly name associated with the input class.
  104973. * @returns the input friendly name
  104974. */
  104975. getSimpleName(): string;
  104976. /**
  104977. * Called on pointer POINTERDOUBLETAP event.
  104978. * Override this method to provide functionality on POINTERDOUBLETAP event.
  104979. */
  104980. protected onDoubleTap(type: string): void;
  104981. /**
  104982. * Called on pointer POINTERMOVE event if only a single touch is active.
  104983. * Override this method to provide functionality.
  104984. */
  104985. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  104986. /**
  104987. * Called on pointer POINTERMOVE event if multiple touches are active.
  104988. * Override this method to provide functionality.
  104989. */
  104990. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  104991. /**
  104992. * Called on JS contextmenu event.
  104993. * Override this method to provide functionality.
  104994. */
  104995. protected onContextMenu(evt: PointerEvent): void;
  104996. /**
  104997. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  104998. * press.
  104999. * Override this method to provide functionality.
  105000. */
  105001. protected onButtonDown(evt: PointerEvent): void;
  105002. /**
  105003. * Called each time a new POINTERUP event occurs. Ie, for each button
  105004. * release.
  105005. * Override this method to provide functionality.
  105006. */
  105007. protected onButtonUp(evt: PointerEvent): void;
  105008. /**
  105009. * Called when window becomes inactive.
  105010. * Override this method to provide functionality.
  105011. */
  105012. protected onLostFocus(): void;
  105013. private _pointerInput;
  105014. private _observer;
  105015. private _onLostFocus;
  105016. private pointA;
  105017. private pointB;
  105018. }
  105019. }
  105020. declare module BABYLON {
  105021. /**
  105022. * Manage the pointers inputs to control an arc rotate camera.
  105023. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105024. */
  105025. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  105026. /**
  105027. * Defines the camera the input is attached to.
  105028. */
  105029. camera: ArcRotateCamera;
  105030. /**
  105031. * Gets the class name of the current input.
  105032. * @returns the class name
  105033. */
  105034. getClassName(): string;
  105035. /**
  105036. * Defines the buttons associated with the input to handle camera move.
  105037. */
  105038. buttons: number[];
  105039. /**
  105040. * Defines the pointer angular sensibility along the X axis or how fast is
  105041. * the camera rotating.
  105042. */
  105043. angularSensibilityX: number;
  105044. /**
  105045. * Defines the pointer angular sensibility along the Y axis or how fast is
  105046. * the camera rotating.
  105047. */
  105048. angularSensibilityY: number;
  105049. /**
  105050. * Defines the pointer pinch precision or how fast is the camera zooming.
  105051. */
  105052. pinchPrecision: number;
  105053. /**
  105054. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  105055. * from 0.
  105056. * It defines the percentage of current camera.radius to use as delta when
  105057. * pinch zoom is used.
  105058. */
  105059. pinchDeltaPercentage: number;
  105060. /**
  105061. * Defines the pointer panning sensibility or how fast is the camera moving.
  105062. */
  105063. panningSensibility: number;
  105064. /**
  105065. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  105066. */
  105067. multiTouchPanning: boolean;
  105068. /**
  105069. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  105070. * zoom (pinch) through multitouch.
  105071. */
  105072. multiTouchPanAndZoom: boolean;
  105073. /**
  105074. * Revers pinch action direction.
  105075. */
  105076. pinchInwards: boolean;
  105077. private _isPanClick;
  105078. private _twoFingerActivityCount;
  105079. private _isPinching;
  105080. /**
  105081. * Called on pointer POINTERMOVE event if only a single touch is active.
  105082. */
  105083. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  105084. /**
  105085. * Called on pointer POINTERDOUBLETAP event.
  105086. */
  105087. protected onDoubleTap(type: string): void;
  105088. /**
  105089. * Called on pointer POINTERMOVE event if multiple touches are active.
  105090. */
  105091. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  105092. /**
  105093. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  105094. * press.
  105095. */
  105096. protected onButtonDown(evt: PointerEvent): void;
  105097. /**
  105098. * Called each time a new POINTERUP event occurs. Ie, for each button
  105099. * release.
  105100. */
  105101. protected onButtonUp(evt: PointerEvent): void;
  105102. /**
  105103. * Called when window becomes inactive.
  105104. */
  105105. protected onLostFocus(): void;
  105106. }
  105107. }
  105108. declare module BABYLON {
  105109. /**
  105110. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  105111. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105112. */
  105113. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  105114. /**
  105115. * Defines the camera the input is attached to.
  105116. */
  105117. camera: ArcRotateCamera;
  105118. /**
  105119. * Defines the list of key codes associated with the up action (increase alpha)
  105120. */
  105121. keysUp: number[];
  105122. /**
  105123. * Defines the list of key codes associated with the down action (decrease alpha)
  105124. */
  105125. keysDown: number[];
  105126. /**
  105127. * Defines the list of key codes associated with the left action (increase beta)
  105128. */
  105129. keysLeft: number[];
  105130. /**
  105131. * Defines the list of key codes associated with the right action (decrease beta)
  105132. */
  105133. keysRight: number[];
  105134. /**
  105135. * Defines the list of key codes associated with the reset action.
  105136. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  105137. */
  105138. keysReset: number[];
  105139. /**
  105140. * Defines the panning sensibility of the inputs.
  105141. * (How fast is the camera paning)
  105142. */
  105143. panningSensibility: number;
  105144. /**
  105145. * Defines the zooming sensibility of the inputs.
  105146. * (How fast is the camera zooming)
  105147. */
  105148. zoomingSensibility: number;
  105149. /**
  105150. * Defines wether maintaining the alt key down switch the movement mode from
  105151. * orientation to zoom.
  105152. */
  105153. useAltToZoom: boolean;
  105154. /**
  105155. * Rotation speed of the camera
  105156. */
  105157. angularSpeed: number;
  105158. private _keys;
  105159. private _ctrlPressed;
  105160. private _altPressed;
  105161. private _onCanvasBlurObserver;
  105162. private _onKeyboardObserver;
  105163. private _engine;
  105164. private _scene;
  105165. /**
  105166. * Attach the input controls to a specific dom element to get the input from.
  105167. * @param element Defines the element the controls should be listened from
  105168. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105169. */
  105170. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105171. /**
  105172. * Detach the current controls from the specified dom element.
  105173. * @param element Defines the element to stop listening the inputs from
  105174. */
  105175. detachControl(element: Nullable<HTMLElement>): void;
  105176. /**
  105177. * Update the current camera state depending on the inputs that have been used this frame.
  105178. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105179. */
  105180. checkInputs(): void;
  105181. /**
  105182. * Gets the class name of the current intput.
  105183. * @returns the class name
  105184. */
  105185. getClassName(): string;
  105186. /**
  105187. * Get the friendly name associated with the input class.
  105188. * @returns the input friendly name
  105189. */
  105190. getSimpleName(): string;
  105191. }
  105192. }
  105193. declare module BABYLON {
  105194. /**
  105195. * Manage the mouse wheel inputs to control an arc rotate camera.
  105196. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105197. */
  105198. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  105199. /**
  105200. * Defines the camera the input is attached to.
  105201. */
  105202. camera: ArcRotateCamera;
  105203. /**
  105204. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  105205. */
  105206. wheelPrecision: number;
  105207. /**
  105208. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  105209. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  105210. */
  105211. wheelDeltaPercentage: number;
  105212. private _wheel;
  105213. private _observer;
  105214. private computeDeltaFromMouseWheelLegacyEvent;
  105215. /**
  105216. * Attach the input controls to a specific dom element to get the input from.
  105217. * @param element Defines the element the controls should be listened from
  105218. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105219. */
  105220. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105221. /**
  105222. * Detach the current controls from the specified dom element.
  105223. * @param element Defines the element to stop listening the inputs from
  105224. */
  105225. detachControl(element: Nullable<HTMLElement>): void;
  105226. /**
  105227. * Gets the class name of the current intput.
  105228. * @returns the class name
  105229. */
  105230. getClassName(): string;
  105231. /**
  105232. * Get the friendly name associated with the input class.
  105233. * @returns the input friendly name
  105234. */
  105235. getSimpleName(): string;
  105236. }
  105237. }
  105238. declare module BABYLON {
  105239. /**
  105240. * Default Inputs manager for the ArcRotateCamera.
  105241. * It groups all the default supported inputs for ease of use.
  105242. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105243. */
  105244. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  105245. /**
  105246. * Instantiates a new ArcRotateCameraInputsManager.
  105247. * @param camera Defines the camera the inputs belong to
  105248. */
  105249. constructor(camera: ArcRotateCamera);
  105250. /**
  105251. * Add mouse wheel input support to the input manager.
  105252. * @returns the current input manager
  105253. */
  105254. addMouseWheel(): ArcRotateCameraInputsManager;
  105255. /**
  105256. * Add pointers input support to the input manager.
  105257. * @returns the current input manager
  105258. */
  105259. addPointers(): ArcRotateCameraInputsManager;
  105260. /**
  105261. * Add keyboard input support to the input manager.
  105262. * @returns the current input manager
  105263. */
  105264. addKeyboard(): ArcRotateCameraInputsManager;
  105265. }
  105266. }
  105267. declare module BABYLON {
  105268. /**
  105269. * This represents an orbital type of camera.
  105270. *
  105271. * This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.
  105272. * Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.
  105273. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  105274. */
  105275. export class ArcRotateCamera extends TargetCamera {
  105276. /**
  105277. * Defines the rotation angle of the camera along the longitudinal axis.
  105278. */
  105279. alpha: number;
  105280. /**
  105281. * Defines the rotation angle of the camera along the latitudinal axis.
  105282. */
  105283. beta: number;
  105284. /**
  105285. * Defines the radius of the camera from it s target point.
  105286. */
  105287. radius: number;
  105288. protected _target: Vector3;
  105289. protected _targetHost: Nullable<AbstractMesh>;
  105290. /**
  105291. * Defines the target point of the camera.
  105292. * The camera looks towards it form the radius distance.
  105293. */
  105294. target: Vector3;
  105295. /**
  105296. * Define the current local position of the camera in the scene
  105297. */
  105298. position: Vector3;
  105299. protected _upVector: Vector3;
  105300. protected _upToYMatrix: Matrix;
  105301. protected _YToUpMatrix: Matrix;
  105302. /**
  105303. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  105304. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  105305. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  105306. */
  105307. upVector: Vector3;
  105308. /**
  105309. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  105310. */
  105311. setMatUp(): void;
  105312. /**
  105313. * Current inertia value on the longitudinal axis.
  105314. * The bigger this number the longer it will take for the camera to stop.
  105315. */
  105316. inertialAlphaOffset: number;
  105317. /**
  105318. * Current inertia value on the latitudinal axis.
  105319. * The bigger this number the longer it will take for the camera to stop.
  105320. */
  105321. inertialBetaOffset: number;
  105322. /**
  105323. * Current inertia value on the radius axis.
  105324. * The bigger this number the longer it will take for the camera to stop.
  105325. */
  105326. inertialRadiusOffset: number;
  105327. /**
  105328. * Minimum allowed angle on the longitudinal axis.
  105329. * This can help limiting how the Camera is able to move in the scene.
  105330. */
  105331. lowerAlphaLimit: Nullable<number>;
  105332. /**
  105333. * Maximum allowed angle on the longitudinal axis.
  105334. * This can help limiting how the Camera is able to move in the scene.
  105335. */
  105336. upperAlphaLimit: Nullable<number>;
  105337. /**
  105338. * Minimum allowed angle on the latitudinal axis.
  105339. * This can help limiting how the Camera is able to move in the scene.
  105340. */
  105341. lowerBetaLimit: number;
  105342. /**
  105343. * Maximum allowed angle on the latitudinal axis.
  105344. * This can help limiting how the Camera is able to move in the scene.
  105345. */
  105346. upperBetaLimit: number;
  105347. /**
  105348. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  105349. * This can help limiting how the Camera is able to move in the scene.
  105350. */
  105351. lowerRadiusLimit: Nullable<number>;
  105352. /**
  105353. * Maximum allowed distance of the camera to the target (The camera can not get further).
  105354. * This can help limiting how the Camera is able to move in the scene.
  105355. */
  105356. upperRadiusLimit: Nullable<number>;
  105357. /**
  105358. * Defines the current inertia value used during panning of the camera along the X axis.
  105359. */
  105360. inertialPanningX: number;
  105361. /**
  105362. * Defines the current inertia value used during panning of the camera along the Y axis.
  105363. */
  105364. inertialPanningY: number;
  105365. /**
  105366. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  105367. * Basically if your fingers moves away from more than this distance you will be considered
  105368. * in pinch mode.
  105369. */
  105370. pinchToPanMaxDistance: number;
  105371. /**
  105372. * Defines the maximum distance the camera can pan.
  105373. * This could help keeping the cammera always in your scene.
  105374. */
  105375. panningDistanceLimit: Nullable<number>;
  105376. /**
  105377. * Defines the target of the camera before paning.
  105378. */
  105379. panningOriginTarget: Vector3;
  105380. /**
  105381. * Defines the value of the inertia used during panning.
  105382. * 0 would mean stop inertia and one would mean no decelleration at all.
  105383. */
  105384. panningInertia: number;
  105385. /**
  105386. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  105387. */
  105388. angularSensibilityX: number;
  105389. /**
  105390. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  105391. */
  105392. angularSensibilityY: number;
  105393. /**
  105394. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  105395. */
  105396. pinchPrecision: number;
  105397. /**
  105398. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  105399. * It will be used instead of pinchDeltaPrecision if different from 0.
  105400. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  105401. */
  105402. pinchDeltaPercentage: number;
  105403. /**
  105404. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  105405. */
  105406. panningSensibility: number;
  105407. /**
  105408. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  105409. */
  105410. keysUp: number[];
  105411. /**
  105412. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  105413. */
  105414. keysDown: number[];
  105415. /**
  105416. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  105417. */
  105418. keysLeft: number[];
  105419. /**
  105420. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  105421. */
  105422. keysRight: number[];
  105423. /**
  105424. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  105425. */
  105426. wheelPrecision: number;
  105427. /**
  105428. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  105429. * It will be used instead of pinchDeltaPrecision if different from 0.
  105430. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  105431. */
  105432. wheelDeltaPercentage: number;
  105433. /**
  105434. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  105435. */
  105436. zoomOnFactor: number;
  105437. /**
  105438. * Defines a screen offset for the camera position.
  105439. */
  105440. targetScreenOffset: Vector2;
  105441. /**
  105442. * Allows the camera to be completely reversed.
  105443. * If false the camera can not arrive upside down.
  105444. */
  105445. allowUpsideDown: boolean;
  105446. /**
  105447. * Define if double tap/click is used to restore the previously saved state of the camera.
  105448. */
  105449. useInputToRestoreState: boolean;
  105450. /** @hidden */
  105451. _viewMatrix: Matrix;
  105452. /** @hidden */
  105453. _useCtrlForPanning: boolean;
  105454. /** @hidden */
  105455. _panningMouseButton: number;
  105456. /**
  105457. * Defines the input associated to the camera.
  105458. */
  105459. inputs: ArcRotateCameraInputsManager;
  105460. /** @hidden */
  105461. _reset: () => void;
  105462. /**
  105463. * Defines the allowed panning axis.
  105464. */
  105465. panningAxis: Vector3;
  105466. protected _localDirection: Vector3;
  105467. protected _transformedDirection: Vector3;
  105468. private _bouncingBehavior;
  105469. /**
  105470. * Gets the bouncing behavior of the camera if it has been enabled.
  105471. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  105472. */
  105473. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  105474. /**
  105475. * Defines if the bouncing behavior of the camera is enabled on the camera.
  105476. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  105477. */
  105478. useBouncingBehavior: boolean;
  105479. private _framingBehavior;
  105480. /**
  105481. * Gets the framing behavior of the camera if it has been enabled.
  105482. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  105483. */
  105484. readonly framingBehavior: Nullable<FramingBehavior>;
  105485. /**
  105486. * Defines if the framing behavior of the camera is enabled on the camera.
  105487. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  105488. */
  105489. useFramingBehavior: boolean;
  105490. private _autoRotationBehavior;
  105491. /**
  105492. * Gets the auto rotation behavior of the camera if it has been enabled.
  105493. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  105494. */
  105495. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  105496. /**
  105497. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  105498. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  105499. */
  105500. useAutoRotationBehavior: boolean;
  105501. /**
  105502. * Observable triggered when the mesh target has been changed on the camera.
  105503. */
  105504. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  105505. /**
  105506. * Event raised when the camera is colliding with a mesh.
  105507. */
  105508. onCollide: (collidedMesh: AbstractMesh) => void;
  105509. /**
  105510. * Defines whether the camera should check collision with the objects oh the scene.
  105511. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  105512. */
  105513. checkCollisions: boolean;
  105514. /**
  105515. * Defines the collision radius of the camera.
  105516. * This simulates a sphere around the camera.
  105517. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  105518. */
  105519. collisionRadius: Vector3;
  105520. protected _collider: Collider;
  105521. protected _previousPosition: Vector3;
  105522. protected _collisionVelocity: Vector3;
  105523. protected _newPosition: Vector3;
  105524. protected _previousAlpha: number;
  105525. protected _previousBeta: number;
  105526. protected _previousRadius: number;
  105527. protected _collisionTriggered: boolean;
  105528. protected _targetBoundingCenter: Nullable<Vector3>;
  105529. private _computationVector;
  105530. /**
  105531. * Instantiates a new ArcRotateCamera in a given scene
  105532. * @param name Defines the name of the camera
  105533. * @param alpha Defines the camera rotation along the logitudinal axis
  105534. * @param beta Defines the camera rotation along the latitudinal axis
  105535. * @param radius Defines the camera distance from its target
  105536. * @param target Defines the camera target
  105537. * @param scene Defines the scene the camera belongs to
  105538. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  105539. */
  105540. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  105541. /** @hidden */
  105542. _initCache(): void;
  105543. /** @hidden */
  105544. _updateCache(ignoreParentClass?: boolean): void;
  105545. protected _getTargetPosition(): Vector3;
  105546. private _storedAlpha;
  105547. private _storedBeta;
  105548. private _storedRadius;
  105549. private _storedTarget;
  105550. private _storedTargetScreenOffset;
  105551. /**
  105552. * Stores the current state of the camera (alpha, beta, radius and target)
  105553. * @returns the camera itself
  105554. */
  105555. storeState(): Camera;
  105556. /**
  105557. * @hidden
  105558. * Restored camera state. You must call storeState() first
  105559. */
  105560. _restoreStateValues(): boolean;
  105561. /** @hidden */
  105562. _isSynchronizedViewMatrix(): boolean;
  105563. /**
  105564. * Attached controls to the current camera.
  105565. * @param element Defines the element the controls should be listened from
  105566. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105567. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  105568. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  105569. */
  105570. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  105571. /**
  105572. * Detach the current controls from the camera.
  105573. * The camera will stop reacting to inputs.
  105574. * @param element Defines the element to stop listening the inputs from
  105575. */
  105576. detachControl(element: HTMLElement): void;
  105577. /** @hidden */
  105578. _checkInputs(): void;
  105579. protected _checkLimits(): void;
  105580. /**
  105581. * Rebuilds angles (alpha, beta) and radius from the give position and target
  105582. */
  105583. rebuildAnglesAndRadius(): void;
  105584. /**
  105585. * Use a position to define the current camera related information like alpha, beta and radius
  105586. * @param position Defines the position to set the camera at
  105587. */
  105588. setPosition(position: Vector3): void;
  105589. /**
  105590. * Defines the target the camera should look at.
  105591. * This will automatically adapt alpha beta and radius to fit within the new target.
  105592. * @param target Defines the new target as a Vector or a mesh
  105593. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  105594. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  105595. */
  105596. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  105597. /** @hidden */
  105598. _getViewMatrix(): Matrix;
  105599. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  105600. /**
  105601. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  105602. * @param meshes Defines the mesh to zoom on
  105603. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  105604. */
  105605. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  105606. /**
  105607. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  105608. * The target will be changed but the radius
  105609. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  105610. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  105611. */
  105612. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  105613. min: Vector3;
  105614. max: Vector3;
  105615. distance: number;
  105616. }, doNotUpdateMaxZ?: boolean): void;
  105617. /**
  105618. * @override
  105619. * Override Camera.createRigCamera
  105620. */
  105621. createRigCamera(name: string, cameraIndex: number): Camera;
  105622. /**
  105623. * @hidden
  105624. * @override
  105625. * Override Camera._updateRigCameras
  105626. */
  105627. _updateRigCameras(): void;
  105628. /**
  105629. * Destroy the camera and release the current resources hold by it.
  105630. */
  105631. dispose(): void;
  105632. /**
  105633. * Gets the current object class name.
  105634. * @return the class name
  105635. */
  105636. getClassName(): string;
  105637. }
  105638. }
  105639. declare module BABYLON {
  105640. /**
  105641. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  105642. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  105643. */
  105644. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  105645. /**
  105646. * Gets the name of the behavior.
  105647. */
  105648. readonly name: string;
  105649. private _zoomStopsAnimation;
  105650. private _idleRotationSpeed;
  105651. private _idleRotationWaitTime;
  105652. private _idleRotationSpinupTime;
  105653. /**
  105654. * Sets the flag that indicates if user zooming should stop animation.
  105655. */
  105656. /**
  105657. * Gets the flag that indicates if user zooming should stop animation.
  105658. */
  105659. zoomStopsAnimation: boolean;
  105660. /**
  105661. * Sets the default speed at which the camera rotates around the model.
  105662. */
  105663. /**
  105664. * Gets the default speed at which the camera rotates around the model.
  105665. */
  105666. idleRotationSpeed: number;
  105667. /**
  105668. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  105669. */
  105670. /**
  105671. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  105672. */
  105673. idleRotationWaitTime: number;
  105674. /**
  105675. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  105676. */
  105677. /**
  105678. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  105679. */
  105680. idleRotationSpinupTime: number;
  105681. /**
  105682. * Gets a value indicating if the camera is currently rotating because of this behavior
  105683. */
  105684. readonly rotationInProgress: boolean;
  105685. private _onPrePointerObservableObserver;
  105686. private _onAfterCheckInputsObserver;
  105687. private _attachedCamera;
  105688. private _isPointerDown;
  105689. private _lastFrameTime;
  105690. private _lastInteractionTime;
  105691. private _cameraRotationSpeed;
  105692. /**
  105693. * Initializes the behavior.
  105694. */
  105695. init(): void;
  105696. /**
  105697. * Attaches the behavior to its arc rotate camera.
  105698. * @param camera Defines the camera to attach the behavior to
  105699. */
  105700. attach(camera: ArcRotateCamera): void;
  105701. /**
  105702. * Detaches the behavior from its current arc rotate camera.
  105703. */
  105704. detach(): void;
  105705. /**
  105706. * Returns true if user is scrolling.
  105707. * @return true if user is scrolling.
  105708. */
  105709. private _userIsZooming;
  105710. private _lastFrameRadius;
  105711. private _shouldAnimationStopForInteraction;
  105712. /**
  105713. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  105714. */
  105715. private _applyUserInteraction;
  105716. private _userIsMoving;
  105717. }
  105718. }
  105719. declare module BABYLON {
  105720. /**
  105721. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  105722. */
  105723. export class AttachToBoxBehavior implements Behavior<Mesh> {
  105724. private ui;
  105725. /**
  105726. * The name of the behavior
  105727. */
  105728. name: string;
  105729. /**
  105730. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  105731. */
  105732. distanceAwayFromFace: number;
  105733. /**
  105734. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  105735. */
  105736. distanceAwayFromBottomOfFace: number;
  105737. private _faceVectors;
  105738. private _target;
  105739. private _scene;
  105740. private _onRenderObserver;
  105741. private _tmpMatrix;
  105742. private _tmpVector;
  105743. /**
  105744. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  105745. * @param ui The transform node that should be attched to the mesh
  105746. */
  105747. constructor(ui: TransformNode);
  105748. /**
  105749. * Initializes the behavior
  105750. */
  105751. init(): void;
  105752. private _closestFace;
  105753. private _zeroVector;
  105754. private _lookAtTmpMatrix;
  105755. private _lookAtToRef;
  105756. /**
  105757. * Attaches the AttachToBoxBehavior to the passed in mesh
  105758. * @param target The mesh that the specified node will be attached to
  105759. */
  105760. attach(target: Mesh): void;
  105761. /**
  105762. * Detaches the behavior from the mesh
  105763. */
  105764. detach(): void;
  105765. }
  105766. }
  105767. declare module BABYLON {
  105768. /**
  105769. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  105770. */
  105771. export class FadeInOutBehavior implements Behavior<Mesh> {
  105772. /**
  105773. * Time in milliseconds to delay before fading in (Default: 0)
  105774. */
  105775. delay: number;
  105776. /**
  105777. * Time in milliseconds for the mesh to fade in (Default: 300)
  105778. */
  105779. fadeInTime: number;
  105780. private _millisecondsPerFrame;
  105781. private _hovered;
  105782. private _hoverValue;
  105783. private _ownerNode;
  105784. /**
  105785. * Instatiates the FadeInOutBehavior
  105786. */
  105787. constructor();
  105788. /**
  105789. * The name of the behavior
  105790. */
  105791. readonly name: string;
  105792. /**
  105793. * Initializes the behavior
  105794. */
  105795. init(): void;
  105796. /**
  105797. * Attaches the fade behavior on the passed in mesh
  105798. * @param ownerNode The mesh that will be faded in/out once attached
  105799. */
  105800. attach(ownerNode: Mesh): void;
  105801. /**
  105802. * Detaches the behavior from the mesh
  105803. */
  105804. detach(): void;
  105805. /**
  105806. * Triggers the mesh to begin fading in or out
  105807. * @param value if the object should fade in or out (true to fade in)
  105808. */
  105809. fadeIn(value: boolean): void;
  105810. private _update;
  105811. private _setAllVisibility;
  105812. }
  105813. }
  105814. declare module BABYLON {
  105815. /**
  105816. * Class containing a set of static utilities functions for managing Pivots
  105817. * @hidden
  105818. */
  105819. export class PivotTools {
  105820. private static _PivotCached;
  105821. private static _OldPivotPoint;
  105822. private static _PivotTranslation;
  105823. private static _PivotTmpVector;
  105824. /** @hidden */
  105825. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  105826. /** @hidden */
  105827. static _RestorePivotPoint(mesh: AbstractMesh): void;
  105828. }
  105829. }
  105830. declare module BABYLON {
  105831. /**
  105832. * Class containing static functions to help procedurally build meshes
  105833. */
  105834. export class PlaneBuilder {
  105835. /**
  105836. * Creates a plane mesh
  105837. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  105838. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  105839. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  105840. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  105841. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  105842. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  105843. * @param name defines the name of the mesh
  105844. * @param options defines the options used to create the mesh
  105845. * @param scene defines the hosting scene
  105846. * @returns the plane mesh
  105847. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  105848. */
  105849. static CreatePlane(name: string, options: {
  105850. size?: number;
  105851. width?: number;
  105852. height?: number;
  105853. sideOrientation?: number;
  105854. frontUVs?: Vector4;
  105855. backUVs?: Vector4;
  105856. updatable?: boolean;
  105857. sourcePlane?: Plane;
  105858. }, scene?: Nullable<Scene>): Mesh;
  105859. }
  105860. }
  105861. declare module BABYLON {
  105862. /**
  105863. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  105864. */
  105865. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  105866. private static _AnyMouseID;
  105867. /**
  105868. * Abstract mesh the behavior is set on
  105869. */
  105870. attachedNode: AbstractMesh;
  105871. private _dragPlane;
  105872. private _scene;
  105873. private _pointerObserver;
  105874. private _beforeRenderObserver;
  105875. private static _planeScene;
  105876. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  105877. /**
  105878. * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)
  105879. */
  105880. maxDragAngle: number;
  105881. /**
  105882. * @hidden
  105883. */
  105884. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  105885. /**
  105886. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  105887. */
  105888. currentDraggingPointerID: number;
  105889. /**
  105890. * The last position where the pointer hit the drag plane in world space
  105891. */
  105892. lastDragPosition: Vector3;
  105893. /**
  105894. * If the behavior is currently in a dragging state
  105895. */
  105896. dragging: boolean;
  105897. /**
  105898. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  105899. */
  105900. dragDeltaRatio: number;
  105901. /**
  105902. * If the drag plane orientation should be updated during the dragging (Default: true)
  105903. */
  105904. updateDragPlane: boolean;
  105905. private _debugMode;
  105906. private _moving;
  105907. /**
  105908. * Fires each time the attached mesh is dragged with the pointer
  105909. * * delta between last drag position and current drag position in world space
  105910. * * dragDistance along the drag axis
  105911. * * dragPlaneNormal normal of the current drag plane used during the drag
  105912. * * dragPlanePoint in world space where the drag intersects the drag plane
  105913. */
  105914. onDragObservable: Observable<{
  105915. delta: Vector3;
  105916. dragPlanePoint: Vector3;
  105917. dragPlaneNormal: Vector3;
  105918. dragDistance: number;
  105919. pointerId: number;
  105920. }>;
  105921. /**
  105922. * Fires each time a drag begins (eg. mouse down on mesh)
  105923. */
  105924. onDragStartObservable: Observable<{
  105925. dragPlanePoint: Vector3;
  105926. pointerId: number;
  105927. }>;
  105928. /**
  105929. * Fires each time a drag ends (eg. mouse release after drag)
  105930. */
  105931. onDragEndObservable: Observable<{
  105932. dragPlanePoint: Vector3;
  105933. pointerId: number;
  105934. }>;
  105935. /**
  105936. * If the attached mesh should be moved when dragged
  105937. */
  105938. moveAttached: boolean;
  105939. /**
  105940. * If the drag behavior will react to drag events (Default: true)
  105941. */
  105942. enabled: boolean;
  105943. /**
  105944. * If pointer events should start and release the drag (Default: true)
  105945. */
  105946. startAndReleaseDragOnPointerEvents: boolean;
  105947. /**
  105948. * If camera controls should be detached during the drag
  105949. */
  105950. detachCameraControls: boolean;
  105951. /**
  105952. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  105953. */
  105954. useObjectOrienationForDragging: boolean;
  105955. private _options;
  105956. /**
  105957. * Creates a pointer drag behavior that can be attached to a mesh
  105958. * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)
  105959. */
  105960. constructor(options?: {
  105961. dragAxis?: Vector3;
  105962. dragPlaneNormal?: Vector3;
  105963. });
  105964. /**
  105965. * Predicate to determine if it is valid to move the object to a new position when it is moved
  105966. */
  105967. validateDrag: (targetPosition: Vector3) => boolean;
  105968. /**
  105969. * The name of the behavior
  105970. */
  105971. readonly name: string;
  105972. /**
  105973. * Initializes the behavior
  105974. */
  105975. init(): void;
  105976. private _tmpVector;
  105977. private _alternatePickedPoint;
  105978. private _worldDragAxis;
  105979. private _targetPosition;
  105980. private _attachedElement;
  105981. /**
  105982. * Attaches the drag behavior the passed in mesh
  105983. * @param ownerNode The mesh that will be dragged around once attached
  105984. * @param predicate Predicate to use for pick filtering
  105985. */
  105986. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  105987. /**
  105988. * Force relase the drag action by code.
  105989. */
  105990. releaseDrag(): void;
  105991. private _startDragRay;
  105992. private _lastPointerRay;
  105993. /**
  105994. * Simulates the start of a pointer drag event on the behavior
  105995. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  105996. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  105997. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  105998. */
  105999. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  106000. private _startDrag;
  106001. private _dragDelta;
  106002. private _moveDrag;
  106003. private _pickWithRayOnDragPlane;
  106004. private _pointA;
  106005. private _pointB;
  106006. private _pointC;
  106007. private _lineA;
  106008. private _lineB;
  106009. private _localAxis;
  106010. private _lookAt;
  106011. private _updateDragPlanePosition;
  106012. /**
  106013. * Detaches the behavior from the mesh
  106014. */
  106015. detach(): void;
  106016. }
  106017. }
  106018. declare module BABYLON {
  106019. /**
  106020. * A behavior that when attached to a mesh will allow the mesh to be scaled
  106021. */
  106022. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  106023. private _dragBehaviorA;
  106024. private _dragBehaviorB;
  106025. private _startDistance;
  106026. private _initialScale;
  106027. private _targetScale;
  106028. private _ownerNode;
  106029. private _sceneRenderObserver;
  106030. /**
  106031. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  106032. */
  106033. constructor();
  106034. /**
  106035. * The name of the behavior
  106036. */
  106037. readonly name: string;
  106038. /**
  106039. * Initializes the behavior
  106040. */
  106041. init(): void;
  106042. private _getCurrentDistance;
  106043. /**
  106044. * Attaches the scale behavior the passed in mesh
  106045. * @param ownerNode The mesh that will be scaled around once attached
  106046. */
  106047. attach(ownerNode: Mesh): void;
  106048. /**
  106049. * Detaches the behavior from the mesh
  106050. */
  106051. detach(): void;
  106052. }
  106053. }
  106054. declare module BABYLON {
  106055. /**
  106056. * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  106057. */
  106058. export class SixDofDragBehavior implements Behavior<Mesh> {
  106059. private static _virtualScene;
  106060. private _ownerNode;
  106061. private _sceneRenderObserver;
  106062. private _scene;
  106063. private _targetPosition;
  106064. private _virtualOriginMesh;
  106065. private _virtualDragMesh;
  106066. private _pointerObserver;
  106067. private _moving;
  106068. private _startingOrientation;
  106069. /**
  106070. * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)
  106071. */
  106072. private zDragFactor;
  106073. /**
  106074. * If the object should rotate to face the drag origin
  106075. */
  106076. rotateDraggedObject: boolean;
  106077. /**
  106078. * If the behavior is currently in a dragging state
  106079. */
  106080. dragging: boolean;
  106081. /**
  106082. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  106083. */
  106084. dragDeltaRatio: number;
  106085. /**
  106086. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  106087. */
  106088. currentDraggingPointerID: number;
  106089. /**
  106090. * If camera controls should be detached during the drag
  106091. */
  106092. detachCameraControls: boolean;
  106093. /**
  106094. * Fires each time a drag starts
  106095. */
  106096. onDragStartObservable: Observable<{}>;
  106097. /**
  106098. * Fires each time a drag ends (eg. mouse release after drag)
  106099. */
  106100. onDragEndObservable: Observable<{}>;
  106101. /**
  106102. * Instantiates a behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  106103. */
  106104. constructor();
  106105. /**
  106106. * The name of the behavior
  106107. */
  106108. readonly name: string;
  106109. /**
  106110. * Initializes the behavior
  106111. */
  106112. init(): void;
  106113. /**
  106114. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  106115. */
  106116. private readonly _pointerCamera;
  106117. /**
  106118. * Attaches the scale behavior the passed in mesh
  106119. * @param ownerNode The mesh that will be scaled around once attached
  106120. */
  106121. attach(ownerNode: Mesh): void;
  106122. /**
  106123. * Detaches the behavior from the mesh
  106124. */
  106125. detach(): void;
  106126. }
  106127. }
  106128. declare module BABYLON {
  106129. /**
  106130. * Class used to apply inverse kinematics to bones
  106131. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  106132. */
  106133. export class BoneIKController {
  106134. private static _tmpVecs;
  106135. private static _tmpQuat;
  106136. private static _tmpMats;
  106137. /**
  106138. * Gets or sets the target mesh
  106139. */
  106140. targetMesh: AbstractMesh;
  106141. /** Gets or sets the mesh used as pole */
  106142. poleTargetMesh: AbstractMesh;
  106143. /**
  106144. * Gets or sets the bone used as pole
  106145. */
  106146. poleTargetBone: Nullable<Bone>;
  106147. /**
  106148. * Gets or sets the target position
  106149. */
  106150. targetPosition: Vector3;
  106151. /**
  106152. * Gets or sets the pole target position
  106153. */
  106154. poleTargetPosition: Vector3;
  106155. /**
  106156. * Gets or sets the pole target local offset
  106157. */
  106158. poleTargetLocalOffset: Vector3;
  106159. /**
  106160. * Gets or sets the pole angle
  106161. */
  106162. poleAngle: number;
  106163. /**
  106164. * Gets or sets the mesh associated with the controller
  106165. */
  106166. mesh: AbstractMesh;
  106167. /**
  106168. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  106169. */
  106170. slerpAmount: number;
  106171. private _bone1Quat;
  106172. private _bone1Mat;
  106173. private _bone2Ang;
  106174. private _bone1;
  106175. private _bone2;
  106176. private _bone1Length;
  106177. private _bone2Length;
  106178. private _maxAngle;
  106179. private _maxReach;
  106180. private _rightHandedSystem;
  106181. private _bendAxis;
  106182. private _slerping;
  106183. private _adjustRoll;
  106184. /**
  106185. * Gets or sets maximum allowed angle
  106186. */
  106187. maxAngle: number;
  106188. /**
  106189. * Creates a new BoneIKController
  106190. * @param mesh defines the mesh to control
  106191. * @param bone defines the bone to control
  106192. * @param options defines options to set up the controller
  106193. */
  106194. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  106195. targetMesh?: AbstractMesh;
  106196. poleTargetMesh?: AbstractMesh;
  106197. poleTargetBone?: Bone;
  106198. poleTargetLocalOffset?: Vector3;
  106199. poleAngle?: number;
  106200. bendAxis?: Vector3;
  106201. maxAngle?: number;
  106202. slerpAmount?: number;
  106203. });
  106204. private _setMaxAngle;
  106205. /**
  106206. * Force the controller to update the bones
  106207. */
  106208. update(): void;
  106209. }
  106210. }
  106211. declare module BABYLON {
  106212. /**
  106213. * Class used to make a bone look toward a point in space
  106214. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  106215. */
  106216. export class BoneLookController {
  106217. private static _tmpVecs;
  106218. private static _tmpQuat;
  106219. private static _tmpMats;
  106220. /**
  106221. * The target Vector3 that the bone will look at
  106222. */
  106223. target: Vector3;
  106224. /**
  106225. * The mesh that the bone is attached to
  106226. */
  106227. mesh: AbstractMesh;
  106228. /**
  106229. * The bone that will be looking to the target
  106230. */
  106231. bone: Bone;
  106232. /**
  106233. * The up axis of the coordinate system that is used when the bone is rotated
  106234. */
  106235. upAxis: Vector3;
  106236. /**
  106237. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  106238. */
  106239. upAxisSpace: Space;
  106240. /**
  106241. * Used to make an adjustment to the yaw of the bone
  106242. */
  106243. adjustYaw: number;
  106244. /**
  106245. * Used to make an adjustment to the pitch of the bone
  106246. */
  106247. adjustPitch: number;
  106248. /**
  106249. * Used to make an adjustment to the roll of the bone
  106250. */
  106251. adjustRoll: number;
  106252. /**
  106253. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  106254. */
  106255. slerpAmount: number;
  106256. private _minYaw;
  106257. private _maxYaw;
  106258. private _minPitch;
  106259. private _maxPitch;
  106260. private _minYawSin;
  106261. private _minYawCos;
  106262. private _maxYawSin;
  106263. private _maxYawCos;
  106264. private _midYawConstraint;
  106265. private _minPitchTan;
  106266. private _maxPitchTan;
  106267. private _boneQuat;
  106268. private _slerping;
  106269. private _transformYawPitch;
  106270. private _transformYawPitchInv;
  106271. private _firstFrameSkipped;
  106272. private _yawRange;
  106273. private _fowardAxis;
  106274. /**
  106275. * Gets or sets the minimum yaw angle that the bone can look to
  106276. */
  106277. minYaw: number;
  106278. /**
  106279. * Gets or sets the maximum yaw angle that the bone can look to
  106280. */
  106281. maxYaw: number;
  106282. /**
  106283. * Gets or sets the minimum pitch angle that the bone can look to
  106284. */
  106285. minPitch: number;
  106286. /**
  106287. * Gets or sets the maximum pitch angle that the bone can look to
  106288. */
  106289. maxPitch: number;
  106290. /**
  106291. * Create a BoneLookController
  106292. * @param mesh the mesh that the bone belongs to
  106293. * @param bone the bone that will be looking to the target
  106294. * @param target the target Vector3 to look at
  106295. * @param options optional settings:
  106296. * * maxYaw: the maximum angle the bone will yaw to
  106297. * * minYaw: the minimum angle the bone will yaw to
  106298. * * maxPitch: the maximum angle the bone will pitch to
  106299. * * minPitch: the minimum angle the bone will yaw to
  106300. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  106301. * * upAxis: the up axis of the coordinate system
  106302. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  106303. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  106304. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  106305. * * adjustYaw: used to make an adjustment to the yaw of the bone
  106306. * * adjustPitch: used to make an adjustment to the pitch of the bone
  106307. * * adjustRoll: used to make an adjustment to the roll of the bone
  106308. **/
  106309. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  106310. maxYaw?: number;
  106311. minYaw?: number;
  106312. maxPitch?: number;
  106313. minPitch?: number;
  106314. slerpAmount?: number;
  106315. upAxis?: Vector3;
  106316. upAxisSpace?: Space;
  106317. yawAxis?: Vector3;
  106318. pitchAxis?: Vector3;
  106319. adjustYaw?: number;
  106320. adjustPitch?: number;
  106321. adjustRoll?: number;
  106322. });
  106323. /**
  106324. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  106325. */
  106326. update(): void;
  106327. private _getAngleDiff;
  106328. private _getAngleBetween;
  106329. private _isAngleBetween;
  106330. }
  106331. }
  106332. declare module BABYLON {
  106333. /**
  106334. * Manage the gamepad inputs to control an arc rotate camera.
  106335. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106336. */
  106337. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  106338. /**
  106339. * Defines the camera the input is attached to.
  106340. */
  106341. camera: ArcRotateCamera;
  106342. /**
  106343. * Defines the gamepad the input is gathering event from.
  106344. */
  106345. gamepad: Nullable<Gamepad>;
  106346. /**
  106347. * Defines the gamepad rotation sensiblity.
  106348. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  106349. */
  106350. gamepadRotationSensibility: number;
  106351. /**
  106352. * Defines the gamepad move sensiblity.
  106353. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  106354. */
  106355. gamepadMoveSensibility: number;
  106356. private _yAxisScale;
  106357. /**
  106358. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  106359. */
  106360. invertYAxis: boolean;
  106361. private _onGamepadConnectedObserver;
  106362. private _onGamepadDisconnectedObserver;
  106363. /**
  106364. * Attach the input controls to a specific dom element to get the input from.
  106365. * @param element Defines the element the controls should be listened from
  106366. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106367. */
  106368. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106369. /**
  106370. * Detach the current controls from the specified dom element.
  106371. * @param element Defines the element to stop listening the inputs from
  106372. */
  106373. detachControl(element: Nullable<HTMLElement>): void;
  106374. /**
  106375. * Update the current camera state depending on the inputs that have been used this frame.
  106376. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106377. */
  106378. checkInputs(): void;
  106379. /**
  106380. * Gets the class name of the current intput.
  106381. * @returns the class name
  106382. */
  106383. getClassName(): string;
  106384. /**
  106385. * Get the friendly name associated with the input class.
  106386. * @returns the input friendly name
  106387. */
  106388. getSimpleName(): string;
  106389. }
  106390. }
  106391. declare module BABYLON {
  106392. interface ArcRotateCameraInputsManager {
  106393. /**
  106394. * Add orientation input support to the input manager.
  106395. * @returns the current input manager
  106396. */
  106397. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  106398. }
  106399. /**
  106400. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  106401. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106402. */
  106403. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  106404. /**
  106405. * Defines the camera the input is attached to.
  106406. */
  106407. camera: ArcRotateCamera;
  106408. /**
  106409. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  106410. */
  106411. alphaCorrection: number;
  106412. /**
  106413. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  106414. */
  106415. gammaCorrection: number;
  106416. private _alpha;
  106417. private _gamma;
  106418. private _dirty;
  106419. private _deviceOrientationHandler;
  106420. /**
  106421. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  106422. */
  106423. constructor();
  106424. /**
  106425. * Attach the input controls to a specific dom element to get the input from.
  106426. * @param element Defines the element the controls should be listened from
  106427. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106428. */
  106429. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106430. /** @hidden */
  106431. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  106432. /**
  106433. * Update the current camera state depending on the inputs that have been used this frame.
  106434. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106435. */
  106436. checkInputs(): void;
  106437. /**
  106438. * Detach the current controls from the specified dom element.
  106439. * @param element Defines the element to stop listening the inputs from
  106440. */
  106441. detachControl(element: Nullable<HTMLElement>): void;
  106442. /**
  106443. * Gets the class name of the current intput.
  106444. * @returns the class name
  106445. */
  106446. getClassName(): string;
  106447. /**
  106448. * Get the friendly name associated with the input class.
  106449. * @returns the input friendly name
  106450. */
  106451. getSimpleName(): string;
  106452. }
  106453. }
  106454. declare module BABYLON {
  106455. /**
  106456. * Listen to mouse events to control the camera.
  106457. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106458. */
  106459. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  106460. /**
  106461. * Defines the camera the input is attached to.
  106462. */
  106463. camera: FlyCamera;
  106464. /**
  106465. * Defines if touch is enabled. (Default is true.)
  106466. */
  106467. touchEnabled: boolean;
  106468. /**
  106469. * Defines the buttons associated with the input to handle camera rotation.
  106470. */
  106471. buttons: number[];
  106472. /**
  106473. * Assign buttons for Yaw control.
  106474. */
  106475. buttonsYaw: number[];
  106476. /**
  106477. * Assign buttons for Pitch control.
  106478. */
  106479. buttonsPitch: number[];
  106480. /**
  106481. * Assign buttons for Roll control.
  106482. */
  106483. buttonsRoll: number[];
  106484. /**
  106485. * Detect if any button is being pressed while mouse is moved.
  106486. * -1 = Mouse locked.
  106487. * 0 = Left button.
  106488. * 1 = Middle Button.
  106489. * 2 = Right Button.
  106490. */
  106491. activeButton: number;
  106492. /**
  106493. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  106494. * Higher values reduce its sensitivity.
  106495. */
  106496. angularSensibility: number;
  106497. private _mousemoveCallback;
  106498. private _observer;
  106499. private _rollObserver;
  106500. private previousPosition;
  106501. private noPreventDefault;
  106502. private element;
  106503. /**
  106504. * Listen to mouse events to control the camera.
  106505. * @param touchEnabled Define if touch is enabled. (Default is true.)
  106506. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106507. */
  106508. constructor(touchEnabled?: boolean);
  106509. /**
  106510. * Attach the mouse control to the HTML DOM element.
  106511. * @param element Defines the element that listens to the input events.
  106512. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  106513. */
  106514. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106515. /**
  106516. * Detach the current controls from the specified dom element.
  106517. * @param element Defines the element to stop listening the inputs from
  106518. */
  106519. detachControl(element: Nullable<HTMLElement>): void;
  106520. /**
  106521. * Gets the class name of the current input.
  106522. * @returns the class name.
  106523. */
  106524. getClassName(): string;
  106525. /**
  106526. * Get the friendly name associated with the input class.
  106527. * @returns the input's friendly name.
  106528. */
  106529. getSimpleName(): string;
  106530. private _pointerInput;
  106531. private _onMouseMove;
  106532. /**
  106533. * Rotate camera by mouse offset.
  106534. */
  106535. private rotateCamera;
  106536. }
  106537. }
  106538. declare module BABYLON {
  106539. /**
  106540. * Default Inputs manager for the FlyCamera.
  106541. * It groups all the default supported inputs for ease of use.
  106542. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106543. */
  106544. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  106545. /**
  106546. * Instantiates a new FlyCameraInputsManager.
  106547. * @param camera Defines the camera the inputs belong to.
  106548. */
  106549. constructor(camera: FlyCamera);
  106550. /**
  106551. * Add keyboard input support to the input manager.
  106552. * @returns the new FlyCameraKeyboardMoveInput().
  106553. */
  106554. addKeyboard(): FlyCameraInputsManager;
  106555. /**
  106556. * Add mouse input support to the input manager.
  106557. * @param touchEnabled Enable touch screen support.
  106558. * @returns the new FlyCameraMouseInput().
  106559. */
  106560. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  106561. }
  106562. }
  106563. declare module BABYLON {
  106564. /**
  106565. * This is a flying camera, designed for 3D movement and rotation in all directions,
  106566. * such as in a 3D Space Shooter or a Flight Simulator.
  106567. */
  106568. export class FlyCamera extends TargetCamera {
  106569. /**
  106570. * Define the collision ellipsoid of the camera.
  106571. * This is helpful for simulating a camera body, like a player's body.
  106572. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  106573. */
  106574. ellipsoid: Vector3;
  106575. /**
  106576. * Define an offset for the position of the ellipsoid around the camera.
  106577. * This can be helpful if the camera is attached away from the player's body center,
  106578. * such as at its head.
  106579. */
  106580. ellipsoidOffset: Vector3;
  106581. /**
  106582. * Enable or disable collisions of the camera with the rest of the scene objects.
  106583. */
  106584. checkCollisions: boolean;
  106585. /**
  106586. * Enable or disable gravity on the camera.
  106587. */
  106588. applyGravity: boolean;
  106589. /**
  106590. * Define the current direction the camera is moving to.
  106591. */
  106592. cameraDirection: Vector3;
  106593. /**
  106594. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  106595. * This overrides and empties cameraRotation.
  106596. */
  106597. rotationQuaternion: Quaternion;
  106598. /**
  106599. * Track Roll to maintain the wanted Rolling when looking around.
  106600. */
  106601. _trackRoll: number;
  106602. /**
  106603. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  106604. */
  106605. rollCorrect: number;
  106606. /**
  106607. * Mimic a banked turn, Rolling the camera when Yawing.
  106608. * It's recommended to use rollCorrect = 10 for faster banking correction.
  106609. */
  106610. bankedTurn: boolean;
  106611. /**
  106612. * Limit in radians for how much Roll banking will add. (Default: 90°)
  106613. */
  106614. bankedTurnLimit: number;
  106615. /**
  106616. * Value of 0 disables the banked Roll.
  106617. * Value of 1 is equal to the Yaw angle in radians.
  106618. */
  106619. bankedTurnMultiplier: number;
  106620. /**
  106621. * The inputs manager loads all the input sources, such as keyboard and mouse.
  106622. */
  106623. inputs: FlyCameraInputsManager;
  106624. /**
  106625. * Gets the input sensibility for mouse input.
  106626. * Higher values reduce sensitivity.
  106627. */
  106628. /**
  106629. * Sets the input sensibility for a mouse input.
  106630. * Higher values reduce sensitivity.
  106631. */
  106632. angularSensibility: number;
  106633. /**
  106634. * Get the keys for camera movement forward.
  106635. */
  106636. /**
  106637. * Set the keys for camera movement forward.
  106638. */
  106639. keysForward: number[];
  106640. /**
  106641. * Get the keys for camera movement backward.
  106642. */
  106643. keysBackward: number[];
  106644. /**
  106645. * Get the keys for camera movement up.
  106646. */
  106647. /**
  106648. * Set the keys for camera movement up.
  106649. */
  106650. keysUp: number[];
  106651. /**
  106652. * Get the keys for camera movement down.
  106653. */
  106654. /**
  106655. * Set the keys for camera movement down.
  106656. */
  106657. keysDown: number[];
  106658. /**
  106659. * Get the keys for camera movement left.
  106660. */
  106661. /**
  106662. * Set the keys for camera movement left.
  106663. */
  106664. keysLeft: number[];
  106665. /**
  106666. * Set the keys for camera movement right.
  106667. */
  106668. /**
  106669. * Set the keys for camera movement right.
  106670. */
  106671. keysRight: number[];
  106672. /**
  106673. * Event raised when the camera collides with a mesh in the scene.
  106674. */
  106675. onCollide: (collidedMesh: AbstractMesh) => void;
  106676. private _collider;
  106677. private _needMoveForGravity;
  106678. private _oldPosition;
  106679. private _diffPosition;
  106680. private _newPosition;
  106681. /** @hidden */
  106682. _localDirection: Vector3;
  106683. /** @hidden */
  106684. _transformedDirection: Vector3;
  106685. /**
  106686. * Instantiates a FlyCamera.
  106687. * This is a flying camera, designed for 3D movement and rotation in all directions,
  106688. * such as in a 3D Space Shooter or a Flight Simulator.
  106689. * @param name Define the name of the camera in the scene.
  106690. * @param position Define the starting position of the camera in the scene.
  106691. * @param scene Define the scene the camera belongs to.
  106692. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  106693. */
  106694. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  106695. /**
  106696. * Attach a control to the HTML DOM element.
  106697. * @param element Defines the element that listens to the input events.
  106698. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  106699. */
  106700. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106701. /**
  106702. * Detach a control from the HTML DOM element.
  106703. * The camera will stop reacting to that input.
  106704. * @param element Defines the element that listens to the input events.
  106705. */
  106706. detachControl(element: HTMLElement): void;
  106707. private _collisionMask;
  106708. /**
  106709. * Get the mask that the camera ignores in collision events.
  106710. */
  106711. /**
  106712. * Set the mask that the camera ignores in collision events.
  106713. */
  106714. collisionMask: number;
  106715. /** @hidden */
  106716. _collideWithWorld(displacement: Vector3): void;
  106717. /** @hidden */
  106718. private _onCollisionPositionChange;
  106719. /** @hidden */
  106720. _checkInputs(): void;
  106721. /** @hidden */
  106722. _decideIfNeedsToMove(): boolean;
  106723. /** @hidden */
  106724. _updatePosition(): void;
  106725. /**
  106726. * Restore the Roll to its target value at the rate specified.
  106727. * @param rate - Higher means slower restoring.
  106728. * @hidden
  106729. */
  106730. restoreRoll(rate: number): void;
  106731. /**
  106732. * Destroy the camera and release the current resources held by it.
  106733. */
  106734. dispose(): void;
  106735. /**
  106736. * Get the current object class name.
  106737. * @returns the class name.
  106738. */
  106739. getClassName(): string;
  106740. }
  106741. }
  106742. declare module BABYLON {
  106743. /**
  106744. * Listen to keyboard events to control the camera.
  106745. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106746. */
  106747. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  106748. /**
  106749. * Defines the camera the input is attached to.
  106750. */
  106751. camera: FlyCamera;
  106752. /**
  106753. * The list of keyboard keys used to control the forward move of the camera.
  106754. */
  106755. keysForward: number[];
  106756. /**
  106757. * The list of keyboard keys used to control the backward move of the camera.
  106758. */
  106759. keysBackward: number[];
  106760. /**
  106761. * The list of keyboard keys used to control the forward move of the camera.
  106762. */
  106763. keysUp: number[];
  106764. /**
  106765. * The list of keyboard keys used to control the backward move of the camera.
  106766. */
  106767. keysDown: number[];
  106768. /**
  106769. * The list of keyboard keys used to control the right strafe move of the camera.
  106770. */
  106771. keysRight: number[];
  106772. /**
  106773. * The list of keyboard keys used to control the left strafe move of the camera.
  106774. */
  106775. keysLeft: number[];
  106776. private _keys;
  106777. private _onCanvasBlurObserver;
  106778. private _onKeyboardObserver;
  106779. private _engine;
  106780. private _scene;
  106781. /**
  106782. * Attach the input controls to a specific dom element to get the input from.
  106783. * @param element Defines the element the controls should be listened from
  106784. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106785. */
  106786. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106787. /**
  106788. * Detach the current controls from the specified dom element.
  106789. * @param element Defines the element to stop listening the inputs from
  106790. */
  106791. detachControl(element: Nullable<HTMLElement>): void;
  106792. /**
  106793. * Gets the class name of the current intput.
  106794. * @returns the class name
  106795. */
  106796. getClassName(): string;
  106797. /** @hidden */
  106798. _onLostFocus(e: FocusEvent): void;
  106799. /**
  106800. * Get the friendly name associated with the input class.
  106801. * @returns the input friendly name
  106802. */
  106803. getSimpleName(): string;
  106804. /**
  106805. * Update the current camera state depending on the inputs that have been used this frame.
  106806. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106807. */
  106808. checkInputs(): void;
  106809. }
  106810. }
  106811. declare module BABYLON {
  106812. /**
  106813. * Manage the mouse wheel inputs to control a follow camera.
  106814. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106815. */
  106816. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  106817. /**
  106818. * Defines the camera the input is attached to.
  106819. */
  106820. camera: FollowCamera;
  106821. /**
  106822. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  106823. */
  106824. axisControlRadius: boolean;
  106825. /**
  106826. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  106827. */
  106828. axisControlHeight: boolean;
  106829. /**
  106830. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  106831. */
  106832. axisControlRotation: boolean;
  106833. /**
  106834. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  106835. * relation to mouseWheel events.
  106836. */
  106837. wheelPrecision: number;
  106838. /**
  106839. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  106840. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  106841. */
  106842. wheelDeltaPercentage: number;
  106843. private _wheel;
  106844. private _observer;
  106845. /**
  106846. * Attach the input controls to a specific dom element to get the input from.
  106847. * @param element Defines the element the controls should be listened from
  106848. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106849. */
  106850. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106851. /**
  106852. * Detach the current controls from the specified dom element.
  106853. * @param element Defines the element to stop listening the inputs from
  106854. */
  106855. detachControl(element: Nullable<HTMLElement>): void;
  106856. /**
  106857. * Gets the class name of the current intput.
  106858. * @returns the class name
  106859. */
  106860. getClassName(): string;
  106861. /**
  106862. * Get the friendly name associated with the input class.
  106863. * @returns the input friendly name
  106864. */
  106865. getSimpleName(): string;
  106866. }
  106867. }
  106868. declare module BABYLON {
  106869. /**
  106870. * Manage the pointers inputs to control an follow camera.
  106871. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106872. */
  106873. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  106874. /**
  106875. * Defines the camera the input is attached to.
  106876. */
  106877. camera: FollowCamera;
  106878. /**
  106879. * Gets the class name of the current input.
  106880. * @returns the class name
  106881. */
  106882. getClassName(): string;
  106883. /**
  106884. * Defines the pointer angular sensibility along the X axis or how fast is
  106885. * the camera rotating.
  106886. * A negative number will reverse the axis direction.
  106887. */
  106888. angularSensibilityX: number;
  106889. /**
  106890. * Defines the pointer angular sensibility along the Y axis or how fast is
  106891. * the camera rotating.
  106892. * A negative number will reverse the axis direction.
  106893. */
  106894. angularSensibilityY: number;
  106895. /**
  106896. * Defines the pointer pinch precision or how fast is the camera zooming.
  106897. * A negative number will reverse the axis direction.
  106898. */
  106899. pinchPrecision: number;
  106900. /**
  106901. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  106902. * from 0.
  106903. * It defines the percentage of current camera.radius to use as delta when
  106904. * pinch zoom is used.
  106905. */
  106906. pinchDeltaPercentage: number;
  106907. /**
  106908. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  106909. */
  106910. axisXControlRadius: boolean;
  106911. /**
  106912. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  106913. */
  106914. axisXControlHeight: boolean;
  106915. /**
  106916. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  106917. */
  106918. axisXControlRotation: boolean;
  106919. /**
  106920. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  106921. */
  106922. axisYControlRadius: boolean;
  106923. /**
  106924. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  106925. */
  106926. axisYControlHeight: boolean;
  106927. /**
  106928. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  106929. */
  106930. axisYControlRotation: boolean;
  106931. /**
  106932. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  106933. */
  106934. axisPinchControlRadius: boolean;
  106935. /**
  106936. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  106937. */
  106938. axisPinchControlHeight: boolean;
  106939. /**
  106940. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  106941. */
  106942. axisPinchControlRotation: boolean;
  106943. /**
  106944. * Log error messages if basic misconfiguration has occurred.
  106945. */
  106946. warningEnable: boolean;
  106947. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  106948. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  106949. private _warningCounter;
  106950. private _warning;
  106951. }
  106952. }
  106953. declare module BABYLON {
  106954. /**
  106955. * Default Inputs manager for the FollowCamera.
  106956. * It groups all the default supported inputs for ease of use.
  106957. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106958. */
  106959. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  106960. /**
  106961. * Instantiates a new FollowCameraInputsManager.
  106962. * @param camera Defines the camera the inputs belong to
  106963. */
  106964. constructor(camera: FollowCamera);
  106965. /**
  106966. * Add keyboard input support to the input manager.
  106967. * @returns the current input manager
  106968. */
  106969. addKeyboard(): FollowCameraInputsManager;
  106970. /**
  106971. * Add mouse wheel input support to the input manager.
  106972. * @returns the current input manager
  106973. */
  106974. addMouseWheel(): FollowCameraInputsManager;
  106975. /**
  106976. * Add pointers input support to the input manager.
  106977. * @returns the current input manager
  106978. */
  106979. addPointers(): FollowCameraInputsManager;
  106980. /**
  106981. * Add orientation input support to the input manager.
  106982. * @returns the current input manager
  106983. */
  106984. addVRDeviceOrientation(): FollowCameraInputsManager;
  106985. }
  106986. }
  106987. declare module BABYLON {
  106988. /**
  106989. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  106990. * an arc rotate version arcFollowCamera are available.
  106991. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  106992. */
  106993. export class FollowCamera extends TargetCamera {
  106994. /**
  106995. * Distance the follow camera should follow an object at
  106996. */
  106997. radius: number;
  106998. /**
  106999. * Minimum allowed distance of the camera to the axis of rotation
  107000. * (The camera can not get closer).
  107001. * This can help limiting how the Camera is able to move in the scene.
  107002. */
  107003. lowerRadiusLimit: Nullable<number>;
  107004. /**
  107005. * Maximum allowed distance of the camera to the axis of rotation
  107006. * (The camera can not get further).
  107007. * This can help limiting how the Camera is able to move in the scene.
  107008. */
  107009. upperRadiusLimit: Nullable<number>;
  107010. /**
  107011. * Define a rotation offset between the camera and the object it follows
  107012. */
  107013. rotationOffset: number;
  107014. /**
  107015. * Minimum allowed angle to camera position relative to target object.
  107016. * This can help limiting how the Camera is able to move in the scene.
  107017. */
  107018. lowerRotationOffsetLimit: Nullable<number>;
  107019. /**
  107020. * Maximum allowed angle to camera position relative to target object.
  107021. * This can help limiting how the Camera is able to move in the scene.
  107022. */
  107023. upperRotationOffsetLimit: Nullable<number>;
  107024. /**
  107025. * Define a height offset between the camera and the object it follows.
  107026. * It can help following an object from the top (like a car chaing a plane)
  107027. */
  107028. heightOffset: number;
  107029. /**
  107030. * Minimum allowed height of camera position relative to target object.
  107031. * This can help limiting how the Camera is able to move in the scene.
  107032. */
  107033. lowerHeightOffsetLimit: Nullable<number>;
  107034. /**
  107035. * Maximum allowed height of camera position relative to target object.
  107036. * This can help limiting how the Camera is able to move in the scene.
  107037. */
  107038. upperHeightOffsetLimit: Nullable<number>;
  107039. /**
  107040. * Define how fast the camera can accelerate to follow it s target.
  107041. */
  107042. cameraAcceleration: number;
  107043. /**
  107044. * Define the speed limit of the camera following an object.
  107045. */
  107046. maxCameraSpeed: number;
  107047. /**
  107048. * Define the target of the camera.
  107049. */
  107050. lockedTarget: Nullable<AbstractMesh>;
  107051. /**
  107052. * Defines the input associated with the camera.
  107053. */
  107054. inputs: FollowCameraInputsManager;
  107055. /**
  107056. * Instantiates the follow camera.
  107057. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  107058. * @param name Define the name of the camera in the scene
  107059. * @param position Define the position of the camera
  107060. * @param scene Define the scene the camera belong to
  107061. * @param lockedTarget Define the target of the camera
  107062. */
  107063. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  107064. private _follow;
  107065. /**
  107066. * Attached controls to the current camera.
  107067. * @param element Defines the element the controls should be listened from
  107068. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107069. */
  107070. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107071. /**
  107072. * Detach the current controls from the camera.
  107073. * The camera will stop reacting to inputs.
  107074. * @param element Defines the element to stop listening the inputs from
  107075. */
  107076. detachControl(element: HTMLElement): void;
  107077. /** @hidden */
  107078. _checkInputs(): void;
  107079. private _checkLimits;
  107080. /**
  107081. * Gets the camera class name.
  107082. * @returns the class name
  107083. */
  107084. getClassName(): string;
  107085. }
  107086. /**
  107087. * Arc Rotate version of the follow camera.
  107088. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  107089. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  107090. */
  107091. export class ArcFollowCamera extends TargetCamera {
  107092. /** The longitudinal angle of the camera */
  107093. alpha: number;
  107094. /** The latitudinal angle of the camera */
  107095. beta: number;
  107096. /** The radius of the camera from its target */
  107097. radius: number;
  107098. /** Define the camera target (the messh it should follow) */
  107099. target: Nullable<AbstractMesh>;
  107100. private _cartesianCoordinates;
  107101. /**
  107102. * Instantiates a new ArcFollowCamera
  107103. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  107104. * @param name Define the name of the camera
  107105. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  107106. * @param beta Define the rotation angle of the camera around the elevation axis
  107107. * @param radius Define the radius of the camera from its target point
  107108. * @param target Define the target of the camera
  107109. * @param scene Define the scene the camera belongs to
  107110. */
  107111. constructor(name: string,
  107112. /** The longitudinal angle of the camera */
  107113. alpha: number,
  107114. /** The latitudinal angle of the camera */
  107115. beta: number,
  107116. /** The radius of the camera from its target */
  107117. radius: number,
  107118. /** Define the camera target (the messh it should follow) */
  107119. target: Nullable<AbstractMesh>, scene: Scene);
  107120. private _follow;
  107121. /** @hidden */
  107122. _checkInputs(): void;
  107123. /**
  107124. * Returns the class name of the object.
  107125. * It is mostly used internally for serialization purposes.
  107126. */
  107127. getClassName(): string;
  107128. }
  107129. }
  107130. declare module BABYLON {
  107131. /**
  107132. * Manage the keyboard inputs to control the movement of a follow camera.
  107133. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107134. */
  107135. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  107136. /**
  107137. * Defines the camera the input is attached to.
  107138. */
  107139. camera: FollowCamera;
  107140. /**
  107141. * Defines the list of key codes associated with the up action (increase heightOffset)
  107142. */
  107143. keysHeightOffsetIncr: number[];
  107144. /**
  107145. * Defines the list of key codes associated with the down action (decrease heightOffset)
  107146. */
  107147. keysHeightOffsetDecr: number[];
  107148. /**
  107149. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  107150. */
  107151. keysHeightOffsetModifierAlt: boolean;
  107152. /**
  107153. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  107154. */
  107155. keysHeightOffsetModifierCtrl: boolean;
  107156. /**
  107157. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  107158. */
  107159. keysHeightOffsetModifierShift: boolean;
  107160. /**
  107161. * Defines the list of key codes associated with the left action (increase rotationOffset)
  107162. */
  107163. keysRotationOffsetIncr: number[];
  107164. /**
  107165. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  107166. */
  107167. keysRotationOffsetDecr: number[];
  107168. /**
  107169. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  107170. */
  107171. keysRotationOffsetModifierAlt: boolean;
  107172. /**
  107173. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  107174. */
  107175. keysRotationOffsetModifierCtrl: boolean;
  107176. /**
  107177. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  107178. */
  107179. keysRotationOffsetModifierShift: boolean;
  107180. /**
  107181. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  107182. */
  107183. keysRadiusIncr: number[];
  107184. /**
  107185. * Defines the list of key codes associated with the zoom-out action (increase radius)
  107186. */
  107187. keysRadiusDecr: number[];
  107188. /**
  107189. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  107190. */
  107191. keysRadiusModifierAlt: boolean;
  107192. /**
  107193. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  107194. */
  107195. keysRadiusModifierCtrl: boolean;
  107196. /**
  107197. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  107198. */
  107199. keysRadiusModifierShift: boolean;
  107200. /**
  107201. * Defines the rate of change of heightOffset.
  107202. */
  107203. heightSensibility: number;
  107204. /**
  107205. * Defines the rate of change of rotationOffset.
  107206. */
  107207. rotationSensibility: number;
  107208. /**
  107209. * Defines the rate of change of radius.
  107210. */
  107211. radiusSensibility: number;
  107212. private _keys;
  107213. private _ctrlPressed;
  107214. private _altPressed;
  107215. private _shiftPressed;
  107216. private _onCanvasBlurObserver;
  107217. private _onKeyboardObserver;
  107218. private _engine;
  107219. private _scene;
  107220. /**
  107221. * Attach the input controls to a specific dom element to get the input from.
  107222. * @param element Defines the element the controls should be listened from
  107223. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107224. */
  107225. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107226. /**
  107227. * Detach the current controls from the specified dom element.
  107228. * @param element Defines the element to stop listening the inputs from
  107229. */
  107230. detachControl(element: Nullable<HTMLElement>): void;
  107231. /**
  107232. * Update the current camera state depending on the inputs that have been used this frame.
  107233. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107234. */
  107235. checkInputs(): void;
  107236. /**
  107237. * Gets the class name of the current input.
  107238. * @returns the class name
  107239. */
  107240. getClassName(): string;
  107241. /**
  107242. * Get the friendly name associated with the input class.
  107243. * @returns the input friendly name
  107244. */
  107245. getSimpleName(): string;
  107246. /**
  107247. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  107248. * allow modification of the heightOffset value.
  107249. */
  107250. private _modifierHeightOffset;
  107251. /**
  107252. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  107253. * allow modification of the rotationOffset value.
  107254. */
  107255. private _modifierRotationOffset;
  107256. /**
  107257. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  107258. * allow modification of the radius value.
  107259. */
  107260. private _modifierRadius;
  107261. }
  107262. }
  107263. declare module BABYLON {
  107264. interface FreeCameraInputsManager {
  107265. /**
  107266. * @hidden
  107267. */
  107268. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  107269. /**
  107270. * Add orientation input support to the input manager.
  107271. * @returns the current input manager
  107272. */
  107273. addDeviceOrientation(): FreeCameraInputsManager;
  107274. }
  107275. /**
  107276. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  107277. * Screen rotation is taken into account.
  107278. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107279. */
  107280. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  107281. private _camera;
  107282. private _screenOrientationAngle;
  107283. private _constantTranform;
  107284. private _screenQuaternion;
  107285. private _alpha;
  107286. private _beta;
  107287. private _gamma;
  107288. /**
  107289. * Can be used to detect if a device orientation sensor is availible on a device
  107290. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  107291. * @returns a promise that will resolve on orientation change
  107292. */
  107293. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  107294. /**
  107295. * @hidden
  107296. */
  107297. _onDeviceOrientationChangedObservable: Observable<void>;
  107298. /**
  107299. * Instantiates a new input
  107300. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107301. */
  107302. constructor();
  107303. /**
  107304. * Define the camera controlled by the input.
  107305. */
  107306. camera: FreeCamera;
  107307. /**
  107308. * Attach the input controls to a specific dom element to get the input from.
  107309. * @param element Defines the element the controls should be listened from
  107310. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107311. */
  107312. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107313. private _orientationChanged;
  107314. private _deviceOrientation;
  107315. /**
  107316. * Detach the current controls from the specified dom element.
  107317. * @param element Defines the element to stop listening the inputs from
  107318. */
  107319. detachControl(element: Nullable<HTMLElement>): void;
  107320. /**
  107321. * Update the current camera state depending on the inputs that have been used this frame.
  107322. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107323. */
  107324. checkInputs(): void;
  107325. /**
  107326. * Gets the class name of the current intput.
  107327. * @returns the class name
  107328. */
  107329. getClassName(): string;
  107330. /**
  107331. * Get the friendly name associated with the input class.
  107332. * @returns the input friendly name
  107333. */
  107334. getSimpleName(): string;
  107335. }
  107336. }
  107337. declare module BABYLON {
  107338. /**
  107339. * Manage the gamepad inputs to control a free camera.
  107340. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107341. */
  107342. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  107343. /**
  107344. * Define the camera the input is attached to.
  107345. */
  107346. camera: FreeCamera;
  107347. /**
  107348. * Define the Gamepad controlling the input
  107349. */
  107350. gamepad: Nullable<Gamepad>;
  107351. /**
  107352. * Defines the gamepad rotation sensiblity.
  107353. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  107354. */
  107355. gamepadAngularSensibility: number;
  107356. /**
  107357. * Defines the gamepad move sensiblity.
  107358. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  107359. */
  107360. gamepadMoveSensibility: number;
  107361. private _yAxisScale;
  107362. /**
  107363. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  107364. */
  107365. invertYAxis: boolean;
  107366. private _onGamepadConnectedObserver;
  107367. private _onGamepadDisconnectedObserver;
  107368. private _cameraTransform;
  107369. private _deltaTransform;
  107370. private _vector3;
  107371. private _vector2;
  107372. /**
  107373. * Attach the input controls to a specific dom element to get the input from.
  107374. * @param element Defines the element the controls should be listened from
  107375. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107376. */
  107377. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107378. /**
  107379. * Detach the current controls from the specified dom element.
  107380. * @param element Defines the element to stop listening the inputs from
  107381. */
  107382. detachControl(element: Nullable<HTMLElement>): void;
  107383. /**
  107384. * Update the current camera state depending on the inputs that have been used this frame.
  107385. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107386. */
  107387. checkInputs(): void;
  107388. /**
  107389. * Gets the class name of the current intput.
  107390. * @returns the class name
  107391. */
  107392. getClassName(): string;
  107393. /**
  107394. * Get the friendly name associated with the input class.
  107395. * @returns the input friendly name
  107396. */
  107397. getSimpleName(): string;
  107398. }
  107399. }
  107400. declare module BABYLON {
  107401. /**
  107402. * Defines the potential axis of a Joystick
  107403. */
  107404. export enum JoystickAxis {
  107405. /** X axis */
  107406. X = 0,
  107407. /** Y axis */
  107408. Y = 1,
  107409. /** Z axis */
  107410. Z = 2
  107411. }
  107412. /**
  107413. * Class used to define virtual joystick (used in touch mode)
  107414. */
  107415. export class VirtualJoystick {
  107416. /**
  107417. * Gets or sets a boolean indicating that left and right values must be inverted
  107418. */
  107419. reverseLeftRight: boolean;
  107420. /**
  107421. * Gets or sets a boolean indicating that up and down values must be inverted
  107422. */
  107423. reverseUpDown: boolean;
  107424. /**
  107425. * Gets the offset value for the position (ie. the change of the position value)
  107426. */
  107427. deltaPosition: Vector3;
  107428. /**
  107429. * Gets a boolean indicating if the virtual joystick was pressed
  107430. */
  107431. pressed: boolean;
  107432. /**
  107433. * Canvas the virtual joystick will render onto, default z-index of this is 5
  107434. */
  107435. static Canvas: Nullable<HTMLCanvasElement>;
  107436. private static _globalJoystickIndex;
  107437. private static vjCanvasContext;
  107438. private static vjCanvasWidth;
  107439. private static vjCanvasHeight;
  107440. private static halfWidth;
  107441. private _action;
  107442. private _axisTargetedByLeftAndRight;
  107443. private _axisTargetedByUpAndDown;
  107444. private _joystickSensibility;
  107445. private _inversedSensibility;
  107446. private _joystickPointerID;
  107447. private _joystickColor;
  107448. private _joystickPointerPos;
  107449. private _joystickPreviousPointerPos;
  107450. private _joystickPointerStartPos;
  107451. private _deltaJoystickVector;
  107452. private _leftJoystick;
  107453. private _touches;
  107454. private _onPointerDownHandlerRef;
  107455. private _onPointerMoveHandlerRef;
  107456. private _onPointerUpHandlerRef;
  107457. private _onResize;
  107458. /**
  107459. * Creates a new virtual joystick
  107460. * @param leftJoystick defines that the joystick is for left hand (false by default)
  107461. */
  107462. constructor(leftJoystick?: boolean);
  107463. /**
  107464. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  107465. * @param newJoystickSensibility defines the new sensibility
  107466. */
  107467. setJoystickSensibility(newJoystickSensibility: number): void;
  107468. private _onPointerDown;
  107469. private _onPointerMove;
  107470. private _onPointerUp;
  107471. /**
  107472. * Change the color of the virtual joystick
  107473. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  107474. */
  107475. setJoystickColor(newColor: string): void;
  107476. /**
  107477. * Defines a callback to call when the joystick is touched
  107478. * @param action defines the callback
  107479. */
  107480. setActionOnTouch(action: () => any): void;
  107481. /**
  107482. * Defines which axis you'd like to control for left & right
  107483. * @param axis defines the axis to use
  107484. */
  107485. setAxisForLeftRight(axis: JoystickAxis): void;
  107486. /**
  107487. * Defines which axis you'd like to control for up & down
  107488. * @param axis defines the axis to use
  107489. */
  107490. setAxisForUpDown(axis: JoystickAxis): void;
  107491. private _drawVirtualJoystick;
  107492. /**
  107493. * Release internal HTML canvas
  107494. */
  107495. releaseCanvas(): void;
  107496. }
  107497. }
  107498. declare module BABYLON {
  107499. interface FreeCameraInputsManager {
  107500. /**
  107501. * Add virtual joystick input support to the input manager.
  107502. * @returns the current input manager
  107503. */
  107504. addVirtualJoystick(): FreeCameraInputsManager;
  107505. }
  107506. /**
  107507. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  107508. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107509. */
  107510. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  107511. /**
  107512. * Defines the camera the input is attached to.
  107513. */
  107514. camera: FreeCamera;
  107515. private _leftjoystick;
  107516. private _rightjoystick;
  107517. /**
  107518. * Gets the left stick of the virtual joystick.
  107519. * @returns The virtual Joystick
  107520. */
  107521. getLeftJoystick(): VirtualJoystick;
  107522. /**
  107523. * Gets the right stick of the virtual joystick.
  107524. * @returns The virtual Joystick
  107525. */
  107526. getRightJoystick(): VirtualJoystick;
  107527. /**
  107528. * Update the current camera state depending on the inputs that have been used this frame.
  107529. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107530. */
  107531. checkInputs(): void;
  107532. /**
  107533. * Attach the input controls to a specific dom element to get the input from.
  107534. * @param element Defines the element the controls should be listened from
  107535. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107536. */
  107537. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107538. /**
  107539. * Detach the current controls from the specified dom element.
  107540. * @param element Defines the element to stop listening the inputs from
  107541. */
  107542. detachControl(element: Nullable<HTMLElement>): void;
  107543. /**
  107544. * Gets the class name of the current intput.
  107545. * @returns the class name
  107546. */
  107547. getClassName(): string;
  107548. /**
  107549. * Get the friendly name associated with the input class.
  107550. * @returns the input friendly name
  107551. */
  107552. getSimpleName(): string;
  107553. }
  107554. }
  107555. declare module BABYLON {
  107556. /**
  107557. * This represents a FPS type of camera controlled by touch.
  107558. * This is like a universal camera minus the Gamepad controls.
  107559. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107560. */
  107561. export class TouchCamera extends FreeCamera {
  107562. /**
  107563. * Defines the touch sensibility for rotation.
  107564. * The higher the faster.
  107565. */
  107566. touchAngularSensibility: number;
  107567. /**
  107568. * Defines the touch sensibility for move.
  107569. * The higher the faster.
  107570. */
  107571. touchMoveSensibility: number;
  107572. /**
  107573. * Instantiates a new touch camera.
  107574. * This represents a FPS type of camera controlled by touch.
  107575. * This is like a universal camera minus the Gamepad controls.
  107576. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107577. * @param name Define the name of the camera in the scene
  107578. * @param position Define the start position of the camera in the scene
  107579. * @param scene Define the scene the camera belongs to
  107580. */
  107581. constructor(name: string, position: Vector3, scene: Scene);
  107582. /**
  107583. * Gets the current object class name.
  107584. * @return the class name
  107585. */
  107586. getClassName(): string;
  107587. /** @hidden */
  107588. _setupInputs(): void;
  107589. }
  107590. }
  107591. declare module BABYLON {
  107592. /**
  107593. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  107594. * being tilted forward or back and left or right.
  107595. */
  107596. export class DeviceOrientationCamera extends FreeCamera {
  107597. private _initialQuaternion;
  107598. private _quaternionCache;
  107599. private _tmpDragQuaternion;
  107600. private _disablePointerInputWhenUsingDeviceOrientation;
  107601. /**
  107602. * Creates a new device orientation camera
  107603. * @param name The name of the camera
  107604. * @param position The start position camera
  107605. * @param scene The scene the camera belongs to
  107606. */
  107607. constructor(name: string, position: Vector3, scene: Scene);
  107608. /**
  107609. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  107610. */
  107611. disablePointerInputWhenUsingDeviceOrientation: boolean;
  107612. private _dragFactor;
  107613. /**
  107614. * Enabled turning on the y axis when the orientation sensor is active
  107615. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  107616. */
  107617. enableHorizontalDragging(dragFactor?: number): void;
  107618. /**
  107619. * Gets the current instance class name ("DeviceOrientationCamera").
  107620. * This helps avoiding instanceof at run time.
  107621. * @returns the class name
  107622. */
  107623. getClassName(): string;
  107624. /**
  107625. * @hidden
  107626. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  107627. */
  107628. _checkInputs(): void;
  107629. /**
  107630. * Reset the camera to its default orientation on the specified axis only.
  107631. * @param axis The axis to reset
  107632. */
  107633. resetToCurrentRotation(axis?: Axis): void;
  107634. }
  107635. }
  107636. declare module BABYLON {
  107637. /**
  107638. * Defines supported buttons for XBox360 compatible gamepads
  107639. */
  107640. export enum Xbox360Button {
  107641. /** A */
  107642. A = 0,
  107643. /** B */
  107644. B = 1,
  107645. /** X */
  107646. X = 2,
  107647. /** Y */
  107648. Y = 3,
  107649. /** Start */
  107650. Start = 4,
  107651. /** Back */
  107652. Back = 5,
  107653. /** Left button */
  107654. LB = 6,
  107655. /** Right button */
  107656. RB = 7,
  107657. /** Left stick */
  107658. LeftStick = 8,
  107659. /** Right stick */
  107660. RightStick = 9
  107661. }
  107662. /** Defines values for XBox360 DPad */
  107663. export enum Xbox360Dpad {
  107664. /** Up */
  107665. Up = 0,
  107666. /** Down */
  107667. Down = 1,
  107668. /** Left */
  107669. Left = 2,
  107670. /** Right */
  107671. Right = 3
  107672. }
  107673. /**
  107674. * Defines a XBox360 gamepad
  107675. */
  107676. export class Xbox360Pad extends Gamepad {
  107677. private _leftTrigger;
  107678. private _rightTrigger;
  107679. private _onlefttriggerchanged;
  107680. private _onrighttriggerchanged;
  107681. private _onbuttondown;
  107682. private _onbuttonup;
  107683. private _ondpaddown;
  107684. private _ondpadup;
  107685. /** Observable raised when a button is pressed */
  107686. onButtonDownObservable: Observable<Xbox360Button>;
  107687. /** Observable raised when a button is released */
  107688. onButtonUpObservable: Observable<Xbox360Button>;
  107689. /** Observable raised when a pad is pressed */
  107690. onPadDownObservable: Observable<Xbox360Dpad>;
  107691. /** Observable raised when a pad is released */
  107692. onPadUpObservable: Observable<Xbox360Dpad>;
  107693. private _buttonA;
  107694. private _buttonB;
  107695. private _buttonX;
  107696. private _buttonY;
  107697. private _buttonBack;
  107698. private _buttonStart;
  107699. private _buttonLB;
  107700. private _buttonRB;
  107701. private _buttonLeftStick;
  107702. private _buttonRightStick;
  107703. private _dPadUp;
  107704. private _dPadDown;
  107705. private _dPadLeft;
  107706. private _dPadRight;
  107707. private _isXboxOnePad;
  107708. /**
  107709. * Creates a new XBox360 gamepad object
  107710. * @param id defines the id of this gamepad
  107711. * @param index defines its index
  107712. * @param gamepad defines the internal HTML gamepad object
  107713. * @param xboxOne defines if it is a XBox One gamepad
  107714. */
  107715. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  107716. /**
  107717. * Defines the callback to call when left trigger is pressed
  107718. * @param callback defines the callback to use
  107719. */
  107720. onlefttriggerchanged(callback: (value: number) => void): void;
  107721. /**
  107722. * Defines the callback to call when right trigger is pressed
  107723. * @param callback defines the callback to use
  107724. */
  107725. onrighttriggerchanged(callback: (value: number) => void): void;
  107726. /**
  107727. * Gets the left trigger value
  107728. */
  107729. /**
  107730. * Sets the left trigger value
  107731. */
  107732. leftTrigger: number;
  107733. /**
  107734. * Gets the right trigger value
  107735. */
  107736. /**
  107737. * Sets the right trigger value
  107738. */
  107739. rightTrigger: number;
  107740. /**
  107741. * Defines the callback to call when a button is pressed
  107742. * @param callback defines the callback to use
  107743. */
  107744. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  107745. /**
  107746. * Defines the callback to call when a button is released
  107747. * @param callback defines the callback to use
  107748. */
  107749. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  107750. /**
  107751. * Defines the callback to call when a pad is pressed
  107752. * @param callback defines the callback to use
  107753. */
  107754. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  107755. /**
  107756. * Defines the callback to call when a pad is released
  107757. * @param callback defines the callback to use
  107758. */
  107759. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  107760. private _setButtonValue;
  107761. private _setDPadValue;
  107762. /**
  107763. * Gets the value of the `A` button
  107764. */
  107765. /**
  107766. * Sets the value of the `A` button
  107767. */
  107768. buttonA: number;
  107769. /**
  107770. * Gets the value of the `B` button
  107771. */
  107772. /**
  107773. * Sets the value of the `B` button
  107774. */
  107775. buttonB: number;
  107776. /**
  107777. * Gets the value of the `X` button
  107778. */
  107779. /**
  107780. * Sets the value of the `X` button
  107781. */
  107782. buttonX: number;
  107783. /**
  107784. * Gets the value of the `Y` button
  107785. */
  107786. /**
  107787. * Sets the value of the `Y` button
  107788. */
  107789. buttonY: number;
  107790. /**
  107791. * Gets the value of the `Start` button
  107792. */
  107793. /**
  107794. * Sets the value of the `Start` button
  107795. */
  107796. buttonStart: number;
  107797. /**
  107798. * Gets the value of the `Back` button
  107799. */
  107800. /**
  107801. * Sets the value of the `Back` button
  107802. */
  107803. buttonBack: number;
  107804. /**
  107805. * Gets the value of the `Left` button
  107806. */
  107807. /**
  107808. * Sets the value of the `Left` button
  107809. */
  107810. buttonLB: number;
  107811. /**
  107812. * Gets the value of the `Right` button
  107813. */
  107814. /**
  107815. * Sets the value of the `Right` button
  107816. */
  107817. buttonRB: number;
  107818. /**
  107819. * Gets the value of the Left joystick
  107820. */
  107821. /**
  107822. * Sets the value of the Left joystick
  107823. */
  107824. buttonLeftStick: number;
  107825. /**
  107826. * Gets the value of the Right joystick
  107827. */
  107828. /**
  107829. * Sets the value of the Right joystick
  107830. */
  107831. buttonRightStick: number;
  107832. /**
  107833. * Gets the value of D-pad up
  107834. */
  107835. /**
  107836. * Sets the value of D-pad up
  107837. */
  107838. dPadUp: number;
  107839. /**
  107840. * Gets the value of D-pad down
  107841. */
  107842. /**
  107843. * Sets the value of D-pad down
  107844. */
  107845. dPadDown: number;
  107846. /**
  107847. * Gets the value of D-pad left
  107848. */
  107849. /**
  107850. * Sets the value of D-pad left
  107851. */
  107852. dPadLeft: number;
  107853. /**
  107854. * Gets the value of D-pad right
  107855. */
  107856. /**
  107857. * Sets the value of D-pad right
  107858. */
  107859. dPadRight: number;
  107860. /**
  107861. * Force the gamepad to synchronize with device values
  107862. */
  107863. update(): void;
  107864. /**
  107865. * Disposes the gamepad
  107866. */
  107867. dispose(): void;
  107868. }
  107869. }
  107870. declare module BABYLON {
  107871. /**
  107872. * Defines supported buttons for DualShock compatible gamepads
  107873. */
  107874. export enum DualShockButton {
  107875. /** Cross */
  107876. Cross = 0,
  107877. /** Circle */
  107878. Circle = 1,
  107879. /** Square */
  107880. Square = 2,
  107881. /** Triangle */
  107882. Triangle = 3,
  107883. /** Options */
  107884. Options = 4,
  107885. /** Share */
  107886. Share = 5,
  107887. /** L1 */
  107888. L1 = 6,
  107889. /** R1 */
  107890. R1 = 7,
  107891. /** Left stick */
  107892. LeftStick = 8,
  107893. /** Right stick */
  107894. RightStick = 9
  107895. }
  107896. /** Defines values for DualShock DPad */
  107897. export enum DualShockDpad {
  107898. /** Up */
  107899. Up = 0,
  107900. /** Down */
  107901. Down = 1,
  107902. /** Left */
  107903. Left = 2,
  107904. /** Right */
  107905. Right = 3
  107906. }
  107907. /**
  107908. * Defines a DualShock gamepad
  107909. */
  107910. export class DualShockPad extends Gamepad {
  107911. private _leftTrigger;
  107912. private _rightTrigger;
  107913. private _onlefttriggerchanged;
  107914. private _onrighttriggerchanged;
  107915. private _onbuttondown;
  107916. private _onbuttonup;
  107917. private _ondpaddown;
  107918. private _ondpadup;
  107919. /** Observable raised when a button is pressed */
  107920. onButtonDownObservable: Observable<DualShockButton>;
  107921. /** Observable raised when a button is released */
  107922. onButtonUpObservable: Observable<DualShockButton>;
  107923. /** Observable raised when a pad is pressed */
  107924. onPadDownObservable: Observable<DualShockDpad>;
  107925. /** Observable raised when a pad is released */
  107926. onPadUpObservable: Observable<DualShockDpad>;
  107927. private _buttonCross;
  107928. private _buttonCircle;
  107929. private _buttonSquare;
  107930. private _buttonTriangle;
  107931. private _buttonShare;
  107932. private _buttonOptions;
  107933. private _buttonL1;
  107934. private _buttonR1;
  107935. private _buttonLeftStick;
  107936. private _buttonRightStick;
  107937. private _dPadUp;
  107938. private _dPadDown;
  107939. private _dPadLeft;
  107940. private _dPadRight;
  107941. /**
  107942. * Creates a new DualShock gamepad object
  107943. * @param id defines the id of this gamepad
  107944. * @param index defines its index
  107945. * @param gamepad defines the internal HTML gamepad object
  107946. */
  107947. constructor(id: string, index: number, gamepad: any);
  107948. /**
  107949. * Defines the callback to call when left trigger is pressed
  107950. * @param callback defines the callback to use
  107951. */
  107952. onlefttriggerchanged(callback: (value: number) => void): void;
  107953. /**
  107954. * Defines the callback to call when right trigger is pressed
  107955. * @param callback defines the callback to use
  107956. */
  107957. onrighttriggerchanged(callback: (value: number) => void): void;
  107958. /**
  107959. * Gets the left trigger value
  107960. */
  107961. /**
  107962. * Sets the left trigger value
  107963. */
  107964. leftTrigger: number;
  107965. /**
  107966. * Gets the right trigger value
  107967. */
  107968. /**
  107969. * Sets the right trigger value
  107970. */
  107971. rightTrigger: number;
  107972. /**
  107973. * Defines the callback to call when a button is pressed
  107974. * @param callback defines the callback to use
  107975. */
  107976. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  107977. /**
  107978. * Defines the callback to call when a button is released
  107979. * @param callback defines the callback to use
  107980. */
  107981. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  107982. /**
  107983. * Defines the callback to call when a pad is pressed
  107984. * @param callback defines the callback to use
  107985. */
  107986. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  107987. /**
  107988. * Defines the callback to call when a pad is released
  107989. * @param callback defines the callback to use
  107990. */
  107991. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  107992. private _setButtonValue;
  107993. private _setDPadValue;
  107994. /**
  107995. * Gets the value of the `Cross` button
  107996. */
  107997. /**
  107998. * Sets the value of the `Cross` button
  107999. */
  108000. buttonCross: number;
  108001. /**
  108002. * Gets the value of the `Circle` button
  108003. */
  108004. /**
  108005. * Sets the value of the `Circle` button
  108006. */
  108007. buttonCircle: number;
  108008. /**
  108009. * Gets the value of the `Square` button
  108010. */
  108011. /**
  108012. * Sets the value of the `Square` button
  108013. */
  108014. buttonSquare: number;
  108015. /**
  108016. * Gets the value of the `Triangle` button
  108017. */
  108018. /**
  108019. * Sets the value of the `Triangle` button
  108020. */
  108021. buttonTriangle: number;
  108022. /**
  108023. * Gets the value of the `Options` button
  108024. */
  108025. /**
  108026. * Sets the value of the `Options` button
  108027. */
  108028. buttonOptions: number;
  108029. /**
  108030. * Gets the value of the `Share` button
  108031. */
  108032. /**
  108033. * Sets the value of the `Share` button
  108034. */
  108035. buttonShare: number;
  108036. /**
  108037. * Gets the value of the `L1` button
  108038. */
  108039. /**
  108040. * Sets the value of the `L1` button
  108041. */
  108042. buttonL1: number;
  108043. /**
  108044. * Gets the value of the `R1` button
  108045. */
  108046. /**
  108047. * Sets the value of the `R1` button
  108048. */
  108049. buttonR1: number;
  108050. /**
  108051. * Gets the value of the Left joystick
  108052. */
  108053. /**
  108054. * Sets the value of the Left joystick
  108055. */
  108056. buttonLeftStick: number;
  108057. /**
  108058. * Gets the value of the Right joystick
  108059. */
  108060. /**
  108061. * Sets the value of the Right joystick
  108062. */
  108063. buttonRightStick: number;
  108064. /**
  108065. * Gets the value of D-pad up
  108066. */
  108067. /**
  108068. * Sets the value of D-pad up
  108069. */
  108070. dPadUp: number;
  108071. /**
  108072. * Gets the value of D-pad down
  108073. */
  108074. /**
  108075. * Sets the value of D-pad down
  108076. */
  108077. dPadDown: number;
  108078. /**
  108079. * Gets the value of D-pad left
  108080. */
  108081. /**
  108082. * Sets the value of D-pad left
  108083. */
  108084. dPadLeft: number;
  108085. /**
  108086. * Gets the value of D-pad right
  108087. */
  108088. /**
  108089. * Sets the value of D-pad right
  108090. */
  108091. dPadRight: number;
  108092. /**
  108093. * Force the gamepad to synchronize with device values
  108094. */
  108095. update(): void;
  108096. /**
  108097. * Disposes the gamepad
  108098. */
  108099. dispose(): void;
  108100. }
  108101. }
  108102. declare module BABYLON {
  108103. /**
  108104. * Manager for handling gamepads
  108105. */
  108106. export class GamepadManager {
  108107. private _scene?;
  108108. private _babylonGamepads;
  108109. private _oneGamepadConnected;
  108110. /** @hidden */
  108111. _isMonitoring: boolean;
  108112. private _gamepadEventSupported;
  108113. private _gamepadSupport;
  108114. /**
  108115. * observable to be triggered when the gamepad controller has been connected
  108116. */
  108117. onGamepadConnectedObservable: Observable<Gamepad>;
  108118. /**
  108119. * observable to be triggered when the gamepad controller has been disconnected
  108120. */
  108121. onGamepadDisconnectedObservable: Observable<Gamepad>;
  108122. private _onGamepadConnectedEvent;
  108123. private _onGamepadDisconnectedEvent;
  108124. /**
  108125. * Initializes the gamepad manager
  108126. * @param _scene BabylonJS scene
  108127. */
  108128. constructor(_scene?: Scene | undefined);
  108129. /**
  108130. * The gamepads in the game pad manager
  108131. */
  108132. readonly gamepads: Gamepad[];
  108133. /**
  108134. * Get the gamepad controllers based on type
  108135. * @param type The type of gamepad controller
  108136. * @returns Nullable gamepad
  108137. */
  108138. getGamepadByType(type?: number): Nullable<Gamepad>;
  108139. /**
  108140. * Disposes the gamepad manager
  108141. */
  108142. dispose(): void;
  108143. private _addNewGamepad;
  108144. private _startMonitoringGamepads;
  108145. private _stopMonitoringGamepads;
  108146. /** @hidden */
  108147. _checkGamepadsStatus(): void;
  108148. private _updateGamepadObjects;
  108149. }
  108150. }
  108151. declare module BABYLON {
  108152. interface Scene {
  108153. /** @hidden */
  108154. _gamepadManager: Nullable<GamepadManager>;
  108155. /**
  108156. * Gets the gamepad manager associated with the scene
  108157. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  108158. */
  108159. gamepadManager: GamepadManager;
  108160. }
  108161. /**
  108162. * Interface representing a free camera inputs manager
  108163. */
  108164. interface FreeCameraInputsManager {
  108165. /**
  108166. * Adds gamepad input support to the FreeCameraInputsManager.
  108167. * @returns the FreeCameraInputsManager
  108168. */
  108169. addGamepad(): FreeCameraInputsManager;
  108170. }
  108171. /**
  108172. * Interface representing an arc rotate camera inputs manager
  108173. */
  108174. interface ArcRotateCameraInputsManager {
  108175. /**
  108176. * Adds gamepad input support to the ArcRotateCamera InputManager.
  108177. * @returns the camera inputs manager
  108178. */
  108179. addGamepad(): ArcRotateCameraInputsManager;
  108180. }
  108181. /**
  108182. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  108183. */
  108184. export class GamepadSystemSceneComponent implements ISceneComponent {
  108185. /**
  108186. * The component name helpfull to identify the component in the list of scene components.
  108187. */
  108188. readonly name: string;
  108189. /**
  108190. * The scene the component belongs to.
  108191. */
  108192. scene: Scene;
  108193. /**
  108194. * Creates a new instance of the component for the given scene
  108195. * @param scene Defines the scene to register the component in
  108196. */
  108197. constructor(scene: Scene);
  108198. /**
  108199. * Registers the component in a given scene
  108200. */
  108201. register(): void;
  108202. /**
  108203. * Rebuilds the elements related to this component in case of
  108204. * context lost for instance.
  108205. */
  108206. rebuild(): void;
  108207. /**
  108208. * Disposes the component and the associated ressources
  108209. */
  108210. dispose(): void;
  108211. private _beforeCameraUpdate;
  108212. }
  108213. }
  108214. declare module BABYLON {
  108215. /**
  108216. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  108217. * which still works and will still be found in many Playgrounds.
  108218. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  108219. */
  108220. export class UniversalCamera extends TouchCamera {
  108221. /**
  108222. * Defines the gamepad rotation sensiblity.
  108223. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  108224. */
  108225. gamepadAngularSensibility: number;
  108226. /**
  108227. * Defines the gamepad move sensiblity.
  108228. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  108229. */
  108230. gamepadMoveSensibility: number;
  108231. /**
  108232. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  108233. * which still works and will still be found in many Playgrounds.
  108234. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  108235. * @param name Define the name of the camera in the scene
  108236. * @param position Define the start position of the camera in the scene
  108237. * @param scene Define the scene the camera belongs to
  108238. */
  108239. constructor(name: string, position: Vector3, scene: Scene);
  108240. /**
  108241. * Gets the current object class name.
  108242. * @return the class name
  108243. */
  108244. getClassName(): string;
  108245. }
  108246. }
  108247. declare module BABYLON {
  108248. /**
  108249. * This represents a FPS type of camera. This is only here for back compat purpose.
  108250. * Please use the UniversalCamera instead as both are identical.
  108251. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  108252. */
  108253. export class GamepadCamera extends UniversalCamera {
  108254. /**
  108255. * Instantiates a new Gamepad Camera
  108256. * This represents a FPS type of camera. This is only here for back compat purpose.
  108257. * Please use the UniversalCamera instead as both are identical.
  108258. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  108259. * @param name Define the name of the camera in the scene
  108260. * @param position Define the start position of the camera in the scene
  108261. * @param scene Define the scene the camera belongs to
  108262. */
  108263. constructor(name: string, position: Vector3, scene: Scene);
  108264. /**
  108265. * Gets the current object class name.
  108266. * @return the class name
  108267. */
  108268. getClassName(): string;
  108269. }
  108270. }
  108271. declare module BABYLON {
  108272. /** @hidden */
  108273. export var passPixelShader: {
  108274. name: string;
  108275. shader: string;
  108276. };
  108277. }
  108278. declare module BABYLON {
  108279. /** @hidden */
  108280. export var passCubePixelShader: {
  108281. name: string;
  108282. shader: string;
  108283. };
  108284. }
  108285. declare module BABYLON {
  108286. /**
  108287. * PassPostProcess which produces an output the same as it's input
  108288. */
  108289. export class PassPostProcess extends PostProcess {
  108290. /**
  108291. * Creates the PassPostProcess
  108292. * @param name The name of the effect.
  108293. * @param options The required width/height ratio to downsize to before computing the render pass.
  108294. * @param camera The camera to apply the render pass to.
  108295. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  108296. * @param engine The engine which the post process will be applied. (default: current engine)
  108297. * @param reusable If the post process can be reused on the same frame. (default: false)
  108298. * @param textureType The type of texture to be used when performing the post processing.
  108299. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  108300. */
  108301. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  108302. }
  108303. /**
  108304. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  108305. */
  108306. export class PassCubePostProcess extends PostProcess {
  108307. private _face;
  108308. /**
  108309. * Gets or sets the cube face to display.
  108310. * * 0 is +X
  108311. * * 1 is -X
  108312. * * 2 is +Y
  108313. * * 3 is -Y
  108314. * * 4 is +Z
  108315. * * 5 is -Z
  108316. */
  108317. face: number;
  108318. /**
  108319. * Creates the PassCubePostProcess
  108320. * @param name The name of the effect.
  108321. * @param options The required width/height ratio to downsize to before computing the render pass.
  108322. * @param camera The camera to apply the render pass to.
  108323. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  108324. * @param engine The engine which the post process will be applied. (default: current engine)
  108325. * @param reusable If the post process can be reused on the same frame. (default: false)
  108326. * @param textureType The type of texture to be used when performing the post processing.
  108327. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  108328. */
  108329. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  108330. }
  108331. }
  108332. declare module BABYLON {
  108333. /** @hidden */
  108334. export var anaglyphPixelShader: {
  108335. name: string;
  108336. shader: string;
  108337. };
  108338. }
  108339. declare module BABYLON {
  108340. /**
  108341. * Postprocess used to generate anaglyphic rendering
  108342. */
  108343. export class AnaglyphPostProcess extends PostProcess {
  108344. private _passedProcess;
  108345. /**
  108346. * Creates a new AnaglyphPostProcess
  108347. * @param name defines postprocess name
  108348. * @param options defines creation options or target ratio scale
  108349. * @param rigCameras defines cameras using this postprocess
  108350. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  108351. * @param engine defines hosting engine
  108352. * @param reusable defines if the postprocess will be reused multiple times per frame
  108353. */
  108354. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  108355. }
  108356. }
  108357. declare module BABYLON {
  108358. /**
  108359. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  108360. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  108361. */
  108362. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  108363. /**
  108364. * Creates a new AnaglyphArcRotateCamera
  108365. * @param name defines camera name
  108366. * @param alpha defines alpha angle (in radians)
  108367. * @param beta defines beta angle (in radians)
  108368. * @param radius defines radius
  108369. * @param target defines camera target
  108370. * @param interaxialDistance defines distance between each color axis
  108371. * @param scene defines the hosting scene
  108372. */
  108373. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  108374. /**
  108375. * Gets camera class name
  108376. * @returns AnaglyphArcRotateCamera
  108377. */
  108378. getClassName(): string;
  108379. }
  108380. }
  108381. declare module BABYLON {
  108382. /**
  108383. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  108384. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  108385. */
  108386. export class AnaglyphFreeCamera extends FreeCamera {
  108387. /**
  108388. * Creates a new AnaglyphFreeCamera
  108389. * @param name defines camera name
  108390. * @param position defines initial position
  108391. * @param interaxialDistance defines distance between each color axis
  108392. * @param scene defines the hosting scene
  108393. */
  108394. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  108395. /**
  108396. * Gets camera class name
  108397. * @returns AnaglyphFreeCamera
  108398. */
  108399. getClassName(): string;
  108400. }
  108401. }
  108402. declare module BABYLON {
  108403. /**
  108404. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  108405. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  108406. */
  108407. export class AnaglyphGamepadCamera extends GamepadCamera {
  108408. /**
  108409. * Creates a new AnaglyphGamepadCamera
  108410. * @param name defines camera name
  108411. * @param position defines initial position
  108412. * @param interaxialDistance defines distance between each color axis
  108413. * @param scene defines the hosting scene
  108414. */
  108415. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  108416. /**
  108417. * Gets camera class name
  108418. * @returns AnaglyphGamepadCamera
  108419. */
  108420. getClassName(): string;
  108421. }
  108422. }
  108423. declare module BABYLON {
  108424. /**
  108425. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  108426. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  108427. */
  108428. export class AnaglyphUniversalCamera extends UniversalCamera {
  108429. /**
  108430. * Creates a new AnaglyphUniversalCamera
  108431. * @param name defines camera name
  108432. * @param position defines initial position
  108433. * @param interaxialDistance defines distance between each color axis
  108434. * @param scene defines the hosting scene
  108435. */
  108436. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  108437. /**
  108438. * Gets camera class name
  108439. * @returns AnaglyphUniversalCamera
  108440. */
  108441. getClassName(): string;
  108442. }
  108443. }
  108444. declare module BABYLON {
  108445. /** @hidden */
  108446. export var stereoscopicInterlacePixelShader: {
  108447. name: string;
  108448. shader: string;
  108449. };
  108450. }
  108451. declare module BABYLON {
  108452. /**
  108453. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  108454. */
  108455. export class StereoscopicInterlacePostProcess extends PostProcess {
  108456. private _stepSize;
  108457. private _passedProcess;
  108458. /**
  108459. * Initializes a StereoscopicInterlacePostProcess
  108460. * @param name The name of the effect.
  108461. * @param rigCameras The rig cameras to be appled to the post process
  108462. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  108463. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  108464. * @param engine The engine which the post process will be applied. (default: current engine)
  108465. * @param reusable If the post process can be reused on the same frame. (default: false)
  108466. */
  108467. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  108468. }
  108469. }
  108470. declare module BABYLON {
  108471. /**
  108472. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  108473. * @see http://doc.babylonjs.com/features/cameras
  108474. */
  108475. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  108476. /**
  108477. * Creates a new StereoscopicArcRotateCamera
  108478. * @param name defines camera name
  108479. * @param alpha defines alpha angle (in radians)
  108480. * @param beta defines beta angle (in radians)
  108481. * @param radius defines radius
  108482. * @param target defines camera target
  108483. * @param interaxialDistance defines distance between each color axis
  108484. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  108485. * @param scene defines the hosting scene
  108486. */
  108487. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  108488. /**
  108489. * Gets camera class name
  108490. * @returns StereoscopicArcRotateCamera
  108491. */
  108492. getClassName(): string;
  108493. }
  108494. }
  108495. declare module BABYLON {
  108496. /**
  108497. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  108498. * @see http://doc.babylonjs.com/features/cameras
  108499. */
  108500. export class StereoscopicFreeCamera extends FreeCamera {
  108501. /**
  108502. * Creates a new StereoscopicFreeCamera
  108503. * @param name defines camera name
  108504. * @param position defines initial position
  108505. * @param interaxialDistance defines distance between each color axis
  108506. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  108507. * @param scene defines the hosting scene
  108508. */
  108509. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  108510. /**
  108511. * Gets camera class name
  108512. * @returns StereoscopicFreeCamera
  108513. */
  108514. getClassName(): string;
  108515. }
  108516. }
  108517. declare module BABYLON {
  108518. /**
  108519. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  108520. * @see http://doc.babylonjs.com/features/cameras
  108521. */
  108522. export class StereoscopicGamepadCamera extends GamepadCamera {
  108523. /**
  108524. * Creates a new StereoscopicGamepadCamera
  108525. * @param name defines camera name
  108526. * @param position defines initial position
  108527. * @param interaxialDistance defines distance between each color axis
  108528. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  108529. * @param scene defines the hosting scene
  108530. */
  108531. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  108532. /**
  108533. * Gets camera class name
  108534. * @returns StereoscopicGamepadCamera
  108535. */
  108536. getClassName(): string;
  108537. }
  108538. }
  108539. declare module BABYLON {
  108540. /**
  108541. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  108542. * @see http://doc.babylonjs.com/features/cameras
  108543. */
  108544. export class StereoscopicUniversalCamera extends UniversalCamera {
  108545. /**
  108546. * Creates a new StereoscopicUniversalCamera
  108547. * @param name defines camera name
  108548. * @param position defines initial position
  108549. * @param interaxialDistance defines distance between each color axis
  108550. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  108551. * @param scene defines the hosting scene
  108552. */
  108553. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  108554. /**
  108555. * Gets camera class name
  108556. * @returns StereoscopicUniversalCamera
  108557. */
  108558. getClassName(): string;
  108559. }
  108560. }
  108561. declare module BABYLON {
  108562. /**
  108563. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  108564. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  108565. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  108566. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  108567. */
  108568. export class VirtualJoysticksCamera extends FreeCamera {
  108569. /**
  108570. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  108571. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  108572. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  108573. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  108574. * @param name Define the name of the camera in the scene
  108575. * @param position Define the start position of the camera in the scene
  108576. * @param scene Define the scene the camera belongs to
  108577. */
  108578. constructor(name: string, position: Vector3, scene: Scene);
  108579. /**
  108580. * Gets the current object class name.
  108581. * @return the class name
  108582. */
  108583. getClassName(): string;
  108584. }
  108585. }
  108586. declare module BABYLON {
  108587. /**
  108588. * This represents all the required metrics to create a VR camera.
  108589. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  108590. */
  108591. export class VRCameraMetrics {
  108592. /**
  108593. * Define the horizontal resolution off the screen.
  108594. */
  108595. hResolution: number;
  108596. /**
  108597. * Define the vertical resolution off the screen.
  108598. */
  108599. vResolution: number;
  108600. /**
  108601. * Define the horizontal screen size.
  108602. */
  108603. hScreenSize: number;
  108604. /**
  108605. * Define the vertical screen size.
  108606. */
  108607. vScreenSize: number;
  108608. /**
  108609. * Define the vertical screen center position.
  108610. */
  108611. vScreenCenter: number;
  108612. /**
  108613. * Define the distance of the eyes to the screen.
  108614. */
  108615. eyeToScreenDistance: number;
  108616. /**
  108617. * Define the distance between both lenses
  108618. */
  108619. lensSeparationDistance: number;
  108620. /**
  108621. * Define the distance between both viewer's eyes.
  108622. */
  108623. interpupillaryDistance: number;
  108624. /**
  108625. * Define the distortion factor of the VR postprocess.
  108626. * Please, touch with care.
  108627. */
  108628. distortionK: number[];
  108629. /**
  108630. * Define the chromatic aberration correction factors for the VR post process.
  108631. */
  108632. chromaAbCorrection: number[];
  108633. /**
  108634. * Define the scale factor of the post process.
  108635. * The smaller the better but the slower.
  108636. */
  108637. postProcessScaleFactor: number;
  108638. /**
  108639. * Define an offset for the lens center.
  108640. */
  108641. lensCenterOffset: number;
  108642. /**
  108643. * Define if the current vr camera should compensate the distortion of the lense or not.
  108644. */
  108645. compensateDistortion: boolean;
  108646. /**
  108647. * Defines if multiview should be enabled when rendering (Default: false)
  108648. */
  108649. multiviewEnabled: boolean;
  108650. /**
  108651. * Gets the rendering aspect ratio based on the provided resolutions.
  108652. */
  108653. readonly aspectRatio: number;
  108654. /**
  108655. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  108656. */
  108657. readonly aspectRatioFov: number;
  108658. /**
  108659. * @hidden
  108660. */
  108661. readonly leftHMatrix: Matrix;
  108662. /**
  108663. * @hidden
  108664. */
  108665. readonly rightHMatrix: Matrix;
  108666. /**
  108667. * @hidden
  108668. */
  108669. readonly leftPreViewMatrix: Matrix;
  108670. /**
  108671. * @hidden
  108672. */
  108673. readonly rightPreViewMatrix: Matrix;
  108674. /**
  108675. * Get the default VRMetrics based on the most generic setup.
  108676. * @returns the default vr metrics
  108677. */
  108678. static GetDefault(): VRCameraMetrics;
  108679. }
  108680. }
  108681. declare module BABYLON {
  108682. /** @hidden */
  108683. export var vrDistortionCorrectionPixelShader: {
  108684. name: string;
  108685. shader: string;
  108686. };
  108687. }
  108688. declare module BABYLON {
  108689. /**
  108690. * VRDistortionCorrectionPostProcess used for mobile VR
  108691. */
  108692. export class VRDistortionCorrectionPostProcess extends PostProcess {
  108693. private _isRightEye;
  108694. private _distortionFactors;
  108695. private _postProcessScaleFactor;
  108696. private _lensCenterOffset;
  108697. private _scaleIn;
  108698. private _scaleFactor;
  108699. private _lensCenter;
  108700. /**
  108701. * Initializes the VRDistortionCorrectionPostProcess
  108702. * @param name The name of the effect.
  108703. * @param camera The camera to apply the render pass to.
  108704. * @param isRightEye If this is for the right eye distortion
  108705. * @param vrMetrics All the required metrics for the VR camera
  108706. */
  108707. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  108708. }
  108709. }
  108710. declare module BABYLON {
  108711. /**
  108712. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  108713. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  108714. */
  108715. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  108716. /**
  108717. * Creates a new VRDeviceOrientationArcRotateCamera
  108718. * @param name defines camera name
  108719. * @param alpha defines the camera rotation along the logitudinal axis
  108720. * @param beta defines the camera rotation along the latitudinal axis
  108721. * @param radius defines the camera distance from its target
  108722. * @param target defines the camera target
  108723. * @param scene defines the scene the camera belongs to
  108724. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  108725. * @param vrCameraMetrics defines the vr metrics associated to the camera
  108726. */
  108727. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  108728. /**
  108729. * Gets camera class name
  108730. * @returns VRDeviceOrientationArcRotateCamera
  108731. */
  108732. getClassName(): string;
  108733. }
  108734. }
  108735. declare module BABYLON {
  108736. /**
  108737. * Camera used to simulate VR rendering (based on FreeCamera)
  108738. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  108739. */
  108740. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  108741. /**
  108742. * Creates a new VRDeviceOrientationFreeCamera
  108743. * @param name defines camera name
  108744. * @param position defines the start position of the camera
  108745. * @param scene defines the scene the camera belongs to
  108746. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  108747. * @param vrCameraMetrics defines the vr metrics associated to the camera
  108748. */
  108749. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  108750. /**
  108751. * Gets camera class name
  108752. * @returns VRDeviceOrientationFreeCamera
  108753. */
  108754. getClassName(): string;
  108755. }
  108756. }
  108757. declare module BABYLON {
  108758. /**
  108759. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  108760. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  108761. */
  108762. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  108763. /**
  108764. * Creates a new VRDeviceOrientationGamepadCamera
  108765. * @param name defines camera name
  108766. * @param position defines the start position of the camera
  108767. * @param scene defines the scene the camera belongs to
  108768. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  108769. * @param vrCameraMetrics defines the vr metrics associated to the camera
  108770. */
  108771. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  108772. /**
  108773. * Gets camera class name
  108774. * @returns VRDeviceOrientationGamepadCamera
  108775. */
  108776. getClassName(): string;
  108777. }
  108778. }
  108779. declare module BABYLON {
  108780. /**
  108781. * Base class of materials working in push mode in babylon JS
  108782. * @hidden
  108783. */
  108784. export class PushMaterial extends Material {
  108785. protected _activeEffect: Effect;
  108786. protected _normalMatrix: Matrix;
  108787. /**
  108788. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  108789. * This means that the material can keep using a previous shader while a new one is being compiled.
  108790. * This is mostly used when shader parallel compilation is supported (true by default)
  108791. */
  108792. allowShaderHotSwapping: boolean;
  108793. constructor(name: string, scene: Scene);
  108794. getEffect(): Effect;
  108795. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  108796. /**
  108797. * Binds the given world matrix to the active effect
  108798. *
  108799. * @param world the matrix to bind
  108800. */
  108801. bindOnlyWorldMatrix(world: Matrix): void;
  108802. /**
  108803. * Binds the given normal matrix to the active effect
  108804. *
  108805. * @param normalMatrix the matrix to bind
  108806. */
  108807. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  108808. bind(world: Matrix, mesh?: Mesh): void;
  108809. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  108810. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  108811. }
  108812. }
  108813. declare module BABYLON {
  108814. /**
  108815. * This groups all the flags used to control the materials channel.
  108816. */
  108817. export class MaterialFlags {
  108818. private static _DiffuseTextureEnabled;
  108819. /**
  108820. * Are diffuse textures enabled in the application.
  108821. */
  108822. static DiffuseTextureEnabled: boolean;
  108823. private static _AmbientTextureEnabled;
  108824. /**
  108825. * Are ambient textures enabled in the application.
  108826. */
  108827. static AmbientTextureEnabled: boolean;
  108828. private static _OpacityTextureEnabled;
  108829. /**
  108830. * Are opacity textures enabled in the application.
  108831. */
  108832. static OpacityTextureEnabled: boolean;
  108833. private static _ReflectionTextureEnabled;
  108834. /**
  108835. * Are reflection textures enabled in the application.
  108836. */
  108837. static ReflectionTextureEnabled: boolean;
  108838. private static _EmissiveTextureEnabled;
  108839. /**
  108840. * Are emissive textures enabled in the application.
  108841. */
  108842. static EmissiveTextureEnabled: boolean;
  108843. private static _SpecularTextureEnabled;
  108844. /**
  108845. * Are specular textures enabled in the application.
  108846. */
  108847. static SpecularTextureEnabled: boolean;
  108848. private static _BumpTextureEnabled;
  108849. /**
  108850. * Are bump textures enabled in the application.
  108851. */
  108852. static BumpTextureEnabled: boolean;
  108853. private static _LightmapTextureEnabled;
  108854. /**
  108855. * Are lightmap textures enabled in the application.
  108856. */
  108857. static LightmapTextureEnabled: boolean;
  108858. private static _RefractionTextureEnabled;
  108859. /**
  108860. * Are refraction textures enabled in the application.
  108861. */
  108862. static RefractionTextureEnabled: boolean;
  108863. private static _ColorGradingTextureEnabled;
  108864. /**
  108865. * Are color grading textures enabled in the application.
  108866. */
  108867. static ColorGradingTextureEnabled: boolean;
  108868. private static _FresnelEnabled;
  108869. /**
  108870. * Are fresnels enabled in the application.
  108871. */
  108872. static FresnelEnabled: boolean;
  108873. private static _ClearCoatTextureEnabled;
  108874. /**
  108875. * Are clear coat textures enabled in the application.
  108876. */
  108877. static ClearCoatTextureEnabled: boolean;
  108878. private static _ClearCoatBumpTextureEnabled;
  108879. /**
  108880. * Are clear coat bump textures enabled in the application.
  108881. */
  108882. static ClearCoatBumpTextureEnabled: boolean;
  108883. private static _ClearCoatTintTextureEnabled;
  108884. /**
  108885. * Are clear coat tint textures enabled in the application.
  108886. */
  108887. static ClearCoatTintTextureEnabled: boolean;
  108888. private static _SheenTextureEnabled;
  108889. /**
  108890. * Are sheen textures enabled in the application.
  108891. */
  108892. static SheenTextureEnabled: boolean;
  108893. private static _AnisotropicTextureEnabled;
  108894. /**
  108895. * Are anisotropic textures enabled in the application.
  108896. */
  108897. static AnisotropicTextureEnabled: boolean;
  108898. private static _ThicknessTextureEnabled;
  108899. /**
  108900. * Are thickness textures enabled in the application.
  108901. */
  108902. static ThicknessTextureEnabled: boolean;
  108903. }
  108904. }
  108905. declare module BABYLON {
  108906. /** @hidden */
  108907. export var defaultFragmentDeclaration: {
  108908. name: string;
  108909. shader: string;
  108910. };
  108911. }
  108912. declare module BABYLON {
  108913. /** @hidden */
  108914. export var defaultUboDeclaration: {
  108915. name: string;
  108916. shader: string;
  108917. };
  108918. }
  108919. declare module BABYLON {
  108920. /** @hidden */
  108921. export var lightFragmentDeclaration: {
  108922. name: string;
  108923. shader: string;
  108924. };
  108925. }
  108926. declare module BABYLON {
  108927. /** @hidden */
  108928. export var lightUboDeclaration: {
  108929. name: string;
  108930. shader: string;
  108931. };
  108932. }
  108933. declare module BABYLON {
  108934. /** @hidden */
  108935. export var lightsFragmentFunctions: {
  108936. name: string;
  108937. shader: string;
  108938. };
  108939. }
  108940. declare module BABYLON {
  108941. /** @hidden */
  108942. export var shadowsFragmentFunctions: {
  108943. name: string;
  108944. shader: string;
  108945. };
  108946. }
  108947. declare module BABYLON {
  108948. /** @hidden */
  108949. export var fresnelFunction: {
  108950. name: string;
  108951. shader: string;
  108952. };
  108953. }
  108954. declare module BABYLON {
  108955. /** @hidden */
  108956. export var reflectionFunction: {
  108957. name: string;
  108958. shader: string;
  108959. };
  108960. }
  108961. declare module BABYLON {
  108962. /** @hidden */
  108963. export var bumpFragmentFunctions: {
  108964. name: string;
  108965. shader: string;
  108966. };
  108967. }
  108968. declare module BABYLON {
  108969. /** @hidden */
  108970. export var logDepthDeclaration: {
  108971. name: string;
  108972. shader: string;
  108973. };
  108974. }
  108975. declare module BABYLON {
  108976. /** @hidden */
  108977. export var bumpFragment: {
  108978. name: string;
  108979. shader: string;
  108980. };
  108981. }
  108982. declare module BABYLON {
  108983. /** @hidden */
  108984. export var depthPrePass: {
  108985. name: string;
  108986. shader: string;
  108987. };
  108988. }
  108989. declare module BABYLON {
  108990. /** @hidden */
  108991. export var lightFragment: {
  108992. name: string;
  108993. shader: string;
  108994. };
  108995. }
  108996. declare module BABYLON {
  108997. /** @hidden */
  108998. export var logDepthFragment: {
  108999. name: string;
  109000. shader: string;
  109001. };
  109002. }
  109003. declare module BABYLON {
  109004. /** @hidden */
  109005. export var defaultPixelShader: {
  109006. name: string;
  109007. shader: string;
  109008. };
  109009. }
  109010. declare module BABYLON {
  109011. /** @hidden */
  109012. export var defaultVertexDeclaration: {
  109013. name: string;
  109014. shader: string;
  109015. };
  109016. }
  109017. declare module BABYLON {
  109018. /** @hidden */
  109019. export var bumpVertexDeclaration: {
  109020. name: string;
  109021. shader: string;
  109022. };
  109023. }
  109024. declare module BABYLON {
  109025. /** @hidden */
  109026. export var bumpVertex: {
  109027. name: string;
  109028. shader: string;
  109029. };
  109030. }
  109031. declare module BABYLON {
  109032. /** @hidden */
  109033. export var fogVertex: {
  109034. name: string;
  109035. shader: string;
  109036. };
  109037. }
  109038. declare module BABYLON {
  109039. /** @hidden */
  109040. export var shadowsVertex: {
  109041. name: string;
  109042. shader: string;
  109043. };
  109044. }
  109045. declare module BABYLON {
  109046. /** @hidden */
  109047. export var pointCloudVertex: {
  109048. name: string;
  109049. shader: string;
  109050. };
  109051. }
  109052. declare module BABYLON {
  109053. /** @hidden */
  109054. export var logDepthVertex: {
  109055. name: string;
  109056. shader: string;
  109057. };
  109058. }
  109059. declare module BABYLON {
  109060. /** @hidden */
  109061. export var defaultVertexShader: {
  109062. name: string;
  109063. shader: string;
  109064. };
  109065. }
  109066. declare module BABYLON {
  109067. /** @hidden */
  109068. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  109069. MAINUV1: boolean;
  109070. MAINUV2: boolean;
  109071. DIFFUSE: boolean;
  109072. DIFFUSEDIRECTUV: number;
  109073. AMBIENT: boolean;
  109074. AMBIENTDIRECTUV: number;
  109075. OPACITY: boolean;
  109076. OPACITYDIRECTUV: number;
  109077. OPACITYRGB: boolean;
  109078. REFLECTION: boolean;
  109079. EMISSIVE: boolean;
  109080. EMISSIVEDIRECTUV: number;
  109081. SPECULAR: boolean;
  109082. SPECULARDIRECTUV: number;
  109083. BUMP: boolean;
  109084. BUMPDIRECTUV: number;
  109085. PARALLAX: boolean;
  109086. PARALLAXOCCLUSION: boolean;
  109087. SPECULAROVERALPHA: boolean;
  109088. CLIPPLANE: boolean;
  109089. CLIPPLANE2: boolean;
  109090. CLIPPLANE3: boolean;
  109091. CLIPPLANE4: boolean;
  109092. ALPHATEST: boolean;
  109093. DEPTHPREPASS: boolean;
  109094. ALPHAFROMDIFFUSE: boolean;
  109095. POINTSIZE: boolean;
  109096. FOG: boolean;
  109097. SPECULARTERM: boolean;
  109098. DIFFUSEFRESNEL: boolean;
  109099. OPACITYFRESNEL: boolean;
  109100. REFLECTIONFRESNEL: boolean;
  109101. REFRACTIONFRESNEL: boolean;
  109102. EMISSIVEFRESNEL: boolean;
  109103. FRESNEL: boolean;
  109104. NORMAL: boolean;
  109105. UV1: boolean;
  109106. UV2: boolean;
  109107. VERTEXCOLOR: boolean;
  109108. VERTEXALPHA: boolean;
  109109. NUM_BONE_INFLUENCERS: number;
  109110. BonesPerMesh: number;
  109111. BONETEXTURE: boolean;
  109112. INSTANCES: boolean;
  109113. GLOSSINESS: boolean;
  109114. ROUGHNESS: boolean;
  109115. EMISSIVEASILLUMINATION: boolean;
  109116. LINKEMISSIVEWITHDIFFUSE: boolean;
  109117. REFLECTIONFRESNELFROMSPECULAR: boolean;
  109118. LIGHTMAP: boolean;
  109119. LIGHTMAPDIRECTUV: number;
  109120. OBJECTSPACE_NORMALMAP: boolean;
  109121. USELIGHTMAPASSHADOWMAP: boolean;
  109122. REFLECTIONMAP_3D: boolean;
  109123. REFLECTIONMAP_SPHERICAL: boolean;
  109124. REFLECTIONMAP_PLANAR: boolean;
  109125. REFLECTIONMAP_CUBIC: boolean;
  109126. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  109127. REFLECTIONMAP_PROJECTION: boolean;
  109128. REFLECTIONMAP_SKYBOX: boolean;
  109129. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  109130. REFLECTIONMAP_EXPLICIT: boolean;
  109131. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  109132. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  109133. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  109134. INVERTCUBICMAP: boolean;
  109135. LOGARITHMICDEPTH: boolean;
  109136. REFRACTION: boolean;
  109137. REFRACTIONMAP_3D: boolean;
  109138. REFLECTIONOVERALPHA: boolean;
  109139. TWOSIDEDLIGHTING: boolean;
  109140. SHADOWFLOAT: boolean;
  109141. MORPHTARGETS: boolean;
  109142. MORPHTARGETS_NORMAL: boolean;
  109143. MORPHTARGETS_TANGENT: boolean;
  109144. MORPHTARGETS_UV: boolean;
  109145. NUM_MORPH_INFLUENCERS: number;
  109146. NONUNIFORMSCALING: boolean;
  109147. PREMULTIPLYALPHA: boolean;
  109148. IMAGEPROCESSING: boolean;
  109149. VIGNETTE: boolean;
  109150. VIGNETTEBLENDMODEMULTIPLY: boolean;
  109151. VIGNETTEBLENDMODEOPAQUE: boolean;
  109152. TONEMAPPING: boolean;
  109153. TONEMAPPING_ACES: boolean;
  109154. CONTRAST: boolean;
  109155. COLORCURVES: boolean;
  109156. COLORGRADING: boolean;
  109157. COLORGRADING3D: boolean;
  109158. SAMPLER3DGREENDEPTH: boolean;
  109159. SAMPLER3DBGRMAP: boolean;
  109160. IMAGEPROCESSINGPOSTPROCESS: boolean;
  109161. MULTIVIEW: boolean;
  109162. /**
  109163. * If the reflection texture on this material is in linear color space
  109164. * @hidden
  109165. */
  109166. IS_REFLECTION_LINEAR: boolean;
  109167. /**
  109168. * If the refraction texture on this material is in linear color space
  109169. * @hidden
  109170. */
  109171. IS_REFRACTION_LINEAR: boolean;
  109172. EXPOSURE: boolean;
  109173. constructor();
  109174. setReflectionMode(modeToEnable: string): void;
  109175. }
  109176. /**
  109177. * This is the default material used in Babylon. It is the best trade off between quality
  109178. * and performances.
  109179. * @see http://doc.babylonjs.com/babylon101/materials
  109180. */
  109181. export class StandardMaterial extends PushMaterial {
  109182. private _diffuseTexture;
  109183. /**
  109184. * The basic texture of the material as viewed under a light.
  109185. */
  109186. diffuseTexture: Nullable<BaseTexture>;
  109187. private _ambientTexture;
  109188. /**
  109189. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  109190. */
  109191. ambientTexture: Nullable<BaseTexture>;
  109192. private _opacityTexture;
  109193. /**
  109194. * Define the transparency of the material from a texture.
  109195. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  109196. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  109197. */
  109198. opacityTexture: Nullable<BaseTexture>;
  109199. private _reflectionTexture;
  109200. /**
  109201. * Define the texture used to display the reflection.
  109202. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  109203. */
  109204. reflectionTexture: Nullable<BaseTexture>;
  109205. private _emissiveTexture;
  109206. /**
  109207. * Define texture of the material as if self lit.
  109208. * This will be mixed in the final result even in the absence of light.
  109209. */
  109210. emissiveTexture: Nullable<BaseTexture>;
  109211. private _specularTexture;
  109212. /**
  109213. * Define how the color and intensity of the highlight given by the light in the material.
  109214. */
  109215. specularTexture: Nullable<BaseTexture>;
  109216. private _bumpTexture;
  109217. /**
  109218. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  109219. * These are made by creating a normal map from an image. The means to do this can be found on the web, a search for 'normal map generator' will bring up free and paid for methods of doing this.
  109220. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  109221. */
  109222. bumpTexture: Nullable<BaseTexture>;
  109223. private _lightmapTexture;
  109224. /**
  109225. * Complex lighting can be computationally expensive to compute at runtime.
  109226. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  109227. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  109228. */
  109229. lightmapTexture: Nullable<BaseTexture>;
  109230. private _refractionTexture;
  109231. /**
  109232. * Define the texture used to display the refraction.
  109233. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  109234. */
  109235. refractionTexture: Nullable<BaseTexture>;
  109236. /**
  109237. * The color of the material lit by the environmental background lighting.
  109238. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  109239. */
  109240. ambientColor: Color3;
  109241. /**
  109242. * The basic color of the material as viewed under a light.
  109243. */
  109244. diffuseColor: Color3;
  109245. /**
  109246. * Define how the color and intensity of the highlight given by the light in the material.
  109247. */
  109248. specularColor: Color3;
  109249. /**
  109250. * Define the color of the material as if self lit.
  109251. * This will be mixed in the final result even in the absence of light.
  109252. */
  109253. emissiveColor: Color3;
  109254. /**
  109255. * Defines how sharp are the highlights in the material.
  109256. * The bigger the value the sharper giving a more glossy feeling to the result.
  109257. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  109258. */
  109259. specularPower: number;
  109260. private _useAlphaFromDiffuseTexture;
  109261. /**
  109262. * Does the transparency come from the diffuse texture alpha channel.
  109263. */
  109264. useAlphaFromDiffuseTexture: boolean;
  109265. private _useEmissiveAsIllumination;
  109266. /**
  109267. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  109268. */
  109269. useEmissiveAsIllumination: boolean;
  109270. private _linkEmissiveWithDiffuse;
  109271. /**
  109272. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  109273. * the emissive level when the final color is close to one.
  109274. */
  109275. linkEmissiveWithDiffuse: boolean;
  109276. private _useSpecularOverAlpha;
  109277. /**
  109278. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  109279. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  109280. */
  109281. useSpecularOverAlpha: boolean;
  109282. private _useReflectionOverAlpha;
  109283. /**
  109284. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  109285. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  109286. */
  109287. useReflectionOverAlpha: boolean;
  109288. private _disableLighting;
  109289. /**
  109290. * Does lights from the scene impacts this material.
  109291. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  109292. */
  109293. disableLighting: boolean;
  109294. private _useObjectSpaceNormalMap;
  109295. /**
  109296. * Allows using an object space normal map (instead of tangent space).
  109297. */
  109298. useObjectSpaceNormalMap: boolean;
  109299. private _useParallax;
  109300. /**
  109301. * Is parallax enabled or not.
  109302. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  109303. */
  109304. useParallax: boolean;
  109305. private _useParallaxOcclusion;
  109306. /**
  109307. * Is parallax occlusion enabled or not.
  109308. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  109309. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  109310. */
  109311. useParallaxOcclusion: boolean;
  109312. /**
  109313. * Apply a scaling factor that determine which "depth" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.
  109314. */
  109315. parallaxScaleBias: number;
  109316. private _roughness;
  109317. /**
  109318. * Helps to define how blurry the reflections should appears in the material.
  109319. */
  109320. roughness: number;
  109321. /**
  109322. * In case of refraction, define the value of the index of refraction.
  109323. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  109324. */
  109325. indexOfRefraction: number;
  109326. /**
  109327. * Invert the refraction texture alongside the y axis.
  109328. * It can be useful with procedural textures or probe for instance.
  109329. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  109330. */
  109331. invertRefractionY: boolean;
  109332. /**
  109333. * Defines the alpha limits in alpha test mode.
  109334. */
  109335. alphaCutOff: number;
  109336. private _useLightmapAsShadowmap;
  109337. /**
  109338. * In case of light mapping, define whether the map contains light or shadow informations.
  109339. */
  109340. useLightmapAsShadowmap: boolean;
  109341. private _diffuseFresnelParameters;
  109342. /**
  109343. * Define the diffuse fresnel parameters of the material.
  109344. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109345. */
  109346. diffuseFresnelParameters: FresnelParameters;
  109347. private _opacityFresnelParameters;
  109348. /**
  109349. * Define the opacity fresnel parameters of the material.
  109350. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109351. */
  109352. opacityFresnelParameters: FresnelParameters;
  109353. private _reflectionFresnelParameters;
  109354. /**
  109355. * Define the reflection fresnel parameters of the material.
  109356. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109357. */
  109358. reflectionFresnelParameters: FresnelParameters;
  109359. private _refractionFresnelParameters;
  109360. /**
  109361. * Define the refraction fresnel parameters of the material.
  109362. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109363. */
  109364. refractionFresnelParameters: FresnelParameters;
  109365. private _emissiveFresnelParameters;
  109366. /**
  109367. * Define the emissive fresnel parameters of the material.
  109368. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109369. */
  109370. emissiveFresnelParameters: FresnelParameters;
  109371. private _useReflectionFresnelFromSpecular;
  109372. /**
  109373. * If true automatically deducts the fresnels values from the material specularity.
  109374. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109375. */
  109376. useReflectionFresnelFromSpecular: boolean;
  109377. private _useGlossinessFromSpecularMapAlpha;
  109378. /**
  109379. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  109380. */
  109381. useGlossinessFromSpecularMapAlpha: boolean;
  109382. private _maxSimultaneousLights;
  109383. /**
  109384. * Defines the maximum number of lights that can be used in the material
  109385. */
  109386. maxSimultaneousLights: number;
  109387. private _invertNormalMapX;
  109388. /**
  109389. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  109390. */
  109391. invertNormalMapX: boolean;
  109392. private _invertNormalMapY;
  109393. /**
  109394. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  109395. */
  109396. invertNormalMapY: boolean;
  109397. private _twoSidedLighting;
  109398. /**
  109399. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  109400. */
  109401. twoSidedLighting: boolean;
  109402. /**
  109403. * Default configuration related to image processing available in the standard Material.
  109404. */
  109405. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  109406. /**
  109407. * Gets the image processing configuration used either in this material.
  109408. */
  109409. /**
  109410. * Sets the Default image processing configuration used either in the this material.
  109411. *
  109412. * If sets to null, the scene one is in use.
  109413. */
  109414. imageProcessingConfiguration: ImageProcessingConfiguration;
  109415. /**
  109416. * Keep track of the image processing observer to allow dispose and replace.
  109417. */
  109418. private _imageProcessingObserver;
  109419. /**
  109420. * Attaches a new image processing configuration to the Standard Material.
  109421. * @param configuration
  109422. */
  109423. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  109424. /**
  109425. * Gets wether the color curves effect is enabled.
  109426. */
  109427. /**
  109428. * Sets wether the color curves effect is enabled.
  109429. */
  109430. cameraColorCurvesEnabled: boolean;
  109431. /**
  109432. * Gets wether the color grading effect is enabled.
  109433. */
  109434. /**
  109435. * Gets wether the color grading effect is enabled.
  109436. */
  109437. cameraColorGradingEnabled: boolean;
  109438. /**
  109439. * Gets wether tonemapping is enabled or not.
  109440. */
  109441. /**
  109442. * Sets wether tonemapping is enabled or not
  109443. */
  109444. cameraToneMappingEnabled: boolean;
  109445. /**
  109446. * The camera exposure used on this material.
  109447. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109448. * This corresponds to a photographic exposure.
  109449. */
  109450. /**
  109451. * The camera exposure used on this material.
  109452. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109453. * This corresponds to a photographic exposure.
  109454. */
  109455. cameraExposure: number;
  109456. /**
  109457. * Gets The camera contrast used on this material.
  109458. */
  109459. /**
  109460. * Sets The camera contrast used on this material.
  109461. */
  109462. cameraContrast: number;
  109463. /**
  109464. * Gets the Color Grading 2D Lookup Texture.
  109465. */
  109466. /**
  109467. * Sets the Color Grading 2D Lookup Texture.
  109468. */
  109469. cameraColorGradingTexture: Nullable<BaseTexture>;
  109470. /**
  109471. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109472. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109473. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  109474. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109475. */
  109476. /**
  109477. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109478. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109479. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  109480. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109481. */
  109482. cameraColorCurves: Nullable<ColorCurves>;
  109483. /**
  109484. * Custom callback helping to override the default shader used in the material.
  109485. */
  109486. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  109487. protected _renderTargets: SmartArray<RenderTargetTexture>;
  109488. protected _worldViewProjectionMatrix: Matrix;
  109489. protected _globalAmbientColor: Color3;
  109490. protected _useLogarithmicDepth: boolean;
  109491. protected _rebuildInParallel: boolean;
  109492. /**
  109493. * Instantiates a new standard material.
  109494. * This is the default material used in Babylon. It is the best trade off between quality
  109495. * and performances.
  109496. * @see http://doc.babylonjs.com/babylon101/materials
  109497. * @param name Define the name of the material in the scene
  109498. * @param scene Define the scene the material belong to
  109499. */
  109500. constructor(name: string, scene: Scene);
  109501. /**
  109502. * Gets a boolean indicating that current material needs to register RTT
  109503. */
  109504. readonly hasRenderTargetTextures: boolean;
  109505. /**
  109506. * Gets the current class name of the material e.g. "StandardMaterial"
  109507. * Mainly use in serialization.
  109508. * @returns the class name
  109509. */
  109510. getClassName(): string;
  109511. /**
  109512. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  109513. * You can try switching to logarithmic depth.
  109514. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  109515. */
  109516. useLogarithmicDepth: boolean;
  109517. /**
  109518. * Specifies if the material will require alpha blending
  109519. * @returns a boolean specifying if alpha blending is needed
  109520. */
  109521. needAlphaBlending(): boolean;
  109522. /**
  109523. * Specifies if this material should be rendered in alpha test mode
  109524. * @returns a boolean specifying if an alpha test is needed.
  109525. */
  109526. needAlphaTesting(): boolean;
  109527. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  109528. /**
  109529. * Get the texture used for alpha test purpose.
  109530. * @returns the diffuse texture in case of the standard material.
  109531. */
  109532. getAlphaTestTexture(): Nullable<BaseTexture>;
  109533. /**
  109534. * Get if the submesh is ready to be used and all its information available.
  109535. * Child classes can use it to update shaders
  109536. * @param mesh defines the mesh to check
  109537. * @param subMesh defines which submesh to check
  109538. * @param useInstances specifies that instances should be used
  109539. * @returns a boolean indicating that the submesh is ready or not
  109540. */
  109541. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  109542. /**
  109543. * Builds the material UBO layouts.
  109544. * Used internally during the effect preparation.
  109545. */
  109546. buildUniformLayout(): void;
  109547. /**
  109548. * Unbinds the material from the mesh
  109549. */
  109550. unbind(): void;
  109551. /**
  109552. * Binds the submesh to this material by preparing the effect and shader to draw
  109553. * @param world defines the world transformation matrix
  109554. * @param mesh defines the mesh containing the submesh
  109555. * @param subMesh defines the submesh to bind the material to
  109556. */
  109557. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  109558. /**
  109559. * Get the list of animatables in the material.
  109560. * @returns the list of animatables object used in the material
  109561. */
  109562. getAnimatables(): IAnimatable[];
  109563. /**
  109564. * Gets the active textures from the material
  109565. * @returns an array of textures
  109566. */
  109567. getActiveTextures(): BaseTexture[];
  109568. /**
  109569. * Specifies if the material uses a texture
  109570. * @param texture defines the texture to check against the material
  109571. * @returns a boolean specifying if the material uses the texture
  109572. */
  109573. hasTexture(texture: BaseTexture): boolean;
  109574. /**
  109575. * Disposes the material
  109576. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  109577. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  109578. */
  109579. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  109580. /**
  109581. * Makes a duplicate of the material, and gives it a new name
  109582. * @param name defines the new name for the duplicated material
  109583. * @returns the cloned material
  109584. */
  109585. clone(name: string): StandardMaterial;
  109586. /**
  109587. * Serializes this material in a JSON representation
  109588. * @returns the serialized material object
  109589. */
  109590. serialize(): any;
  109591. /**
  109592. * Creates a standard material from parsed material data
  109593. * @param source defines the JSON representation of the material
  109594. * @param scene defines the hosting scene
  109595. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  109596. * @returns a new standard material
  109597. */
  109598. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  109599. /**
  109600. * Are diffuse textures enabled in the application.
  109601. */
  109602. static DiffuseTextureEnabled: boolean;
  109603. /**
  109604. * Are ambient textures enabled in the application.
  109605. */
  109606. static AmbientTextureEnabled: boolean;
  109607. /**
  109608. * Are opacity textures enabled in the application.
  109609. */
  109610. static OpacityTextureEnabled: boolean;
  109611. /**
  109612. * Are reflection textures enabled in the application.
  109613. */
  109614. static ReflectionTextureEnabled: boolean;
  109615. /**
  109616. * Are emissive textures enabled in the application.
  109617. */
  109618. static EmissiveTextureEnabled: boolean;
  109619. /**
  109620. * Are specular textures enabled in the application.
  109621. */
  109622. static SpecularTextureEnabled: boolean;
  109623. /**
  109624. * Are bump textures enabled in the application.
  109625. */
  109626. static BumpTextureEnabled: boolean;
  109627. /**
  109628. * Are lightmap textures enabled in the application.
  109629. */
  109630. static LightmapTextureEnabled: boolean;
  109631. /**
  109632. * Are refraction textures enabled in the application.
  109633. */
  109634. static RefractionTextureEnabled: boolean;
  109635. /**
  109636. * Are color grading textures enabled in the application.
  109637. */
  109638. static ColorGradingTextureEnabled: boolean;
  109639. /**
  109640. * Are fresnels enabled in the application.
  109641. */
  109642. static FresnelEnabled: boolean;
  109643. }
  109644. }
  109645. declare module BABYLON {
  109646. /** @hidden */
  109647. export var imageProcessingPixelShader: {
  109648. name: string;
  109649. shader: string;
  109650. };
  109651. }
  109652. declare module BABYLON {
  109653. /**
  109654. * ImageProcessingPostProcess
  109655. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  109656. */
  109657. export class ImageProcessingPostProcess extends PostProcess {
  109658. /**
  109659. * Default configuration related to image processing available in the PBR Material.
  109660. */
  109661. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  109662. /**
  109663. * Gets the image processing configuration used either in this material.
  109664. */
  109665. /**
  109666. * Sets the Default image processing configuration used either in the this material.
  109667. *
  109668. * If sets to null, the scene one is in use.
  109669. */
  109670. imageProcessingConfiguration: ImageProcessingConfiguration;
  109671. /**
  109672. * Keep track of the image processing observer to allow dispose and replace.
  109673. */
  109674. private _imageProcessingObserver;
  109675. /**
  109676. * Attaches a new image processing configuration to the PBR Material.
  109677. * @param configuration
  109678. */
  109679. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  109680. /**
  109681. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  109682. */
  109683. /**
  109684. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  109685. */
  109686. colorCurves: Nullable<ColorCurves>;
  109687. /**
  109688. * Gets wether the color curves effect is enabled.
  109689. */
  109690. /**
  109691. * Sets wether the color curves effect is enabled.
  109692. */
  109693. colorCurvesEnabled: boolean;
  109694. /**
  109695. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  109696. */
  109697. /**
  109698. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  109699. */
  109700. colorGradingTexture: Nullable<BaseTexture>;
  109701. /**
  109702. * Gets wether the color grading effect is enabled.
  109703. */
  109704. /**
  109705. * Gets wether the color grading effect is enabled.
  109706. */
  109707. colorGradingEnabled: boolean;
  109708. /**
  109709. * Gets exposure used in the effect.
  109710. */
  109711. /**
  109712. * Sets exposure used in the effect.
  109713. */
  109714. exposure: number;
  109715. /**
  109716. * Gets wether tonemapping is enabled or not.
  109717. */
  109718. /**
  109719. * Sets wether tonemapping is enabled or not
  109720. */
  109721. toneMappingEnabled: boolean;
  109722. /**
  109723. * Gets the type of tone mapping effect.
  109724. */
  109725. /**
  109726. * Sets the type of tone mapping effect.
  109727. */
  109728. toneMappingType: number;
  109729. /**
  109730. * Gets contrast used in the effect.
  109731. */
  109732. /**
  109733. * Sets contrast used in the effect.
  109734. */
  109735. contrast: number;
  109736. /**
  109737. * Gets Vignette stretch size.
  109738. */
  109739. /**
  109740. * Sets Vignette stretch size.
  109741. */
  109742. vignetteStretch: number;
  109743. /**
  109744. * Gets Vignette centre X Offset.
  109745. */
  109746. /**
  109747. * Sets Vignette centre X Offset.
  109748. */
  109749. vignetteCentreX: number;
  109750. /**
  109751. * Gets Vignette centre Y Offset.
  109752. */
  109753. /**
  109754. * Sets Vignette centre Y Offset.
  109755. */
  109756. vignetteCentreY: number;
  109757. /**
  109758. * Gets Vignette weight or intensity of the vignette effect.
  109759. */
  109760. /**
  109761. * Sets Vignette weight or intensity of the vignette effect.
  109762. */
  109763. vignetteWeight: number;
  109764. /**
  109765. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  109766. * if vignetteEnabled is set to true.
  109767. */
  109768. /**
  109769. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  109770. * if vignetteEnabled is set to true.
  109771. */
  109772. vignetteColor: Color4;
  109773. /**
  109774. * Gets Camera field of view used by the Vignette effect.
  109775. */
  109776. /**
  109777. * Sets Camera field of view used by the Vignette effect.
  109778. */
  109779. vignetteCameraFov: number;
  109780. /**
  109781. * Gets the vignette blend mode allowing different kind of effect.
  109782. */
  109783. /**
  109784. * Sets the vignette blend mode allowing different kind of effect.
  109785. */
  109786. vignetteBlendMode: number;
  109787. /**
  109788. * Gets wether the vignette effect is enabled.
  109789. */
  109790. /**
  109791. * Sets wether the vignette effect is enabled.
  109792. */
  109793. vignetteEnabled: boolean;
  109794. private _fromLinearSpace;
  109795. /**
  109796. * Gets wether the input of the processing is in Gamma or Linear Space.
  109797. */
  109798. /**
  109799. * Sets wether the input of the processing is in Gamma or Linear Space.
  109800. */
  109801. fromLinearSpace: boolean;
  109802. /**
  109803. * Defines cache preventing GC.
  109804. */
  109805. private _defines;
  109806. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  109807. /**
  109808. * "ImageProcessingPostProcess"
  109809. * @returns "ImageProcessingPostProcess"
  109810. */
  109811. getClassName(): string;
  109812. protected _updateParameters(): void;
  109813. dispose(camera?: Camera): void;
  109814. }
  109815. }
  109816. declare module BABYLON {
  109817. /**
  109818. * Class containing static functions to help procedurally build meshes
  109819. */
  109820. export class GroundBuilder {
  109821. /**
  109822. * Creates a ground mesh
  109823. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  109824. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  109825. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  109826. * @param name defines the name of the mesh
  109827. * @param options defines the options used to create the mesh
  109828. * @param scene defines the hosting scene
  109829. * @returns the ground mesh
  109830. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  109831. */
  109832. static CreateGround(name: string, options: {
  109833. width?: number;
  109834. height?: number;
  109835. subdivisions?: number;
  109836. subdivisionsX?: number;
  109837. subdivisionsY?: number;
  109838. updatable?: boolean;
  109839. }, scene: any): Mesh;
  109840. /**
  109841. * Creates a tiled ground mesh
  109842. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  109843. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  109844. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  109845. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  109846. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  109847. * @param name defines the name of the mesh
  109848. * @param options defines the options used to create the mesh
  109849. * @param scene defines the hosting scene
  109850. * @returns the tiled ground mesh
  109851. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  109852. */
  109853. static CreateTiledGround(name: string, options: {
  109854. xmin: number;
  109855. zmin: number;
  109856. xmax: number;
  109857. zmax: number;
  109858. subdivisions?: {
  109859. w: number;
  109860. h: number;
  109861. };
  109862. precision?: {
  109863. w: number;
  109864. h: number;
  109865. };
  109866. updatable?: boolean;
  109867. }, scene?: Nullable<Scene>): Mesh;
  109868. /**
  109869. * Creates a ground mesh from a height map
  109870. * * The parameter `url` sets the URL of the height map image resource.
  109871. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  109872. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  109873. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  109874. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  109875. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  109876. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  109877. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  109878. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  109879. * @param name defines the name of the mesh
  109880. * @param url defines the url to the height map
  109881. * @param options defines the options used to create the mesh
  109882. * @param scene defines the hosting scene
  109883. * @returns the ground mesh
  109884. * @see https://doc.babylonjs.com/babylon101/height_map
  109885. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  109886. */
  109887. static CreateGroundFromHeightMap(name: string, url: string, options: {
  109888. width?: number;
  109889. height?: number;
  109890. subdivisions?: number;
  109891. minHeight?: number;
  109892. maxHeight?: number;
  109893. colorFilter?: Color3;
  109894. alphaFilter?: number;
  109895. updatable?: boolean;
  109896. onReady?: (mesh: GroundMesh) => void;
  109897. }, scene?: Nullable<Scene>): GroundMesh;
  109898. }
  109899. }
  109900. declare module BABYLON {
  109901. /**
  109902. * Class containing static functions to help procedurally build meshes
  109903. */
  109904. export class TorusBuilder {
  109905. /**
  109906. * Creates a torus mesh
  109907. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  109908. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  109909. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  109910. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  109911. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  109912. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  109913. * @param name defines the name of the mesh
  109914. * @param options defines the options used to create the mesh
  109915. * @param scene defines the hosting scene
  109916. * @returns the torus mesh
  109917. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  109918. */
  109919. static CreateTorus(name: string, options: {
  109920. diameter?: number;
  109921. thickness?: number;
  109922. tessellation?: number;
  109923. updatable?: boolean;
  109924. sideOrientation?: number;
  109925. frontUVs?: Vector4;
  109926. backUVs?: Vector4;
  109927. }, scene: any): Mesh;
  109928. }
  109929. }
  109930. declare module BABYLON {
  109931. /**
  109932. * Class containing static functions to help procedurally build meshes
  109933. */
  109934. export class CylinderBuilder {
  109935. /**
  109936. * Creates a cylinder or a cone mesh
  109937. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  109938. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  109939. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  109940. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  109941. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  109942. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  109943. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  109944. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  109945. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  109946. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  109947. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  109948. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  109949. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  109950. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  109951. * * If `enclose` is false, a ring surface is one element.
  109952. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  109953. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  109954. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  109955. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  109956. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  109957. * @param name defines the name of the mesh
  109958. * @param options defines the options used to create the mesh
  109959. * @param scene defines the hosting scene
  109960. * @returns the cylinder mesh
  109961. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  109962. */
  109963. static CreateCylinder(name: string, options: {
  109964. height?: number;
  109965. diameterTop?: number;
  109966. diameterBottom?: number;
  109967. diameter?: number;
  109968. tessellation?: number;
  109969. subdivisions?: number;
  109970. arc?: number;
  109971. faceColors?: Color4[];
  109972. faceUV?: Vector4[];
  109973. updatable?: boolean;
  109974. hasRings?: boolean;
  109975. enclose?: boolean;
  109976. cap?: number;
  109977. sideOrientation?: number;
  109978. frontUVs?: Vector4;
  109979. backUVs?: Vector4;
  109980. }, scene: any): Mesh;
  109981. }
  109982. }
  109983. declare module BABYLON {
  109984. /**
  109985. * Options to modify the vr teleportation behavior.
  109986. */
  109987. export interface VRTeleportationOptions {
  109988. /**
  109989. * The name of the mesh which should be used as the teleportation floor. (default: null)
  109990. */
  109991. floorMeshName?: string;
  109992. /**
  109993. * A list of meshes to be used as the teleportation floor. (default: empty)
  109994. */
  109995. floorMeshes?: Mesh[];
  109996. /**
  109997. * The teleportation mode. (default: TELEPORTATIONMODE_CONSTANTTIME)
  109998. */
  109999. teleportationMode?: number;
  110000. /**
  110001. * The duration of the animation in ms, apply when animationMode is TELEPORTATIONMODE_CONSTANTTIME. (default 122ms)
  110002. */
  110003. teleportationTime?: number;
  110004. /**
  110005. * The speed of the animation in distance/sec, apply when animationMode is TELEPORTATIONMODE_CONSTANTSPEED. (default 20 units / sec)
  110006. */
  110007. teleportationSpeed?: number;
  110008. }
  110009. /**
  110010. * Options to modify the vr experience helper's behavior.
  110011. */
  110012. export interface VRExperienceHelperOptions extends WebVROptions {
  110013. /**
  110014. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  110015. */
  110016. createDeviceOrientationCamera?: boolean;
  110017. /**
  110018. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  110019. */
  110020. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  110021. /**
  110022. * Uses the main button on the controller to toggle the laser casted. (default: true)
  110023. */
  110024. laserToggle?: boolean;
  110025. /**
  110026. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  110027. */
  110028. floorMeshes?: Mesh[];
  110029. /**
  110030. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  110031. */
  110032. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  110033. }
  110034. /**
  110035. * Event containing information after VR has been entered
  110036. */
  110037. export class OnAfterEnteringVRObservableEvent {
  110038. /**
  110039. * If entering vr was successful
  110040. */
  110041. success: boolean;
  110042. }
  110043. /**
  110044. * Helps to quickly add VR support to an existing scene.
  110045. * See http://doc.babylonjs.com/how_to/webvr_helper
  110046. */
  110047. export class VRExperienceHelper {
  110048. /** Options to modify the vr experience helper's behavior. */
  110049. webVROptions: VRExperienceHelperOptions;
  110050. private _scene;
  110051. private _position;
  110052. private _btnVR;
  110053. private _btnVRDisplayed;
  110054. private _webVRsupported;
  110055. private _webVRready;
  110056. private _webVRrequesting;
  110057. private _webVRpresenting;
  110058. private _hasEnteredVR;
  110059. private _fullscreenVRpresenting;
  110060. private _inputElement;
  110061. private _webVRCamera;
  110062. private _vrDeviceOrientationCamera;
  110063. private _deviceOrientationCamera;
  110064. private _existingCamera;
  110065. private _onKeyDown;
  110066. private _onVrDisplayPresentChange;
  110067. private _onVRDisplayChanged;
  110068. private _onVRRequestPresentStart;
  110069. private _onVRRequestPresentComplete;
  110070. /**
  110071. * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)
  110072. */
  110073. enableGazeEvenWhenNoPointerLock: boolean;
  110074. /**
  110075. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  110076. */
  110077. exitVROnDoubleTap: boolean;
  110078. /**
  110079. * Observable raised right before entering VR.
  110080. */
  110081. onEnteringVRObservable: Observable<VRExperienceHelper>;
  110082. /**
  110083. * Observable raised when entering VR has completed.
  110084. */
  110085. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  110086. /**
  110087. * Observable raised when exiting VR.
  110088. */
  110089. onExitingVRObservable: Observable<VRExperienceHelper>;
  110090. /**
  110091. * Observable raised when controller mesh is loaded.
  110092. */
  110093. onControllerMeshLoadedObservable: Observable<WebVRController>;
  110094. /** Return this.onEnteringVRObservable
  110095. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  110096. */
  110097. readonly onEnteringVR: Observable<VRExperienceHelper>;
  110098. /** Return this.onExitingVRObservable
  110099. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  110100. */
  110101. readonly onExitingVR: Observable<VRExperienceHelper>;
  110102. /** Return this.onControllerMeshLoadedObservable
  110103. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  110104. */
  110105. readonly onControllerMeshLoaded: Observable<WebVRController>;
  110106. private _rayLength;
  110107. private _useCustomVRButton;
  110108. private _teleportationRequested;
  110109. private _teleportActive;
  110110. private _floorMeshName;
  110111. private _floorMeshesCollection;
  110112. private _teleportationMode;
  110113. private _teleportationTime;
  110114. private _teleportationSpeed;
  110115. private _rotationAllowed;
  110116. private _teleportBackwardsVector;
  110117. private _teleportationTarget;
  110118. private _isDefaultTeleportationTarget;
  110119. private _postProcessMove;
  110120. private _teleportationFillColor;
  110121. private _teleportationBorderColor;
  110122. private _rotationAngle;
  110123. private _haloCenter;
  110124. private _cameraGazer;
  110125. private _padSensibilityUp;
  110126. private _padSensibilityDown;
  110127. private _leftController;
  110128. private _rightController;
  110129. /**
  110130. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  110131. */
  110132. onNewMeshSelected: Observable<AbstractMesh>;
  110133. /**
  110134. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  110135. * This observable will provide the mesh and the controller used to select the mesh
  110136. */
  110137. onMeshSelectedWithController: Observable<{
  110138. mesh: AbstractMesh;
  110139. controller: WebVRController;
  110140. }>;
  110141. /**
  110142. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  110143. */
  110144. onNewMeshPicked: Observable<PickingInfo>;
  110145. private _circleEase;
  110146. /**
  110147. * Observable raised before camera teleportation
  110148. */
  110149. onBeforeCameraTeleport: Observable<Vector3>;
  110150. /**
  110151. * Observable raised after camera teleportation
  110152. */
  110153. onAfterCameraTeleport: Observable<Vector3>;
  110154. /**
  110155. * Observable raised when current selected mesh gets unselected
  110156. */
  110157. onSelectedMeshUnselected: Observable<AbstractMesh>;
  110158. private _raySelectionPredicate;
  110159. /**
  110160. * To be optionaly changed by user to define custom ray selection
  110161. */
  110162. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  110163. /**
  110164. * To be optionaly changed by user to define custom selection logic (after ray selection)
  110165. */
  110166. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  110167. /**
  110168. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  110169. */
  110170. teleportationEnabled: boolean;
  110171. private _defaultHeight;
  110172. private _teleportationInitialized;
  110173. private _interactionsEnabled;
  110174. private _interactionsRequested;
  110175. private _displayGaze;
  110176. private _displayLaserPointer;
  110177. /**
  110178. * The mesh used to display where the user is going to teleport.
  110179. */
  110180. /**
  110181. * Sets the mesh to be used to display where the user is going to teleport.
  110182. */
  110183. teleportationTarget: Mesh;
  110184. /**
  110185. * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
  110186. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  110187. * See http://doc.babylonjs.com/resources/baking_transformations
  110188. */
  110189. gazeTrackerMesh: Mesh;
  110190. /**
  110191. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  110192. */
  110193. updateGazeTrackerScale: boolean;
  110194. /**
  110195. * If the gaze trackers color should be updated when selecting meshes
  110196. */
  110197. updateGazeTrackerColor: boolean;
  110198. /**
  110199. * If the controller laser color should be updated when selecting meshes
  110200. */
  110201. updateControllerLaserColor: boolean;
  110202. /**
  110203. * The gaze tracking mesh corresponding to the left controller
  110204. */
  110205. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  110206. /**
  110207. * The gaze tracking mesh corresponding to the right controller
  110208. */
  110209. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  110210. /**
  110211. * If the ray of the gaze should be displayed.
  110212. */
  110213. /**
  110214. * Sets if the ray of the gaze should be displayed.
  110215. */
  110216. displayGaze: boolean;
  110217. /**
  110218. * If the ray of the LaserPointer should be displayed.
  110219. */
  110220. /**
  110221. * Sets if the ray of the LaserPointer should be displayed.
  110222. */
  110223. displayLaserPointer: boolean;
  110224. /**
  110225. * The deviceOrientationCamera used as the camera when not in VR.
  110226. */
  110227. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  110228. /**
  110229. * Based on the current WebVR support, returns the current VR camera used.
  110230. */
  110231. readonly currentVRCamera: Nullable<Camera>;
  110232. /**
  110233. * The webVRCamera which is used when in VR.
  110234. */
  110235. readonly webVRCamera: WebVRFreeCamera;
  110236. /**
  110237. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  110238. */
  110239. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  110240. /**
  110241. * The html button that is used to trigger entering into VR.
  110242. */
  110243. readonly vrButton: Nullable<HTMLButtonElement>;
  110244. private readonly _teleportationRequestInitiated;
  110245. /**
  110246. * Defines wether or not Pointer lock should be requested when switching to
  110247. * full screen.
  110248. */
  110249. requestPointerLockOnFullScreen: boolean;
  110250. /**
  110251. * Instantiates a VRExperienceHelper.
  110252. * Helps to quickly add VR support to an existing scene.
  110253. * @param scene The scene the VRExperienceHelper belongs to.
  110254. * @param webVROptions Options to modify the vr experience helper's behavior.
  110255. */
  110256. constructor(scene: Scene,
  110257. /** Options to modify the vr experience helper's behavior. */
  110258. webVROptions?: VRExperienceHelperOptions);
  110259. private _onDefaultMeshLoaded;
  110260. private _onResize;
  110261. private _onFullscreenChange;
  110262. /**
  110263. * Gets a value indicating if we are currently in VR mode.
  110264. */
  110265. readonly isInVRMode: boolean;
  110266. private onVrDisplayPresentChange;
  110267. private onVRDisplayChanged;
  110268. private moveButtonToBottomRight;
  110269. private displayVRButton;
  110270. private updateButtonVisibility;
  110271. private _cachedAngularSensibility;
  110272. /**
  110273. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  110274. * Otherwise, will use the fullscreen API.
  110275. */
  110276. enterVR(): void;
  110277. /**
  110278. * Attempt to exit VR, or fullscreen.
  110279. */
  110280. exitVR(): void;
  110281. /**
  110282. * The position of the vr experience helper.
  110283. */
  110284. /**
  110285. * Sets the position of the vr experience helper.
  110286. */
  110287. position: Vector3;
  110288. /**
  110289. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  110290. */
  110291. enableInteractions(): void;
  110292. private readonly _noControllerIsActive;
  110293. private beforeRender;
  110294. private _isTeleportationFloor;
  110295. /**
  110296. * Adds a floor mesh to be used for teleportation.
  110297. * @param floorMesh the mesh to be used for teleportation.
  110298. */
  110299. addFloorMesh(floorMesh: Mesh): void;
  110300. /**
  110301. * Removes a floor mesh from being used for teleportation.
  110302. * @param floorMesh the mesh to be removed.
  110303. */
  110304. removeFloorMesh(floorMesh: Mesh): void;
  110305. /**
  110306. * Enables interactions and teleportation using the VR controllers and gaze.
  110307. * @param vrTeleportationOptions options to modify teleportation behavior.
  110308. */
  110309. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  110310. private _onNewGamepadConnected;
  110311. private _tryEnableInteractionOnController;
  110312. private _onNewGamepadDisconnected;
  110313. private _enableInteractionOnController;
  110314. private _checkTeleportWithRay;
  110315. private _checkRotate;
  110316. private _checkTeleportBackwards;
  110317. private _enableTeleportationOnController;
  110318. private _createTeleportationCircles;
  110319. private _displayTeleportationTarget;
  110320. private _hideTeleportationTarget;
  110321. private _rotateCamera;
  110322. private _moveTeleportationSelectorTo;
  110323. private _workingVector;
  110324. private _workingQuaternion;
  110325. private _workingMatrix;
  110326. /**
  110327. * Time Constant Teleportation Mode
  110328. */
  110329. static readonly TELEPORTATIONMODE_CONSTANTTIME: number;
  110330. /**
  110331. * Speed Constant Teleportation Mode
  110332. */
  110333. static readonly TELEPORTATIONMODE_CONSTANTSPEED: number;
  110334. /**
  110335. * Teleports the users feet to the desired location
  110336. * @param location The location where the user's feet should be placed
  110337. */
  110338. teleportCamera(location: Vector3): void;
  110339. private _convertNormalToDirectionOfRay;
  110340. private _castRayAndSelectObject;
  110341. private _notifySelectedMeshUnselected;
  110342. /**
  110343. * Sets the color of the laser ray from the vr controllers.
  110344. * @param color new color for the ray.
  110345. */
  110346. changeLaserColor(color: Color3): void;
  110347. /**
  110348. * Sets the color of the ray from the vr headsets gaze.
  110349. * @param color new color for the ray.
  110350. */
  110351. changeGazeColor(color: Color3): void;
  110352. /**
  110353. * Exits VR and disposes of the vr experience helper
  110354. */
  110355. dispose(): void;
  110356. /**
  110357. * Gets the name of the VRExperienceHelper class
  110358. * @returns "VRExperienceHelper"
  110359. */
  110360. getClassName(): string;
  110361. }
  110362. }
  110363. declare module BABYLON {
  110364. /**
  110365. * States of the webXR experience
  110366. */
  110367. export enum WebXRState {
  110368. /**
  110369. * Transitioning to being in XR mode
  110370. */
  110371. ENTERING_XR = 0,
  110372. /**
  110373. * Transitioning to non XR mode
  110374. */
  110375. EXITING_XR = 1,
  110376. /**
  110377. * In XR mode and presenting
  110378. */
  110379. IN_XR = 2,
  110380. /**
  110381. * Not entered XR mode
  110382. */
  110383. NOT_IN_XR = 3
  110384. }
  110385. /**
  110386. * Abstraction of the XR render target
  110387. */
  110388. export interface WebXRRenderTarget extends IDisposable {
  110389. /**
  110390. * xrpresent context of the canvas which can be used to display/mirror xr content
  110391. */
  110392. canvasContext: WebGLRenderingContext;
  110393. /**
  110394. * xr layer for the canvas
  110395. */
  110396. xrLayer: Nullable<XRWebGLLayer>;
  110397. /**
  110398. * Initializes the xr layer for the session
  110399. * @param xrSession xr session
  110400. * @returns a promise that will resolve once the XR Layer has been created
  110401. */
  110402. initializeXRLayerAsync(xrSession: XRSession): Promise<void>;
  110403. }
  110404. }
  110405. declare module BABYLON {
  110406. /**
  110407. * COnfiguration object for WebXR output canvas
  110408. */
  110409. export class WebXRManagedOutputCanvasOptions {
  110410. /**
  110411. * Options for this XR Layer output
  110412. */
  110413. canvasOptions: XRWebGLLayerOptions;
  110414. /**
  110415. * CSS styling for a newly created canvas (if not provided)
  110416. */
  110417. newCanvasCssStyle?: string;
  110418. /**
  110419. * Get the default values of the configuration object
  110420. * @returns default values of this configuration object
  110421. */
  110422. static GetDefaults(): WebXRManagedOutputCanvasOptions;
  110423. }
  110424. /**
  110425. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  110426. */
  110427. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  110428. private configuration;
  110429. private _engine;
  110430. private _canvas;
  110431. /**
  110432. * xrpresent context of the canvas which can be used to display/mirror xr content
  110433. */
  110434. canvasContext: WebGLRenderingContext;
  110435. /**
  110436. * xr layer for the canvas
  110437. */
  110438. xrLayer: Nullable<XRWebGLLayer>;
  110439. /**
  110440. * Initializes the xr layer for the session
  110441. * @param xrSession xr session
  110442. * @returns a promise that will resolve once the XR Layer has been created
  110443. */
  110444. initializeXRLayerAsync(xrSession: any): any;
  110445. /**
  110446. * Initializes the canvas to be added/removed upon entering/exiting xr
  110447. * @param engine the Babylon engine
  110448. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  110449. * @param onStateChangedObservable the mechanism by which the canvas will be added/removed based on XR state
  110450. * @param configuration optional configuration for this canvas output. defaults will be used if not provided
  110451. */
  110452. constructor(engine: ThinEngine, canvas?: HTMLCanvasElement, onStateChangedObservable?: Observable<WebXRState>, configuration?: WebXRManagedOutputCanvasOptions);
  110453. /**
  110454. * Disposes of the object
  110455. */
  110456. dispose(): void;
  110457. private _setManagedOutputCanvas;
  110458. private _addCanvas;
  110459. private _removeCanvas;
  110460. }
  110461. }
  110462. declare module BABYLON {
  110463. /**
  110464. * Manages an XRSession to work with Babylon's engine
  110465. * @see https://doc.babylonjs.com/how_to/webxr
  110466. */
  110467. export class WebXRSessionManager implements IDisposable {
  110468. private scene;
  110469. /**
  110470. * Fires every time a new xrFrame arrives which can be used to update the camera
  110471. */
  110472. onXRFrameObservable: Observable<any>;
  110473. /**
  110474. * Fires when the xr session is ended either by the device or manually done
  110475. */
  110476. onXRSessionEnded: Observable<any>;
  110477. /**
  110478. * Underlying xr session
  110479. */
  110480. session: XRSession;
  110481. /**
  110482. * Type of reference space used when creating the session
  110483. */
  110484. referenceSpace: XRReferenceSpace;
  110485. /**
  110486. * Current XR frame
  110487. */
  110488. currentFrame: Nullable<XRFrame>;
  110489. private _xrNavigator;
  110490. private baseLayer;
  110491. private _rttProvider;
  110492. private _sessionEnded;
  110493. /**
  110494. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  110495. * @param scene The scene which the session should be created for
  110496. */
  110497. constructor(scene: Scene);
  110498. /**
  110499. * Initializes the manager
  110500. * After initialization enterXR can be called to start an XR session
  110501. * @returns Promise which resolves after it is initialized
  110502. */
  110503. initializeAsync(): Promise<void>;
  110504. /**
  110505. * Initializes an xr session
  110506. * @param xrSessionMode mode to initialize
  110507. * @param optionalFeatures defines optional values to pass to the session builder
  110508. * @returns a promise which will resolve once the session has been initialized
  110509. */
  110510. initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): Promise<XRSession>;
  110511. /**
  110512. * Sets the reference space on the xr session
  110513. * @param referenceSpace space to set
  110514. * @returns a promise that will resolve once the reference space has been set
  110515. */
  110516. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  110517. /**
  110518. * Updates the render state of the session
  110519. * @param state state to set
  110520. * @returns a promise that resolves once the render state has been updated
  110521. */
  110522. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  110523. /**
  110524. * Starts rendering to the xr layer
  110525. * @returns a promise that will resolve once rendering has started
  110526. */
  110527. startRenderingToXRAsync(): Promise<void>;
  110528. /**
  110529. * Gets the correct render target texture to be rendered this frame for this eye
  110530. * @param eye the eye for which to get the render target
  110531. * @returns the render target for the specified eye
  110532. */
  110533. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  110534. /**
  110535. * Stops the xrSession and restores the renderloop
  110536. * @returns Promise which resolves after it exits XR
  110537. */
  110538. exitXRAsync(): Promise<void>;
  110539. /**
  110540. * Checks if a session would be supported for the creation options specified
  110541. * @param sessionMode session mode to check if supported eg. immersive-vr
  110542. * @returns true if supported
  110543. */
  110544. supportsSessionAsync(sessionMode: XRSessionMode): any;
  110545. /**
  110546. * Creates a WebXRRenderTarget object for the XR session
  110547. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  110548. * @param options optional options to provide when creating a new render target
  110549. * @returns a WebXR render target to which the session can render
  110550. */
  110551. getWebXRRenderTarget(onStateChangedObservable?: Observable<WebXRState>, options?: WebXRManagedOutputCanvasOptions): WebXRRenderTarget;
  110552. /**
  110553. * @hidden
  110554. * Converts the render layer of xrSession to a render target
  110555. * @param session session to create render target for
  110556. * @param scene scene the new render target should be created for
  110557. */
  110558. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  110559. /**
  110560. * Disposes of the session manager
  110561. */
  110562. dispose(): void;
  110563. }
  110564. }
  110565. declare module BABYLON {
  110566. /**
  110567. * WebXR Camera which holds the views for the xrSession
  110568. * @see https://doc.babylonjs.com/how_to/webxr
  110569. */
  110570. export class WebXRCamera extends FreeCamera {
  110571. /**
  110572. * Is the camera in debug mode. Used when using an emulator
  110573. */
  110574. debugMode: boolean;
  110575. /**
  110576. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  110577. * @param name the name of the camera
  110578. * @param scene the scene to add the camera to
  110579. */
  110580. constructor(name: string, scene: Scene);
  110581. private _updateNumberOfRigCameras;
  110582. /** @hidden */
  110583. _updateForDualEyeDebugging(): void;
  110584. /**
  110585. * Updates the cameras position from the current pose information of the XR session
  110586. * @param xrSessionManager the session containing pose information
  110587. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  110588. */
  110589. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  110590. }
  110591. }
  110592. declare module BABYLON {
  110593. /**
  110594. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  110595. * @see https://doc.babylonjs.com/how_to/webxr
  110596. */
  110597. export class WebXRExperienceHelper implements IDisposable {
  110598. private scene;
  110599. /**
  110600. * Container which stores the xr camera and controllers as children. This can be used to move the camera/user as the camera's position is updated by the xr device
  110601. */
  110602. container: AbstractMesh;
  110603. /**
  110604. * Camera used to render xr content
  110605. */
  110606. camera: WebXRCamera;
  110607. /**
  110608. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  110609. */
  110610. state: WebXRState;
  110611. private _setState;
  110612. private static _TmpVector;
  110613. /**
  110614. * Fires when the state of the experience helper has changed
  110615. */
  110616. onStateChangedObservable: Observable<WebXRState>;
  110617. /** Session manager used to keep track of xr session */
  110618. sessionManager: WebXRSessionManager;
  110619. private _nonVRCamera;
  110620. private _originalSceneAutoClear;
  110621. private _supported;
  110622. /**
  110623. * Creates the experience helper
  110624. * @param scene the scene to attach the experience helper to
  110625. * @returns a promise for the experience helper
  110626. */
  110627. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  110628. /**
  110629. * Creates a WebXRExperienceHelper
  110630. * @param scene The scene the helper should be created in
  110631. */
  110632. private constructor();
  110633. /**
  110634. * Exits XR mode and returns the scene to its original state
  110635. * @returns promise that resolves after xr mode has exited
  110636. */
  110637. exitXRAsync(): Promise<void>;
  110638. /**
  110639. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  110640. * @param sessionMode options for the XR session
  110641. * @param referenceSpaceType frame of reference of the XR session
  110642. * @param renderTarget the output canvas that will be used to enter XR mode
  110643. * @returns promise that resolves after xr mode has entered
  110644. */
  110645. enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): Promise<WebXRSessionManager>;
  110646. /**
  110647. * Updates the global position of the camera by moving the camera's container
  110648. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  110649. * @param position The desired global position of the camera
  110650. */
  110651. setPositionOfCameraUsingContainer(position: Vector3): void;
  110652. /**
  110653. * Rotates the xr camera by rotating the camera's container around the camera's position
  110654. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  110655. * @param rotation the desired quaternion rotation to apply to the camera
  110656. */
  110657. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  110658. /**
  110659. * Disposes of the experience helper
  110660. */
  110661. dispose(): void;
  110662. }
  110663. }
  110664. declare module BABYLON {
  110665. /**
  110666. * Button which can be used to enter a different mode of XR
  110667. */
  110668. export class WebXREnterExitUIButton {
  110669. /** button element */
  110670. element: HTMLElement;
  110671. /** XR initialization options for the button */
  110672. sessionMode: XRSessionMode;
  110673. /** Reference space type */
  110674. referenceSpaceType: XRReferenceSpaceType;
  110675. /**
  110676. * Creates a WebXREnterExitUIButton
  110677. * @param element button element
  110678. * @param sessionMode XR initialization session mode
  110679. * @param referenceSpaceType the type of reference space to be used
  110680. */
  110681. constructor(
  110682. /** button element */
  110683. element: HTMLElement,
  110684. /** XR initialization options for the button */
  110685. sessionMode: XRSessionMode,
  110686. /** Reference space type */
  110687. referenceSpaceType: XRReferenceSpaceType);
  110688. /**
  110689. * Overwritable function which can be used to update the button's visuals when the state changes
  110690. * @param activeButton the current active button in the UI
  110691. */
  110692. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  110693. }
  110694. /**
  110695. * Options to create the webXR UI
  110696. */
  110697. export class WebXREnterExitUIOptions {
  110698. /**
  110699. * Context to enter xr with
  110700. */
  110701. renderTarget?: Nullable<WebXRRenderTarget>;
  110702. /**
  110703. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  110704. */
  110705. customButtons?: Array<WebXREnterExitUIButton>;
  110706. /**
  110707. * A session mode to use when creating the default button.
  110708. * Default is immersive-vr
  110709. */
  110710. sessionMode?: XRSessionMode;
  110711. /**
  110712. * A reference space type to use when creating the default button.
  110713. * Default is local-floor
  110714. */
  110715. referenceSpaceType?: XRReferenceSpaceType;
  110716. }
  110717. /**
  110718. * UI to allow the user to enter/exit XR mode
  110719. */
  110720. export class WebXREnterExitUI implements IDisposable {
  110721. private scene;
  110722. private _overlay;
  110723. private _buttons;
  110724. private _activeButton;
  110725. /**
  110726. * Fired every time the active button is changed.
  110727. *
  110728. * When xr is entered via a button that launches xr that button will be the callback parameter
  110729. *
  110730. * When exiting xr the callback parameter will be null)
  110731. */
  110732. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  110733. /**
  110734. * Creates UI to allow the user to enter/exit XR mode
  110735. * @param scene the scene to add the ui to
  110736. * @param helper the xr experience helper to enter/exit xr with
  110737. * @param options options to configure the UI
  110738. * @returns the created ui
  110739. */
  110740. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  110741. private constructor();
  110742. private _updateButtons;
  110743. /**
  110744. * Disposes of the object
  110745. */
  110746. dispose(): void;
  110747. }
  110748. }
  110749. declare module BABYLON {
  110750. /**
  110751. * Represents an XR input
  110752. */
  110753. export class WebXRController {
  110754. private scene;
  110755. /** The underlying input source for the controller */
  110756. inputSource: XRInputSource;
  110757. private parentContainer;
  110758. /**
  110759. * Represents the part of the controller that is held. This may not exist if the controller is the head mounted display itself, if thats the case only the pointer from the head will be availible
  110760. */
  110761. grip?: AbstractMesh;
  110762. /**
  110763. * Pointer which can be used to select objects or attach a visible laser to
  110764. */
  110765. pointer: AbstractMesh;
  110766. private _gamepadMode;
  110767. /**
  110768. * If available, this is the gamepad object related to this controller.
  110769. * Using this object it is possible to get click events and trackpad changes of the
  110770. * webxr controller that is currently being used.
  110771. */
  110772. gamepadController?: WebVRController;
  110773. /**
  110774. * Event that fires when the controller is removed/disposed
  110775. */
  110776. onDisposeObservable: Observable<{}>;
  110777. private _tmpMatrix;
  110778. private _tmpQuaternion;
  110779. private _tmpVector;
  110780. /**
  110781. * Creates the controller
  110782. * @see https://doc.babylonjs.com/how_to/webxr
  110783. * @param scene the scene which the controller should be associated to
  110784. * @param inputSource the underlying input source for the controller
  110785. * @param parentContainer parent that the controller meshes should be children of
  110786. */
  110787. constructor(scene: Scene,
  110788. /** The underlying input source for the controller */
  110789. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  110790. /**
  110791. * Updates the controller pose based on the given XRFrame
  110792. * @param xrFrame xr frame to update the pose with
  110793. * @param referenceSpace reference space to use
  110794. */
  110795. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  110796. /**
  110797. * Gets a world space ray coming from the controller
  110798. * @param result the resulting ray
  110799. */
  110800. getWorldPointerRayToRef(result: Ray): void;
  110801. /**
  110802. * Get the scene associated with this controller
  110803. * @returns the scene object
  110804. */
  110805. getScene(): Scene;
  110806. /**
  110807. * Disposes of the object
  110808. */
  110809. dispose(): void;
  110810. }
  110811. }
  110812. declare module BABYLON {
  110813. /**
  110814. * XR input used to track XR inputs such as controllers/rays
  110815. */
  110816. export class WebXRInput implements IDisposable {
  110817. /**
  110818. * Base experience the input listens to
  110819. */
  110820. baseExperience: WebXRExperienceHelper;
  110821. /**
  110822. * XR controllers being tracked
  110823. */
  110824. controllers: Array<WebXRController>;
  110825. private _frameObserver;
  110826. private _stateObserver;
  110827. /**
  110828. * Event when a controller has been connected/added
  110829. */
  110830. onControllerAddedObservable: Observable<WebXRController>;
  110831. /**
  110832. * Event when a controller has been removed/disconnected
  110833. */
  110834. onControllerRemovedObservable: Observable<WebXRController>;
  110835. /**
  110836. * Initializes the WebXRInput
  110837. * @param baseExperience experience helper which the input should be created for
  110838. */
  110839. constructor(
  110840. /**
  110841. * Base experience the input listens to
  110842. */
  110843. baseExperience: WebXRExperienceHelper);
  110844. private _onInputSourcesChange;
  110845. private _addAndRemoveControllers;
  110846. /**
  110847. * Disposes of the object
  110848. */
  110849. dispose(): void;
  110850. }
  110851. }
  110852. declare module BABYLON {
  110853. /**
  110854. * Enables teleportation
  110855. */
  110856. export class WebXRControllerTeleportation {
  110857. private _teleportationFillColor;
  110858. private _teleportationBorderColor;
  110859. private _tmpRay;
  110860. private _tmpVector;
  110861. /**
  110862. * Creates a WebXRControllerTeleportation
  110863. * @param input input manager to add teleportation to
  110864. * @param floorMeshes floormeshes which can be teleported to
  110865. */
  110866. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  110867. }
  110868. }
  110869. declare module BABYLON {
  110870. /**
  110871. * Handles pointer input automatically for the pointer of XR controllers
  110872. */
  110873. export class WebXRControllerPointerSelection {
  110874. private static _idCounter;
  110875. private _tmpRay;
  110876. /**
  110877. * Creates a WebXRControllerPointerSelection
  110878. * @param input input manager to setup pointer selection
  110879. */
  110880. constructor(input: WebXRInput);
  110881. private _convertNormalToDirectionOfRay;
  110882. private _updatePointerDistance;
  110883. }
  110884. }
  110885. declare module BABYLON {
  110886. /**
  110887. * Class used to represent data loading progression
  110888. */
  110889. export class SceneLoaderProgressEvent {
  110890. /** defines if data length to load can be evaluated */
  110891. readonly lengthComputable: boolean;
  110892. /** defines the loaded data length */
  110893. readonly loaded: number;
  110894. /** defines the data length to load */
  110895. readonly total: number;
  110896. /**
  110897. * Create a new progress event
  110898. * @param lengthComputable defines if data length to load can be evaluated
  110899. * @param loaded defines the loaded data length
  110900. * @param total defines the data length to load
  110901. */
  110902. constructor(
  110903. /** defines if data length to load can be evaluated */
  110904. lengthComputable: boolean,
  110905. /** defines the loaded data length */
  110906. loaded: number,
  110907. /** defines the data length to load */
  110908. total: number);
  110909. /**
  110910. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  110911. * @param event defines the source event
  110912. * @returns a new SceneLoaderProgressEvent
  110913. */
  110914. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  110915. }
  110916. /**
  110917. * Interface used by SceneLoader plugins to define supported file extensions
  110918. */
  110919. export interface ISceneLoaderPluginExtensions {
  110920. /**
  110921. * Defines the list of supported extensions
  110922. */
  110923. [extension: string]: {
  110924. isBinary: boolean;
  110925. };
  110926. }
  110927. /**
  110928. * Interface used by SceneLoader plugin factory
  110929. */
  110930. export interface ISceneLoaderPluginFactory {
  110931. /**
  110932. * Defines the name of the factory
  110933. */
  110934. name: string;
  110935. /**
  110936. * Function called to create a new plugin
  110937. * @return the new plugin
  110938. */
  110939. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  110940. /**
  110941. * The callback that returns true if the data can be directly loaded.
  110942. * @param data string containing the file data
  110943. * @returns if the data can be loaded directly
  110944. */
  110945. canDirectLoad?(data: string): boolean;
  110946. }
  110947. /**
  110948. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  110949. */
  110950. export interface ISceneLoaderPluginBase {
  110951. /**
  110952. * The friendly name of this plugin.
  110953. */
  110954. name: string;
  110955. /**
  110956. * The file extensions supported by this plugin.
  110957. */
  110958. extensions: string | ISceneLoaderPluginExtensions;
  110959. /**
  110960. * The callback called when loading from a url.
  110961. * @param scene scene loading this url
  110962. * @param url url to load
  110963. * @param onSuccess callback called when the file successfully loads
  110964. * @param onProgress callback called while file is loading (if the server supports this mode)
  110965. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  110966. * @param onError callback called when the file fails to load
  110967. * @returns a file request object
  110968. */
  110969. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  110970. /**
  110971. * The callback called when loading from a file object.
  110972. * @param scene scene loading this file
  110973. * @param file defines the file to load
  110974. * @param onSuccess defines the callback to call when data is loaded
  110975. * @param onProgress defines the callback to call during loading process
  110976. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  110977. * @param onError defines the callback to call when an error occurs
  110978. * @returns a file request object
  110979. */
  110980. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  110981. /**
  110982. * The callback that returns true if the data can be directly loaded.
  110983. * @param data string containing the file data
  110984. * @returns if the data can be loaded directly
  110985. */
  110986. canDirectLoad?(data: string): boolean;
  110987. /**
  110988. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  110989. * @param scene scene loading this data
  110990. * @param data string containing the data
  110991. * @returns data to pass to the plugin
  110992. */
  110993. directLoad?(scene: Scene, data: string): any;
  110994. /**
  110995. * The callback that allows custom handling of the root url based on the response url.
  110996. * @param rootUrl the original root url
  110997. * @param responseURL the response url if available
  110998. * @returns the new root url
  110999. */
  111000. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  111001. }
  111002. /**
  111003. * Interface used to define a SceneLoader plugin
  111004. */
  111005. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  111006. /**
  111007. * Import meshes into a scene.
  111008. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  111009. * @param scene The scene to import into
  111010. * @param data The data to import
  111011. * @param rootUrl The root url for scene and resources
  111012. * @param meshes The meshes array to import into
  111013. * @param particleSystems The particle systems array to import into
  111014. * @param skeletons The skeletons array to import into
  111015. * @param onError The callback when import fails
  111016. * @returns True if successful or false otherwise
  111017. */
  111018. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  111019. /**
  111020. * Load into a scene.
  111021. * @param scene The scene to load into
  111022. * @param data The data to import
  111023. * @param rootUrl The root url for scene and resources
  111024. * @param onError The callback when import fails
  111025. * @returns True if successful or false otherwise
  111026. */
  111027. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  111028. /**
  111029. * Load into an asset container.
  111030. * @param scene The scene to load into
  111031. * @param data The data to import
  111032. * @param rootUrl The root url for scene and resources
  111033. * @param onError The callback when import fails
  111034. * @returns The loaded asset container
  111035. */
  111036. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  111037. }
  111038. /**
  111039. * Interface used to define an async SceneLoader plugin
  111040. */
  111041. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  111042. /**
  111043. * Import meshes into a scene.
  111044. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  111045. * @param scene The scene to import into
  111046. * @param data The data to import
  111047. * @param rootUrl The root url for scene and resources
  111048. * @param onProgress The callback when the load progresses
  111049. * @param fileName Defines the name of the file to load
  111050. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  111051. */
  111052. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  111053. meshes: AbstractMesh[];
  111054. particleSystems: IParticleSystem[];
  111055. skeletons: Skeleton[];
  111056. animationGroups: AnimationGroup[];
  111057. }>;
  111058. /**
  111059. * Load into a scene.
  111060. * @param scene The scene to load into
  111061. * @param data The data to import
  111062. * @param rootUrl The root url for scene and resources
  111063. * @param onProgress The callback when the load progresses
  111064. * @param fileName Defines the name of the file to load
  111065. * @returns Nothing
  111066. */
  111067. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  111068. /**
  111069. * Load into an asset container.
  111070. * @param scene The scene to load into
  111071. * @param data The data to import
  111072. * @param rootUrl The root url for scene and resources
  111073. * @param onProgress The callback when the load progresses
  111074. * @param fileName Defines the name of the file to load
  111075. * @returns The loaded asset container
  111076. */
  111077. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  111078. }
  111079. /**
  111080. * Class used to load scene from various file formats using registered plugins
  111081. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  111082. */
  111083. export class SceneLoader {
  111084. /**
  111085. * No logging while loading
  111086. */
  111087. static readonly NO_LOGGING: number;
  111088. /**
  111089. * Minimal logging while loading
  111090. */
  111091. static readonly MINIMAL_LOGGING: number;
  111092. /**
  111093. * Summary logging while loading
  111094. */
  111095. static readonly SUMMARY_LOGGING: number;
  111096. /**
  111097. * Detailled logging while loading
  111098. */
  111099. static readonly DETAILED_LOGGING: number;
  111100. /**
  111101. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  111102. */
  111103. static ForceFullSceneLoadingForIncremental: boolean;
  111104. /**
  111105. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  111106. */
  111107. static ShowLoadingScreen: boolean;
  111108. /**
  111109. * Defines the current logging level (while loading the scene)
  111110. * @ignorenaming
  111111. */
  111112. static loggingLevel: number;
  111113. /**
  111114. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  111115. */
  111116. static CleanBoneMatrixWeights: boolean;
  111117. /**
  111118. * Event raised when a plugin is used to load a scene
  111119. */
  111120. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  111121. private static _registeredPlugins;
  111122. private static _getDefaultPlugin;
  111123. private static _getPluginForExtension;
  111124. private static _getPluginForDirectLoad;
  111125. private static _getPluginForFilename;
  111126. private static _getDirectLoad;
  111127. private static _loadData;
  111128. private static _getFileInfo;
  111129. /**
  111130. * Gets a plugin that can load the given extension
  111131. * @param extension defines the extension to load
  111132. * @returns a plugin or null if none works
  111133. */
  111134. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  111135. /**
  111136. * Gets a boolean indicating that the given extension can be loaded
  111137. * @param extension defines the extension to load
  111138. * @returns true if the extension is supported
  111139. */
  111140. static IsPluginForExtensionAvailable(extension: string): boolean;
  111141. /**
  111142. * Adds a new plugin to the list of registered plugins
  111143. * @param plugin defines the plugin to add
  111144. */
  111145. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  111146. /**
  111147. * Import meshes into a scene
  111148. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  111149. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  111150. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  111151. * @param scene the instance of BABYLON.Scene to append to
  111152. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  111153. * @param onProgress a callback with a progress event for each file being loaded
  111154. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  111155. * @param pluginExtension the extension used to determine the plugin
  111156. * @returns The loaded plugin
  111157. */
  111158. static ImportMesh(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[]) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  111159. /**
  111160. * Import meshes into a scene
  111161. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  111162. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  111163. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  111164. * @param scene the instance of BABYLON.Scene to append to
  111165. * @param onProgress a callback with a progress event for each file being loaded
  111166. * @param pluginExtension the extension used to determine the plugin
  111167. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  111168. */
  111169. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  111170. meshes: AbstractMesh[];
  111171. particleSystems: IParticleSystem[];
  111172. skeletons: Skeleton[];
  111173. animationGroups: AnimationGroup[];
  111174. }>;
  111175. /**
  111176. * Load a scene
  111177. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  111178. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  111179. * @param engine is the instance of BABYLON.Engine to use to create the scene
  111180. * @param onSuccess a callback with the scene when import succeeds
  111181. * @param onProgress a callback with a progress event for each file being loaded
  111182. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  111183. * @param pluginExtension the extension used to determine the plugin
  111184. * @returns The loaded plugin
  111185. */
  111186. static Load(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  111187. /**
  111188. * Load a scene
  111189. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  111190. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  111191. * @param engine is the instance of BABYLON.Engine to use to create the scene
  111192. * @param onProgress a callback with a progress event for each file being loaded
  111193. * @param pluginExtension the extension used to determine the plugin
  111194. * @returns The loaded scene
  111195. */
  111196. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  111197. /**
  111198. * Append a scene
  111199. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  111200. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  111201. * @param scene is the instance of BABYLON.Scene to append to
  111202. * @param onSuccess a callback with the scene when import succeeds
  111203. * @param onProgress a callback with a progress event for each file being loaded
  111204. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  111205. * @param pluginExtension the extension used to determine the plugin
  111206. * @returns The loaded plugin
  111207. */
  111208. static Append(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  111209. /**
  111210. * Append a scene
  111211. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  111212. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  111213. * @param scene is the instance of BABYLON.Scene to append to
  111214. * @param onProgress a callback with a progress event for each file being loaded
  111215. * @param pluginExtension the extension used to determine the plugin
  111216. * @returns The given scene
  111217. */
  111218. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  111219. /**
  111220. * Load a scene into an asset container
  111221. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  111222. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  111223. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  111224. * @param onSuccess a callback with the scene when import succeeds
  111225. * @param onProgress a callback with a progress event for each file being loaded
  111226. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  111227. * @param pluginExtension the extension used to determine the plugin
  111228. * @returns The loaded plugin
  111229. */
  111230. static LoadAssetContainer(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(assets: AssetContainer) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  111231. /**
  111232. * Load a scene into an asset container
  111233. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  111234. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  111235. * @param scene is the instance of Scene to append to
  111236. * @param onProgress a callback with a progress event for each file being loaded
  111237. * @param pluginExtension the extension used to determine the plugin
  111238. * @returns The loaded asset container
  111239. */
  111240. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  111241. }
  111242. }
  111243. declare module BABYLON {
  111244. /**
  111245. * Generic Controller
  111246. */
  111247. export class GenericController extends WebVRController {
  111248. /**
  111249. * Base Url for the controller model.
  111250. */
  111251. static readonly MODEL_BASE_URL: string;
  111252. /**
  111253. * File name for the controller model.
  111254. */
  111255. static readonly MODEL_FILENAME: string;
  111256. /**
  111257. * Creates a new GenericController from a gamepad
  111258. * @param vrGamepad the gamepad that the controller should be created from
  111259. */
  111260. constructor(vrGamepad: any);
  111261. /**
  111262. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  111263. * @param scene scene in which to add meshes
  111264. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  111265. */
  111266. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  111267. /**
  111268. * Called once for each button that changed state since the last frame
  111269. * @param buttonIdx Which button index changed
  111270. * @param state New state of the button
  111271. * @param changes Which properties on the state changed since last frame
  111272. */
  111273. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  111274. }
  111275. }
  111276. declare module BABYLON {
  111277. /**
  111278. * Defines the WindowsMotionController object that the state of the windows motion controller
  111279. */
  111280. export class WindowsMotionController extends WebVRController {
  111281. /**
  111282. * The base url used to load the left and right controller models
  111283. */
  111284. static MODEL_BASE_URL: string;
  111285. /**
  111286. * The name of the left controller model file
  111287. */
  111288. static MODEL_LEFT_FILENAME: string;
  111289. /**
  111290. * The name of the right controller model file
  111291. */
  111292. static MODEL_RIGHT_FILENAME: string;
  111293. /**
  111294. * The controller name prefix for this controller type
  111295. */
  111296. static readonly GAMEPAD_ID_PREFIX: string;
  111297. /**
  111298. * The controller id pattern for this controller type
  111299. */
  111300. private static readonly GAMEPAD_ID_PATTERN;
  111301. private _loadedMeshInfo;
  111302. private readonly _mapping;
  111303. /**
  111304. * Fired when the trackpad on this controller is clicked
  111305. */
  111306. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  111307. /**
  111308. * Fired when the trackpad on this controller is modified
  111309. */
  111310. onTrackpadValuesChangedObservable: Observable<StickValues>;
  111311. /**
  111312. * The current x and y values of this controller's trackpad
  111313. */
  111314. trackpad: StickValues;
  111315. /**
  111316. * Creates a new WindowsMotionController from a gamepad
  111317. * @param vrGamepad the gamepad that the controller should be created from
  111318. */
  111319. constructor(vrGamepad: any);
  111320. /**
  111321. * Fired when the trigger on this controller is modified
  111322. */
  111323. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111324. /**
  111325. * Fired when the menu button on this controller is modified
  111326. */
  111327. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111328. /**
  111329. * Fired when the grip button on this controller is modified
  111330. */
  111331. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111332. /**
  111333. * Fired when the thumbstick button on this controller is modified
  111334. */
  111335. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111336. /**
  111337. * Fired when the touchpad button on this controller is modified
  111338. */
  111339. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111340. /**
  111341. * Fired when the touchpad values on this controller are modified
  111342. */
  111343. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  111344. private _updateTrackpad;
  111345. /**
  111346. * Called once per frame by the engine.
  111347. */
  111348. update(): void;
  111349. /**
  111350. * Called once for each button that changed state since the last frame
  111351. * @param buttonIdx Which button index changed
  111352. * @param state New state of the button
  111353. * @param changes Which properties on the state changed since last frame
  111354. */
  111355. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  111356. /**
  111357. * Moves the buttons on the controller mesh based on their current state
  111358. * @param buttonName the name of the button to move
  111359. * @param buttonValue the value of the button which determines the buttons new position
  111360. */
  111361. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  111362. /**
  111363. * Moves the axis on the controller mesh based on its current state
  111364. * @param axis the index of the axis
  111365. * @param axisValue the value of the axis which determines the meshes new position
  111366. * @hidden
  111367. */
  111368. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  111369. /**
  111370. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  111371. * @param scene scene in which to add meshes
  111372. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  111373. */
  111374. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  111375. /**
  111376. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  111377. * can be transformed by button presses and axes values, based on this._mapping.
  111378. *
  111379. * @param scene scene in which the meshes exist
  111380. * @param meshes list of meshes that make up the controller model to process
  111381. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  111382. */
  111383. private processModel;
  111384. private createMeshInfo;
  111385. /**
  111386. * Gets the ray of the controller in the direction the controller is pointing
  111387. * @param length the length the resulting ray should be
  111388. * @returns a ray in the direction the controller is pointing
  111389. */
  111390. getForwardRay(length?: number): Ray;
  111391. /**
  111392. * Disposes of the controller
  111393. */
  111394. dispose(): void;
  111395. }
  111396. }
  111397. declare module BABYLON {
  111398. /**
  111399. * Oculus Touch Controller
  111400. */
  111401. export class OculusTouchController extends WebVRController {
  111402. /**
  111403. * Base Url for the controller model.
  111404. */
  111405. static MODEL_BASE_URL: string;
  111406. /**
  111407. * File name for the left controller model.
  111408. */
  111409. static MODEL_LEFT_FILENAME: string;
  111410. /**
  111411. * File name for the right controller model.
  111412. */
  111413. static MODEL_RIGHT_FILENAME: string;
  111414. /**
  111415. * Base Url for the Quest controller model.
  111416. */
  111417. static QUEST_MODEL_BASE_URL: string;
  111418. /**
  111419. * @hidden
  111420. * If the controllers are running on a device that needs the updated Quest controller models
  111421. */
  111422. static _IsQuest: boolean;
  111423. /**
  111424. * Fired when the secondary trigger on this controller is modified
  111425. */
  111426. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  111427. /**
  111428. * Fired when the thumb rest on this controller is modified
  111429. */
  111430. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  111431. /**
  111432. * Creates a new OculusTouchController from a gamepad
  111433. * @param vrGamepad the gamepad that the controller should be created from
  111434. */
  111435. constructor(vrGamepad: any);
  111436. /**
  111437. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  111438. * @param scene scene in which to add meshes
  111439. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  111440. */
  111441. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  111442. /**
  111443. * Fired when the A button on this controller is modified
  111444. */
  111445. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111446. /**
  111447. * Fired when the B button on this controller is modified
  111448. */
  111449. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111450. /**
  111451. * Fired when the X button on this controller is modified
  111452. */
  111453. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111454. /**
  111455. * Fired when the Y button on this controller is modified
  111456. */
  111457. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111458. /**
  111459. * Called once for each button that changed state since the last frame
  111460. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  111461. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  111462. * 2) secondary trigger (same)
  111463. * 3) A (right) X (left), touch, pressed = value
  111464. * 4) B / Y
  111465. * 5) thumb rest
  111466. * @param buttonIdx Which button index changed
  111467. * @param state New state of the button
  111468. * @param changes Which properties on the state changed since last frame
  111469. */
  111470. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  111471. }
  111472. }
  111473. declare module BABYLON {
  111474. /**
  111475. * Vive Controller
  111476. */
  111477. export class ViveController extends WebVRController {
  111478. /**
  111479. * Base Url for the controller model.
  111480. */
  111481. static MODEL_BASE_URL: string;
  111482. /**
  111483. * File name for the controller model.
  111484. */
  111485. static MODEL_FILENAME: string;
  111486. /**
  111487. * Creates a new ViveController from a gamepad
  111488. * @param vrGamepad the gamepad that the controller should be created from
  111489. */
  111490. constructor(vrGamepad: any);
  111491. /**
  111492. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  111493. * @param scene scene in which to add meshes
  111494. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  111495. */
  111496. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  111497. /**
  111498. * Fired when the left button on this controller is modified
  111499. */
  111500. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111501. /**
  111502. * Fired when the right button on this controller is modified
  111503. */
  111504. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111505. /**
  111506. * Fired when the menu button on this controller is modified
  111507. */
  111508. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111509. /**
  111510. * Called once for each button that changed state since the last frame
  111511. * Vive mapping:
  111512. * 0: touchpad
  111513. * 1: trigger
  111514. * 2: left AND right buttons
  111515. * 3: menu button
  111516. * @param buttonIdx Which button index changed
  111517. * @param state New state of the button
  111518. * @param changes Which properties on the state changed since last frame
  111519. */
  111520. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  111521. }
  111522. }
  111523. declare module BABYLON {
  111524. /**
  111525. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  111526. */
  111527. export class WebXRControllerModelLoader {
  111528. /**
  111529. * an observable that triggers when a new model (the mesh itself) was initialized.
  111530. * To know when the mesh was loaded use the controller's own modelLoaded() method
  111531. */
  111532. onControllerModelLoaded: Observable<WebXRController>;
  111533. /**
  111534. * Creates the WebXRControllerModelLoader
  111535. * @param input xr input that creates the controllers
  111536. */
  111537. constructor(input: WebXRInput);
  111538. }
  111539. }
  111540. declare module BABYLON {
  111541. /**
  111542. * Options for the default xr helper
  111543. */
  111544. export class WebXRDefaultExperienceOptions {
  111545. /**
  111546. * Floor meshes that should be used for teleporting
  111547. */
  111548. floorMeshes: Array<AbstractMesh>;
  111549. /**
  111550. * Enable or disable default UI to enter XR
  111551. */
  111552. disableDefaultUI: boolean;
  111553. /**
  111554. * optional configuration for the output canvas
  111555. */
  111556. outputCanvasOptions?: WebXRManagedOutputCanvasOptions;
  111557. }
  111558. /**
  111559. * Default experience which provides a similar setup to the previous webVRExperience
  111560. */
  111561. export class WebXRDefaultExperience {
  111562. /**
  111563. * Base experience
  111564. */
  111565. baseExperience: WebXRExperienceHelper;
  111566. /**
  111567. * Input experience extension
  111568. */
  111569. input: WebXRInput;
  111570. /**
  111571. * Loads the controller models
  111572. */
  111573. controllerModelLoader: WebXRControllerModelLoader;
  111574. /**
  111575. * Enables laser pointer and selection
  111576. */
  111577. pointerSelection: WebXRControllerPointerSelection;
  111578. /**
  111579. * Enables teleportation
  111580. */
  111581. teleportation: WebXRControllerTeleportation;
  111582. /**
  111583. * Enables ui for enetering/exiting xr
  111584. */
  111585. enterExitUI: WebXREnterExitUI;
  111586. /**
  111587. * Default target xr should render to
  111588. */
  111589. renderTarget: WebXRRenderTarget;
  111590. /**
  111591. * Creates the default xr experience
  111592. * @param scene scene
  111593. * @param options options for basic configuration
  111594. * @returns resulting WebXRDefaultExperience
  111595. */
  111596. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  111597. private constructor();
  111598. /**
  111599. * DIsposes of the experience helper
  111600. */
  111601. dispose(): void;
  111602. }
  111603. }
  111604. declare module BABYLON {
  111605. /**
  111606. * Contains an array of blocks representing the octree
  111607. */
  111608. export interface IOctreeContainer<T> {
  111609. /**
  111610. * Blocks within the octree
  111611. */
  111612. blocks: Array<OctreeBlock<T>>;
  111613. }
  111614. /**
  111615. * Class used to store a cell in an octree
  111616. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111617. */
  111618. export class OctreeBlock<T> {
  111619. /**
  111620. * Gets the content of the current block
  111621. */
  111622. entries: T[];
  111623. /**
  111624. * Gets the list of block children
  111625. */
  111626. blocks: Array<OctreeBlock<T>>;
  111627. private _depth;
  111628. private _maxDepth;
  111629. private _capacity;
  111630. private _minPoint;
  111631. private _maxPoint;
  111632. private _boundingVectors;
  111633. private _creationFunc;
  111634. /**
  111635. * Creates a new block
  111636. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  111637. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  111638. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  111639. * @param depth defines the current depth of this block in the octree
  111640. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  111641. * @param creationFunc defines a callback to call when an element is added to the block
  111642. */
  111643. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  111644. /**
  111645. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  111646. */
  111647. readonly capacity: number;
  111648. /**
  111649. * Gets the minimum vector (in world space) of the block's bounding box
  111650. */
  111651. readonly minPoint: Vector3;
  111652. /**
  111653. * Gets the maximum vector (in world space) of the block's bounding box
  111654. */
  111655. readonly maxPoint: Vector3;
  111656. /**
  111657. * Add a new element to this block
  111658. * @param entry defines the element to add
  111659. */
  111660. addEntry(entry: T): void;
  111661. /**
  111662. * Remove an element from this block
  111663. * @param entry defines the element to remove
  111664. */
  111665. removeEntry(entry: T): void;
  111666. /**
  111667. * Add an array of elements to this block
  111668. * @param entries defines the array of elements to add
  111669. */
  111670. addEntries(entries: T[]): void;
  111671. /**
  111672. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  111673. * @param frustumPlanes defines the frustum planes to test
  111674. * @param selection defines the array to store current content if selection is positive
  111675. * @param allowDuplicate defines if the selection array can contains duplicated entries
  111676. */
  111677. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  111678. /**
  111679. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  111680. * @param sphereCenter defines the bounding sphere center
  111681. * @param sphereRadius defines the bounding sphere radius
  111682. * @param selection defines the array to store current content if selection is positive
  111683. * @param allowDuplicate defines if the selection array can contains duplicated entries
  111684. */
  111685. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  111686. /**
  111687. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  111688. * @param ray defines the ray to test with
  111689. * @param selection defines the array to store current content if selection is positive
  111690. */
  111691. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  111692. /**
  111693. * Subdivide the content into child blocks (this block will then be empty)
  111694. */
  111695. createInnerBlocks(): void;
  111696. /**
  111697. * @hidden
  111698. */
  111699. 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;
  111700. }
  111701. }
  111702. declare module BABYLON {
  111703. /**
  111704. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  111705. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111706. */
  111707. export class Octree<T> {
  111708. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  111709. maxDepth: number;
  111710. /**
  111711. * Blocks within the octree containing objects
  111712. */
  111713. blocks: Array<OctreeBlock<T>>;
  111714. /**
  111715. * Content stored in the octree
  111716. */
  111717. dynamicContent: T[];
  111718. private _maxBlockCapacity;
  111719. private _selectionContent;
  111720. private _creationFunc;
  111721. /**
  111722. * Creates a octree
  111723. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111724. * @param creationFunc function to be used to instatiate the octree
  111725. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  111726. * @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)
  111727. */
  111728. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  111729. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  111730. maxDepth?: number);
  111731. /**
  111732. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  111733. * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  111734. * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  111735. * @param entries meshes to be added to the octree blocks
  111736. */
  111737. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  111738. /**
  111739. * Adds a mesh to the octree
  111740. * @param entry Mesh to add to the octree
  111741. */
  111742. addMesh(entry: T): void;
  111743. /**
  111744. * Remove an element from the octree
  111745. * @param entry defines the element to remove
  111746. */
  111747. removeMesh(entry: T): void;
  111748. /**
  111749. * Selects an array of meshes within the frustum
  111750. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  111751. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  111752. * @returns array of meshes within the frustum
  111753. */
  111754. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  111755. /**
  111756. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  111757. * @param sphereCenter defines the bounding sphere center
  111758. * @param sphereRadius defines the bounding sphere radius
  111759. * @param allowDuplicate defines if the selection array can contains duplicated entries
  111760. * @returns an array of objects that intersect the sphere
  111761. */
  111762. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  111763. /**
  111764. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  111765. * @param ray defines the ray to test with
  111766. * @returns array of intersected objects
  111767. */
  111768. intersectsRay(ray: Ray): SmartArray<T>;
  111769. /**
  111770. * Adds a mesh into the octree block if it intersects the block
  111771. */
  111772. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  111773. /**
  111774. * Adds a submesh into the octree block if it intersects the block
  111775. */
  111776. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  111777. }
  111778. }
  111779. declare module BABYLON {
  111780. interface Scene {
  111781. /**
  111782. * @hidden
  111783. * Backing Filed
  111784. */
  111785. _selectionOctree: Octree<AbstractMesh>;
  111786. /**
  111787. * Gets the octree used to boost mesh selection (picking)
  111788. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111789. */
  111790. selectionOctree: Octree<AbstractMesh>;
  111791. /**
  111792. * Creates or updates the octree used to boost selection (picking)
  111793. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111794. * @param maxCapacity defines the maximum capacity per leaf
  111795. * @param maxDepth defines the maximum depth of the octree
  111796. * @returns an octree of AbstractMesh
  111797. */
  111798. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  111799. }
  111800. interface AbstractMesh {
  111801. /**
  111802. * @hidden
  111803. * Backing Field
  111804. */
  111805. _submeshesOctree: Octree<SubMesh>;
  111806. /**
  111807. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  111808. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  111809. * @param maxCapacity defines the maximum size of each block (64 by default)
  111810. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  111811. * @returns the new octree
  111812. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  111813. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111814. */
  111815. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  111816. }
  111817. /**
  111818. * Defines the octree scene component responsible to manage any octrees
  111819. * in a given scene.
  111820. */
  111821. export class OctreeSceneComponent {
  111822. /**
  111823. * The component name help to identify the component in the list of scene components.
  111824. */
  111825. readonly name: string;
  111826. /**
  111827. * The scene the component belongs to.
  111828. */
  111829. scene: Scene;
  111830. /**
  111831. * Indicates if the meshes have been checked to make sure they are isEnabled()
  111832. */
  111833. readonly checksIsEnabled: boolean;
  111834. /**
  111835. * Creates a new instance of the component for the given scene
  111836. * @param scene Defines the scene to register the component in
  111837. */
  111838. constructor(scene: Scene);
  111839. /**
  111840. * Registers the component in a given scene
  111841. */
  111842. register(): void;
  111843. /**
  111844. * Return the list of active meshes
  111845. * @returns the list of active meshes
  111846. */
  111847. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  111848. /**
  111849. * Return the list of active sub meshes
  111850. * @param mesh The mesh to get the candidates sub meshes from
  111851. * @returns the list of active sub meshes
  111852. */
  111853. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  111854. private _tempRay;
  111855. /**
  111856. * Return the list of sub meshes intersecting with a given local ray
  111857. * @param mesh defines the mesh to find the submesh for
  111858. * @param localRay defines the ray in local space
  111859. * @returns the list of intersecting sub meshes
  111860. */
  111861. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  111862. /**
  111863. * Return the list of sub meshes colliding with a collider
  111864. * @param mesh defines the mesh to find the submesh for
  111865. * @param collider defines the collider to evaluate the collision against
  111866. * @returns the list of colliding sub meshes
  111867. */
  111868. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  111869. /**
  111870. * Rebuilds the elements related to this component in case of
  111871. * context lost for instance.
  111872. */
  111873. rebuild(): void;
  111874. /**
  111875. * Disposes the component and the associated ressources.
  111876. */
  111877. dispose(): void;
  111878. }
  111879. }
  111880. declare module BABYLON {
  111881. /**
  111882. * Renders a layer on top of an existing scene
  111883. */
  111884. export class UtilityLayerRenderer implements IDisposable {
  111885. /** the original scene that will be rendered on top of */
  111886. originalScene: Scene;
  111887. private _pointerCaptures;
  111888. private _lastPointerEvents;
  111889. private static _DefaultUtilityLayer;
  111890. private static _DefaultKeepDepthUtilityLayer;
  111891. private _sharedGizmoLight;
  111892. private _renderCamera;
  111893. /**
  111894. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  111895. * @returns the camera that is used when rendering the utility layer
  111896. */
  111897. getRenderCamera(): Nullable<Camera>;
  111898. /**
  111899. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  111900. * @param cam the camera that should be used when rendering the utility layer
  111901. */
  111902. setRenderCamera(cam: Nullable<Camera>): void;
  111903. /**
  111904. * @hidden
  111905. * Light which used by gizmos to get light shading
  111906. */
  111907. _getSharedGizmoLight(): HemisphericLight;
  111908. /**
  111909. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  111910. */
  111911. pickUtilitySceneFirst: boolean;
  111912. /**
  111913. * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
  111914. */
  111915. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  111916. /**
  111917. * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
  111918. */
  111919. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  111920. /**
  111921. * The scene that is rendered on top of the original scene
  111922. */
  111923. utilityLayerScene: Scene;
  111924. /**
  111925. * If the utility layer should automatically be rendered on top of existing scene
  111926. */
  111927. shouldRender: boolean;
  111928. /**
  111929. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  111930. */
  111931. onlyCheckPointerDownEvents: boolean;
  111932. /**
  111933. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  111934. */
  111935. processAllEvents: boolean;
  111936. /**
  111937. * Observable raised when the pointer move from the utility layer scene to the main scene
  111938. */
  111939. onPointerOutObservable: Observable<number>;
  111940. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  111941. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  111942. private _afterRenderObserver;
  111943. private _sceneDisposeObserver;
  111944. private _originalPointerObserver;
  111945. /**
  111946. * Instantiates a UtilityLayerRenderer
  111947. * @param originalScene the original scene that will be rendered on top of
  111948. * @param handleEvents boolean indicating if the utility layer should handle events
  111949. */
  111950. constructor(
  111951. /** the original scene that will be rendered on top of */
  111952. originalScene: Scene, handleEvents?: boolean);
  111953. private _notifyObservers;
  111954. /**
  111955. * Renders the utility layers scene on top of the original scene
  111956. */
  111957. render(): void;
  111958. /**
  111959. * Disposes of the renderer
  111960. */
  111961. dispose(): void;
  111962. private _updateCamera;
  111963. }
  111964. }
  111965. declare module BABYLON {
  111966. /**
  111967. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  111968. */
  111969. export class Gizmo implements IDisposable {
  111970. /** The utility layer the gizmo will be added to */
  111971. gizmoLayer: UtilityLayerRenderer;
  111972. /**
  111973. * The root mesh of the gizmo
  111974. */
  111975. _rootMesh: Mesh;
  111976. private _attachedMesh;
  111977. /**
  111978. * Ratio for the scale of the gizmo (Default: 1)
  111979. */
  111980. scaleRatio: number;
  111981. /**
  111982. * If a custom mesh has been set (Default: false)
  111983. */
  111984. protected _customMeshSet: boolean;
  111985. /**
  111986. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  111987. * * When set, interactions will be enabled
  111988. */
  111989. attachedMesh: Nullable<AbstractMesh>;
  111990. /**
  111991. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  111992. * @param mesh The mesh to replace the default mesh of the gizmo
  111993. */
  111994. setCustomMesh(mesh: Mesh): void;
  111995. /**
  111996. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  111997. */
  111998. updateGizmoRotationToMatchAttachedMesh: boolean;
  111999. /**
  112000. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  112001. */
  112002. updateGizmoPositionToMatchAttachedMesh: boolean;
  112003. /**
  112004. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  112005. */
  112006. updateScale: boolean;
  112007. protected _interactionsEnabled: boolean;
  112008. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  112009. private _beforeRenderObserver;
  112010. private _tempVector;
  112011. /**
  112012. * Creates a gizmo
  112013. * @param gizmoLayer The utility layer the gizmo will be added to
  112014. */
  112015. constructor(
  112016. /** The utility layer the gizmo will be added to */
  112017. gizmoLayer?: UtilityLayerRenderer);
  112018. /**
  112019. * Updates the gizmo to match the attached mesh's position/rotation
  112020. */
  112021. protected _update(): void;
  112022. /**
  112023. * Disposes of the gizmo
  112024. */
  112025. dispose(): void;
  112026. }
  112027. }
  112028. declare module BABYLON {
  112029. /**
  112030. * Single plane drag gizmo
  112031. */
  112032. export class PlaneDragGizmo extends Gizmo {
  112033. /**
  112034. * Drag behavior responsible for the gizmos dragging interactions
  112035. */
  112036. dragBehavior: PointerDragBehavior;
  112037. private _pointerObserver;
  112038. /**
  112039. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  112040. */
  112041. snapDistance: number;
  112042. /**
  112043. * Event that fires each time the gizmo snaps to a new location.
  112044. * * snapDistance is the the change in distance
  112045. */
  112046. onSnapObservable: Observable<{
  112047. snapDistance: number;
  112048. }>;
  112049. private _plane;
  112050. private _coloredMaterial;
  112051. private _hoverMaterial;
  112052. private _isEnabled;
  112053. private _parent;
  112054. /** @hidden */
  112055. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  112056. /** @hidden */
  112057. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  112058. /**
  112059. * Creates a PlaneDragGizmo
  112060. * @param gizmoLayer The utility layer the gizmo will be added to
  112061. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  112062. * @param color The color of the gizmo
  112063. */
  112064. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  112065. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  112066. /**
  112067. * If the gizmo is enabled
  112068. */
  112069. isEnabled: boolean;
  112070. /**
  112071. * Disposes of the gizmo
  112072. */
  112073. dispose(): void;
  112074. }
  112075. }
  112076. declare module BABYLON {
  112077. /**
  112078. * Gizmo that enables dragging a mesh along 3 axis
  112079. */
  112080. export class PositionGizmo extends Gizmo {
  112081. /**
  112082. * Internal gizmo used for interactions on the x axis
  112083. */
  112084. xGizmo: AxisDragGizmo;
  112085. /**
  112086. * Internal gizmo used for interactions on the y axis
  112087. */
  112088. yGizmo: AxisDragGizmo;
  112089. /**
  112090. * Internal gizmo used for interactions on the z axis
  112091. */
  112092. zGizmo: AxisDragGizmo;
  112093. /**
  112094. * Internal gizmo used for interactions on the yz plane
  112095. */
  112096. xPlaneGizmo: PlaneDragGizmo;
  112097. /**
  112098. * Internal gizmo used for interactions on the xz plane
  112099. */
  112100. yPlaneGizmo: PlaneDragGizmo;
  112101. /**
  112102. * Internal gizmo used for interactions on the xy plane
  112103. */
  112104. zPlaneGizmo: PlaneDragGizmo;
  112105. /**
  112106. * private variables
  112107. */
  112108. private _meshAttached;
  112109. private _updateGizmoRotationToMatchAttachedMesh;
  112110. private _snapDistance;
  112111. private _scaleRatio;
  112112. /** Fires an event when any of it's sub gizmos are dragged */
  112113. onDragStartObservable: Observable<unknown>;
  112114. /** Fires an event when any of it's sub gizmos are released from dragging */
  112115. onDragEndObservable: Observable<unknown>;
  112116. /**
  112117. * If set to true, planar drag is enabled
  112118. */
  112119. private _planarGizmoEnabled;
  112120. attachedMesh: Nullable<AbstractMesh>;
  112121. /**
  112122. * Creates a PositionGizmo
  112123. * @param gizmoLayer The utility layer the gizmo will be added to
  112124. */
  112125. constructor(gizmoLayer?: UtilityLayerRenderer);
  112126. /**
  112127. * If the planar drag gizmo is enabled
  112128. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  112129. */
  112130. planarGizmoEnabled: boolean;
  112131. updateGizmoRotationToMatchAttachedMesh: boolean;
  112132. /**
  112133. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  112134. */
  112135. snapDistance: number;
  112136. /**
  112137. * Ratio for the scale of the gizmo (Default: 1)
  112138. */
  112139. scaleRatio: number;
  112140. /**
  112141. * Disposes of the gizmo
  112142. */
  112143. dispose(): void;
  112144. /**
  112145. * CustomMeshes are not supported by this gizmo
  112146. * @param mesh The mesh to replace the default mesh of the gizmo
  112147. */
  112148. setCustomMesh(mesh: Mesh): void;
  112149. }
  112150. }
  112151. declare module BABYLON {
  112152. /**
  112153. * Single axis drag gizmo
  112154. */
  112155. export class AxisDragGizmo extends Gizmo {
  112156. /**
  112157. * Drag behavior responsible for the gizmos dragging interactions
  112158. */
  112159. dragBehavior: PointerDragBehavior;
  112160. private _pointerObserver;
  112161. /**
  112162. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  112163. */
  112164. snapDistance: number;
  112165. /**
  112166. * Event that fires each time the gizmo snaps to a new location.
  112167. * * snapDistance is the the change in distance
  112168. */
  112169. onSnapObservable: Observable<{
  112170. snapDistance: number;
  112171. }>;
  112172. private _isEnabled;
  112173. private _parent;
  112174. private _arrow;
  112175. private _coloredMaterial;
  112176. private _hoverMaterial;
  112177. /** @hidden */
  112178. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  112179. /** @hidden */
  112180. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  112181. /**
  112182. * Creates an AxisDragGizmo
  112183. * @param gizmoLayer The utility layer the gizmo will be added to
  112184. * @param dragAxis The axis which the gizmo will be able to drag on
  112185. * @param color The color of the gizmo
  112186. */
  112187. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  112188. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  112189. /**
  112190. * If the gizmo is enabled
  112191. */
  112192. isEnabled: boolean;
  112193. /**
  112194. * Disposes of the gizmo
  112195. */
  112196. dispose(): void;
  112197. }
  112198. }
  112199. declare module BABYLON.Debug {
  112200. /**
  112201. * The Axes viewer will show 3 axes in a specific point in space
  112202. */
  112203. export class AxesViewer {
  112204. private _xAxis;
  112205. private _yAxis;
  112206. private _zAxis;
  112207. private _scaleLinesFactor;
  112208. private _instanced;
  112209. /**
  112210. * Gets the hosting scene
  112211. */
  112212. scene: Scene;
  112213. /**
  112214. * Gets or sets a number used to scale line length
  112215. */
  112216. scaleLines: number;
  112217. /** Gets the node hierarchy used to render x-axis */
  112218. readonly xAxis: TransformNode;
  112219. /** Gets the node hierarchy used to render y-axis */
  112220. readonly yAxis: TransformNode;
  112221. /** Gets the node hierarchy used to render z-axis */
  112222. readonly zAxis: TransformNode;
  112223. /**
  112224. * Creates a new AxesViewer
  112225. * @param scene defines the hosting scene
  112226. * @param scaleLines defines a number used to scale line length (1 by default)
  112227. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  112228. * @param xAxis defines the node hierarchy used to render the x-axis
  112229. * @param yAxis defines the node hierarchy used to render the y-axis
  112230. * @param zAxis defines the node hierarchy used to render the z-axis
  112231. */
  112232. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  112233. /**
  112234. * Force the viewer to update
  112235. * @param position defines the position of the viewer
  112236. * @param xaxis defines the x axis of the viewer
  112237. * @param yaxis defines the y axis of the viewer
  112238. * @param zaxis defines the z axis of the viewer
  112239. */
  112240. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  112241. /**
  112242. * Creates an instance of this axes viewer.
  112243. * @returns a new axes viewer with instanced meshes
  112244. */
  112245. createInstance(): AxesViewer;
  112246. /** Releases resources */
  112247. dispose(): void;
  112248. private static _SetRenderingGroupId;
  112249. }
  112250. }
  112251. declare module BABYLON.Debug {
  112252. /**
  112253. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  112254. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  112255. */
  112256. export class BoneAxesViewer extends AxesViewer {
  112257. /**
  112258. * Gets or sets the target mesh where to display the axes viewer
  112259. */
  112260. mesh: Nullable<Mesh>;
  112261. /**
  112262. * Gets or sets the target bone where to display the axes viewer
  112263. */
  112264. bone: Nullable<Bone>;
  112265. /** Gets current position */
  112266. pos: Vector3;
  112267. /** Gets direction of X axis */
  112268. xaxis: Vector3;
  112269. /** Gets direction of Y axis */
  112270. yaxis: Vector3;
  112271. /** Gets direction of Z axis */
  112272. zaxis: Vector3;
  112273. /**
  112274. * Creates a new BoneAxesViewer
  112275. * @param scene defines the hosting scene
  112276. * @param bone defines the target bone
  112277. * @param mesh defines the target mesh
  112278. * @param scaleLines defines a scaling factor for line length (1 by default)
  112279. */
  112280. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  112281. /**
  112282. * Force the viewer to update
  112283. */
  112284. update(): void;
  112285. /** Releases resources */
  112286. dispose(): void;
  112287. }
  112288. }
  112289. declare module BABYLON {
  112290. /**
  112291. * Interface used to define scene explorer extensibility option
  112292. */
  112293. export interface IExplorerExtensibilityOption {
  112294. /**
  112295. * Define the option label
  112296. */
  112297. label: string;
  112298. /**
  112299. * Defines the action to execute on click
  112300. */
  112301. action: (entity: any) => void;
  112302. }
  112303. /**
  112304. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  112305. */
  112306. export interface IExplorerExtensibilityGroup {
  112307. /**
  112308. * Defines a predicate to test if a given type mut be extended
  112309. */
  112310. predicate: (entity: any) => boolean;
  112311. /**
  112312. * Gets the list of options added to a type
  112313. */
  112314. entries: IExplorerExtensibilityOption[];
  112315. }
  112316. /**
  112317. * Interface used to define the options to use to create the Inspector
  112318. */
  112319. export interface IInspectorOptions {
  112320. /**
  112321. * Display in overlay mode (default: false)
  112322. */
  112323. overlay?: boolean;
  112324. /**
  112325. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  112326. */
  112327. globalRoot?: HTMLElement;
  112328. /**
  112329. * Display the Scene explorer
  112330. */
  112331. showExplorer?: boolean;
  112332. /**
  112333. * Display the property inspector
  112334. */
  112335. showInspector?: boolean;
  112336. /**
  112337. * Display in embed mode (both panes on the right)
  112338. */
  112339. embedMode?: boolean;
  112340. /**
  112341. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  112342. */
  112343. handleResize?: boolean;
  112344. /**
  112345. * Allow the panes to popup (default: true)
  112346. */
  112347. enablePopup?: boolean;
  112348. /**
  112349. * Allow the panes to be closed by users (default: true)
  112350. */
  112351. enableClose?: boolean;
  112352. /**
  112353. * Optional list of extensibility entries
  112354. */
  112355. explorerExtensibility?: IExplorerExtensibilityGroup[];
  112356. /**
  112357. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  112358. */
  112359. inspectorURL?: string;
  112360. }
  112361. interface Scene {
  112362. /**
  112363. * @hidden
  112364. * Backing field
  112365. */
  112366. _debugLayer: DebugLayer;
  112367. /**
  112368. * Gets the debug layer (aka Inspector) associated with the scene
  112369. * @see http://doc.babylonjs.com/features/playground_debuglayer
  112370. */
  112371. debugLayer: DebugLayer;
  112372. }
  112373. /**
  112374. * The debug layer (aka Inspector) is the go to tool in order to better understand
  112375. * what is happening in your scene
  112376. * @see http://doc.babylonjs.com/features/playground_debuglayer
  112377. */
  112378. export class DebugLayer {
  112379. /**
  112380. * Define the url to get the inspector script from.
  112381. * By default it uses the babylonjs CDN.
  112382. * @ignoreNaming
  112383. */
  112384. static InspectorURL: string;
  112385. private _scene;
  112386. private BJSINSPECTOR;
  112387. private _onPropertyChangedObservable?;
  112388. /**
  112389. * Observable triggered when a property is changed through the inspector.
  112390. */
  112391. readonly onPropertyChangedObservable: any;
  112392. /**
  112393. * Instantiates a new debug layer.
  112394. * The debug layer (aka Inspector) is the go to tool in order to better understand
  112395. * what is happening in your scene
  112396. * @see http://doc.babylonjs.com/features/playground_debuglayer
  112397. * @param scene Defines the scene to inspect
  112398. */
  112399. constructor(scene: Scene);
  112400. /** Creates the inspector window. */
  112401. private _createInspector;
  112402. /**
  112403. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  112404. * @param entity defines the entity to select
  112405. * @param lineContainerTitle defines the specific block to highlight
  112406. */
  112407. select(entity: any, lineContainerTitle?: string): void;
  112408. /** Get the inspector from bundle or global */
  112409. private _getGlobalInspector;
  112410. /**
  112411. * Get if the inspector is visible or not.
  112412. * @returns true if visible otherwise, false
  112413. */
  112414. isVisible(): boolean;
  112415. /**
  112416. * Hide the inspector and close its window.
  112417. */
  112418. hide(): void;
  112419. /**
  112420. * Launch the debugLayer.
  112421. * @param config Define the configuration of the inspector
  112422. * @return a promise fulfilled when the debug layer is visible
  112423. */
  112424. show(config?: IInspectorOptions): Promise<DebugLayer>;
  112425. }
  112426. }
  112427. declare module BABYLON {
  112428. /**
  112429. * Class containing static functions to help procedurally build meshes
  112430. */
  112431. export class BoxBuilder {
  112432. /**
  112433. * Creates a box mesh
  112434. * * The parameter `size` sets the size (float) of each box side (default 1)
  112435. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  112436. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  112437. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  112438. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  112439. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  112440. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112441. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  112442. * @param name defines the name of the mesh
  112443. * @param options defines the options used to create the mesh
  112444. * @param scene defines the hosting scene
  112445. * @returns the box mesh
  112446. */
  112447. static CreateBox(name: string, options: {
  112448. size?: number;
  112449. width?: number;
  112450. height?: number;
  112451. depth?: number;
  112452. faceUV?: Vector4[];
  112453. faceColors?: Color4[];
  112454. sideOrientation?: number;
  112455. frontUVs?: Vector4;
  112456. backUVs?: Vector4;
  112457. wrap?: boolean;
  112458. topBaseAt?: number;
  112459. bottomBaseAt?: number;
  112460. updatable?: boolean;
  112461. }, scene?: Nullable<Scene>): Mesh;
  112462. }
  112463. }
  112464. declare module BABYLON {
  112465. /**
  112466. * Class containing static functions to help procedurally build meshes
  112467. */
  112468. export class SphereBuilder {
  112469. /**
  112470. * Creates a sphere mesh
  112471. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  112472. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  112473. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  112474. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  112475. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  112476. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  112477. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  112478. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112479. * @param name defines the name of the mesh
  112480. * @param options defines the options used to create the mesh
  112481. * @param scene defines the hosting scene
  112482. * @returns the sphere mesh
  112483. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  112484. */
  112485. static CreateSphere(name: string, options: {
  112486. segments?: number;
  112487. diameter?: number;
  112488. diameterX?: number;
  112489. diameterY?: number;
  112490. diameterZ?: number;
  112491. arc?: number;
  112492. slice?: number;
  112493. sideOrientation?: number;
  112494. frontUVs?: Vector4;
  112495. backUVs?: Vector4;
  112496. updatable?: boolean;
  112497. }, scene?: Nullable<Scene>): Mesh;
  112498. }
  112499. }
  112500. declare module BABYLON.Debug {
  112501. /**
  112502. * Used to show the physics impostor around the specific mesh
  112503. */
  112504. export class PhysicsViewer {
  112505. /** @hidden */
  112506. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  112507. /** @hidden */
  112508. protected _meshes: Array<Nullable<AbstractMesh>>;
  112509. /** @hidden */
  112510. protected _scene: Nullable<Scene>;
  112511. /** @hidden */
  112512. protected _numMeshes: number;
  112513. /** @hidden */
  112514. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  112515. private _renderFunction;
  112516. private _utilityLayer;
  112517. private _debugBoxMesh;
  112518. private _debugSphereMesh;
  112519. private _debugCylinderMesh;
  112520. private _debugMaterial;
  112521. private _debugMeshMeshes;
  112522. /**
  112523. * Creates a new PhysicsViewer
  112524. * @param scene defines the hosting scene
  112525. */
  112526. constructor(scene: Scene);
  112527. /** @hidden */
  112528. protected _updateDebugMeshes(): void;
  112529. /**
  112530. * Renders a specified physic impostor
  112531. * @param impostor defines the impostor to render
  112532. * @param targetMesh defines the mesh represented by the impostor
  112533. * @returns the new debug mesh used to render the impostor
  112534. */
  112535. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  112536. /**
  112537. * Hides a specified physic impostor
  112538. * @param impostor defines the impostor to hide
  112539. */
  112540. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  112541. private _getDebugMaterial;
  112542. private _getDebugBoxMesh;
  112543. private _getDebugSphereMesh;
  112544. private _getDebugCylinderMesh;
  112545. private _getDebugMeshMesh;
  112546. private _getDebugMesh;
  112547. /** Releases all resources */
  112548. dispose(): void;
  112549. }
  112550. }
  112551. declare module BABYLON {
  112552. /**
  112553. * Class containing static functions to help procedurally build meshes
  112554. */
  112555. export class LinesBuilder {
  112556. /**
  112557. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  112558. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  112559. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  112560. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  112561. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  112562. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  112563. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  112564. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  112565. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  112566. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112567. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  112568. * @param name defines the name of the new line system
  112569. * @param options defines the options used to create the line system
  112570. * @param scene defines the hosting scene
  112571. * @returns a new line system mesh
  112572. */
  112573. static CreateLineSystem(name: string, options: {
  112574. lines: Vector3[][];
  112575. updatable?: boolean;
  112576. instance?: Nullable<LinesMesh>;
  112577. colors?: Nullable<Color4[][]>;
  112578. useVertexAlpha?: boolean;
  112579. }, scene: Nullable<Scene>): LinesMesh;
  112580. /**
  112581. * Creates a line mesh
  112582. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  112583. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  112584. * * The parameter `points` is an array successive Vector3
  112585. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  112586. * * The optional parameter `colors` is an array of successive Color4, one per line point
  112587. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  112588. * * When updating an instance, remember that only point positions can change, not the number of points
  112589. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112590. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  112591. * @param name defines the name of the new line system
  112592. * @param options defines the options used to create the line system
  112593. * @param scene defines the hosting scene
  112594. * @returns a new line mesh
  112595. */
  112596. static CreateLines(name: string, options: {
  112597. points: Vector3[];
  112598. updatable?: boolean;
  112599. instance?: Nullable<LinesMesh>;
  112600. colors?: Color4[];
  112601. useVertexAlpha?: boolean;
  112602. }, scene?: Nullable<Scene>): LinesMesh;
  112603. /**
  112604. * Creates a dashed line mesh
  112605. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  112606. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  112607. * * The parameter `points` is an array successive Vector3
  112608. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  112609. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  112610. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  112611. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  112612. * * When updating an instance, remember that only point positions can change, not the number of points
  112613. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112614. * @param name defines the name of the mesh
  112615. * @param options defines the options used to create the mesh
  112616. * @param scene defines the hosting scene
  112617. * @returns the dashed line mesh
  112618. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  112619. */
  112620. static CreateDashedLines(name: string, options: {
  112621. points: Vector3[];
  112622. dashSize?: number;
  112623. gapSize?: number;
  112624. dashNb?: number;
  112625. updatable?: boolean;
  112626. instance?: LinesMesh;
  112627. }, scene?: Nullable<Scene>): LinesMesh;
  112628. }
  112629. }
  112630. declare module BABYLON {
  112631. /**
  112632. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  112633. * in order to better appreciate the issue one might have.
  112634. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  112635. */
  112636. export class RayHelper {
  112637. /**
  112638. * Defines the ray we are currently tryin to visualize.
  112639. */
  112640. ray: Nullable<Ray>;
  112641. private _renderPoints;
  112642. private _renderLine;
  112643. private _renderFunction;
  112644. private _scene;
  112645. private _updateToMeshFunction;
  112646. private _attachedToMesh;
  112647. private _meshSpaceDirection;
  112648. private _meshSpaceOrigin;
  112649. /**
  112650. * Helper function to create a colored helper in a scene in one line.
  112651. * @param ray Defines the ray we are currently tryin to visualize
  112652. * @param scene Defines the scene the ray is used in
  112653. * @param color Defines the color we want to see the ray in
  112654. * @returns The newly created ray helper.
  112655. */
  112656. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  112657. /**
  112658. * Instantiate a new ray helper.
  112659. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  112660. * in order to better appreciate the issue one might have.
  112661. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  112662. * @param ray Defines the ray we are currently tryin to visualize
  112663. */
  112664. constructor(ray: Ray);
  112665. /**
  112666. * Shows the ray we are willing to debug.
  112667. * @param scene Defines the scene the ray needs to be rendered in
  112668. * @param color Defines the color the ray needs to be rendered in
  112669. */
  112670. show(scene: Scene, color?: Color3): void;
  112671. /**
  112672. * Hides the ray we are debugging.
  112673. */
  112674. hide(): void;
  112675. private _render;
  112676. /**
  112677. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  112678. * @param mesh Defines the mesh we want the helper attached to
  112679. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  112680. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  112681. * @param length Defines the length of the ray
  112682. */
  112683. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  112684. /**
  112685. * Detach the ray helper from the mesh it has previously been attached to.
  112686. */
  112687. detachFromMesh(): void;
  112688. private _updateToMesh;
  112689. /**
  112690. * Dispose the helper and release its associated resources.
  112691. */
  112692. dispose(): void;
  112693. }
  112694. }
  112695. declare module BABYLON.Debug {
  112696. /**
  112697. * Class used to render a debug view of a given skeleton
  112698. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  112699. */
  112700. export class SkeletonViewer {
  112701. /** defines the skeleton to render */
  112702. skeleton: Skeleton;
  112703. /** defines the mesh attached to the skeleton */
  112704. mesh: AbstractMesh;
  112705. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  112706. autoUpdateBonesMatrices: boolean;
  112707. /** defines the rendering group id to use with the viewer */
  112708. renderingGroupId: number;
  112709. /** Gets or sets the color used to render the skeleton */
  112710. color: Color3;
  112711. private _scene;
  112712. private _debugLines;
  112713. private _debugMesh;
  112714. private _isEnabled;
  112715. private _renderFunction;
  112716. private _utilityLayer;
  112717. /**
  112718. * Returns the mesh used to render the bones
  112719. */
  112720. readonly debugMesh: Nullable<LinesMesh>;
  112721. /**
  112722. * Creates a new SkeletonViewer
  112723. * @param skeleton defines the skeleton to render
  112724. * @param mesh defines the mesh attached to the skeleton
  112725. * @param scene defines the hosting scene
  112726. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  112727. * @param renderingGroupId defines the rendering group id to use with the viewer
  112728. */
  112729. constructor(
  112730. /** defines the skeleton to render */
  112731. skeleton: Skeleton,
  112732. /** defines the mesh attached to the skeleton */
  112733. mesh: AbstractMesh, scene: Scene,
  112734. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  112735. autoUpdateBonesMatrices?: boolean,
  112736. /** defines the rendering group id to use with the viewer */
  112737. renderingGroupId?: number);
  112738. /** Gets or sets a boolean indicating if the viewer is enabled */
  112739. isEnabled: boolean;
  112740. private _getBonePosition;
  112741. private _getLinesForBonesWithLength;
  112742. private _getLinesForBonesNoLength;
  112743. /** Update the viewer to sync with current skeleton state */
  112744. update(): void;
  112745. /** Release associated resources */
  112746. dispose(): void;
  112747. }
  112748. }
  112749. declare module BABYLON {
  112750. /**
  112751. * Options to create the null engine
  112752. */
  112753. export class NullEngineOptions {
  112754. /**
  112755. * Render width (Default: 512)
  112756. */
  112757. renderWidth: number;
  112758. /**
  112759. * Render height (Default: 256)
  112760. */
  112761. renderHeight: number;
  112762. /**
  112763. * Texture size (Default: 512)
  112764. */
  112765. textureSize: number;
  112766. /**
  112767. * If delta time between frames should be constant
  112768. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112769. */
  112770. deterministicLockstep: boolean;
  112771. /**
  112772. * Maximum about of steps between frames (Default: 4)
  112773. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112774. */
  112775. lockstepMaxSteps: number;
  112776. }
  112777. /**
  112778. * The null engine class provides support for headless version of babylon.js.
  112779. * This can be used in server side scenario or for testing purposes
  112780. */
  112781. export class NullEngine extends Engine {
  112782. private _options;
  112783. /**
  112784. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  112785. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112786. * @returns true if engine is in deterministic lock step mode
  112787. */
  112788. isDeterministicLockStep(): boolean;
  112789. /**
  112790. * Gets the max steps when engine is running in deterministic lock step
  112791. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112792. * @returns the max steps
  112793. */
  112794. getLockstepMaxSteps(): number;
  112795. /**
  112796. * Gets the current hardware scaling level.
  112797. * By default the hardware scaling level is computed from the window device ratio.
  112798. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  112799. * @returns a number indicating the current hardware scaling level
  112800. */
  112801. getHardwareScalingLevel(): number;
  112802. constructor(options?: NullEngineOptions);
  112803. /**
  112804. * Creates a vertex buffer
  112805. * @param vertices the data for the vertex buffer
  112806. * @returns the new WebGL static buffer
  112807. */
  112808. createVertexBuffer(vertices: FloatArray): DataBuffer;
  112809. /**
  112810. * Creates a new index buffer
  112811. * @param indices defines the content of the index buffer
  112812. * @param updatable defines if the index buffer must be updatable
  112813. * @returns a new webGL buffer
  112814. */
  112815. createIndexBuffer(indices: IndicesArray): DataBuffer;
  112816. /**
  112817. * Clear the current render buffer or the current render target (if any is set up)
  112818. * @param color defines the color to use
  112819. * @param backBuffer defines if the back buffer must be cleared
  112820. * @param depth defines if the depth buffer must be cleared
  112821. * @param stencil defines if the stencil buffer must be cleared
  112822. */
  112823. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  112824. /**
  112825. * Gets the current render width
  112826. * @param useScreen defines if screen size must be used (or the current render target if any)
  112827. * @returns a number defining the current render width
  112828. */
  112829. getRenderWidth(useScreen?: boolean): number;
  112830. /**
  112831. * Gets the current render height
  112832. * @param useScreen defines if screen size must be used (or the current render target if any)
  112833. * @returns a number defining the current render height
  112834. */
  112835. getRenderHeight(useScreen?: boolean): number;
  112836. /**
  112837. * Set the WebGL's viewport
  112838. * @param viewport defines the viewport element to be used
  112839. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  112840. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  112841. */
  112842. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  112843. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  112844. /**
  112845. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  112846. * @param pipelineContext defines the pipeline context to use
  112847. * @param uniformsNames defines the list of uniform names
  112848. * @returns an array of webGL uniform locations
  112849. */
  112850. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  112851. /**
  112852. * Gets the lsit of active attributes for a given webGL program
  112853. * @param pipelineContext defines the pipeline context to use
  112854. * @param attributesNames defines the list of attribute names to get
  112855. * @returns an array of indices indicating the offset of each attribute
  112856. */
  112857. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  112858. /**
  112859. * Binds an effect to the webGL context
  112860. * @param effect defines the effect to bind
  112861. */
  112862. bindSamplers(effect: Effect): void;
  112863. /**
  112864. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  112865. * @param effect defines the effect to activate
  112866. */
  112867. enableEffect(effect: Effect): void;
  112868. /**
  112869. * Set various states to the webGL context
  112870. * @param culling defines backface culling state
  112871. * @param zOffset defines the value to apply to zOffset (0 by default)
  112872. * @param force defines if states must be applied even if cache is up to date
  112873. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  112874. */
  112875. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  112876. /**
  112877. * Set the value of an uniform to an array of int32
  112878. * @param uniform defines the webGL uniform location where to store the value
  112879. * @param array defines the array of int32 to store
  112880. */
  112881. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  112882. /**
  112883. * Set the value of an uniform to an array of int32 (stored as vec2)
  112884. * @param uniform defines the webGL uniform location where to store the value
  112885. * @param array defines the array of int32 to store
  112886. */
  112887. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  112888. /**
  112889. * Set the value of an uniform to an array of int32 (stored as vec3)
  112890. * @param uniform defines the webGL uniform location where to store the value
  112891. * @param array defines the array of int32 to store
  112892. */
  112893. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  112894. /**
  112895. * Set the value of an uniform to an array of int32 (stored as vec4)
  112896. * @param uniform defines the webGL uniform location where to store the value
  112897. * @param array defines the array of int32 to store
  112898. */
  112899. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  112900. /**
  112901. * Set the value of an uniform to an array of float32
  112902. * @param uniform defines the webGL uniform location where to store the value
  112903. * @param array defines the array of float32 to store
  112904. */
  112905. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  112906. /**
  112907. * Set the value of an uniform to an array of float32 (stored as vec2)
  112908. * @param uniform defines the webGL uniform location where to store the value
  112909. * @param array defines the array of float32 to store
  112910. */
  112911. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  112912. /**
  112913. * Set the value of an uniform to an array of float32 (stored as vec3)
  112914. * @param uniform defines the webGL uniform location where to store the value
  112915. * @param array defines the array of float32 to store
  112916. */
  112917. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  112918. /**
  112919. * Set the value of an uniform to an array of float32 (stored as vec4)
  112920. * @param uniform defines the webGL uniform location where to store the value
  112921. * @param array defines the array of float32 to store
  112922. */
  112923. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  112924. /**
  112925. * Set the value of an uniform to an array of number
  112926. * @param uniform defines the webGL uniform location where to store the value
  112927. * @param array defines the array of number to store
  112928. */
  112929. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  112930. /**
  112931. * Set the value of an uniform to an array of number (stored as vec2)
  112932. * @param uniform defines the webGL uniform location where to store the value
  112933. * @param array defines the array of number to store
  112934. */
  112935. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  112936. /**
  112937. * Set the value of an uniform to an array of number (stored as vec3)
  112938. * @param uniform defines the webGL uniform location where to store the value
  112939. * @param array defines the array of number to store
  112940. */
  112941. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  112942. /**
  112943. * Set the value of an uniform to an array of number (stored as vec4)
  112944. * @param uniform defines the webGL uniform location where to store the value
  112945. * @param array defines the array of number to store
  112946. */
  112947. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  112948. /**
  112949. * Set the value of an uniform to an array of float32 (stored as matrices)
  112950. * @param uniform defines the webGL uniform location where to store the value
  112951. * @param matrices defines the array of float32 to store
  112952. */
  112953. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  112954. /**
  112955. * Set the value of an uniform to a matrix (3x3)
  112956. * @param uniform defines the webGL uniform location where to store the value
  112957. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  112958. */
  112959. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  112960. /**
  112961. * Set the value of an uniform to a matrix (2x2)
  112962. * @param uniform defines the webGL uniform location where to store the value
  112963. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  112964. */
  112965. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  112966. /**
  112967. * Set the value of an uniform to a number (float)
  112968. * @param uniform defines the webGL uniform location where to store the value
  112969. * @param value defines the float number to store
  112970. */
  112971. setFloat(uniform: WebGLUniformLocation, value: number): void;
  112972. /**
  112973. * Set the value of an uniform to a vec2
  112974. * @param uniform defines the webGL uniform location where to store the value
  112975. * @param x defines the 1st component of the value
  112976. * @param y defines the 2nd component of the value
  112977. */
  112978. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  112979. /**
  112980. * Set the value of an uniform to a vec3
  112981. * @param uniform defines the webGL uniform location where to store the value
  112982. * @param x defines the 1st component of the value
  112983. * @param y defines the 2nd component of the value
  112984. * @param z defines the 3rd component of the value
  112985. */
  112986. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  112987. /**
  112988. * Set the value of an uniform to a boolean
  112989. * @param uniform defines the webGL uniform location where to store the value
  112990. * @param bool defines the boolean to store
  112991. */
  112992. setBool(uniform: WebGLUniformLocation, bool: number): void;
  112993. /**
  112994. * Set the value of an uniform to a vec4
  112995. * @param uniform defines the webGL uniform location where to store the value
  112996. * @param x defines the 1st component of the value
  112997. * @param y defines the 2nd component of the value
  112998. * @param z defines the 3rd component of the value
  112999. * @param w defines the 4th component of the value
  113000. */
  113001. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  113002. /**
  113003. * Sets the current alpha mode
  113004. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  113005. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  113006. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  113007. */
  113008. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  113009. /**
  113010. * Bind webGl buffers directly to the webGL context
  113011. * @param vertexBuffers defines the vertex buffer to bind
  113012. * @param indexBuffer defines the index buffer to bind
  113013. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  113014. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  113015. * @param effect defines the effect associated with the vertex buffer
  113016. */
  113017. bindBuffers(vertexBuffers: {
  113018. [key: string]: VertexBuffer;
  113019. }, indexBuffer: DataBuffer, effect: Effect): void;
  113020. /**
  113021. * Force the entire cache to be cleared
  113022. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  113023. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  113024. */
  113025. wipeCaches(bruteForce?: boolean): void;
  113026. /**
  113027. * Send a draw order
  113028. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  113029. * @param indexStart defines the starting index
  113030. * @param indexCount defines the number of index to draw
  113031. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  113032. */
  113033. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  113034. /**
  113035. * Draw a list of indexed primitives
  113036. * @param fillMode defines the primitive to use
  113037. * @param indexStart defines the starting index
  113038. * @param indexCount defines the number of index to draw
  113039. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  113040. */
  113041. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  113042. /**
  113043. * Draw a list of unindexed primitives
  113044. * @param fillMode defines the primitive to use
  113045. * @param verticesStart defines the index of first vertex to draw
  113046. * @param verticesCount defines the count of vertices to draw
  113047. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  113048. */
  113049. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  113050. /** @hidden */
  113051. _createTexture(): WebGLTexture;
  113052. /** @hidden */
  113053. _releaseTexture(texture: InternalTexture): void;
  113054. /**
  113055. * Usually called from Texture.ts.
  113056. * Passed information to create a WebGLTexture
  113057. * @param urlArg defines a value which contains one of the following:
  113058. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  113059. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  113060. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  113061. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  113062. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  113063. * @param scene needed for loading to the correct scene
  113064. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  113065. * @param onLoad optional callback to be called upon successful completion
  113066. * @param onError optional callback to be called upon failure
  113067. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  113068. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  113069. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  113070. * @param forcedExtension defines the extension to use to pick the right loader
  113071. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  113072. * @returns a InternalTexture for assignment back into BABYLON.Texture
  113073. */
  113074. createTexture(urlArg: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<ArrayBuffer | HTMLImageElement>, fallBack?: InternalTexture, format?: number): InternalTexture;
  113075. /**
  113076. * Creates a new render target texture
  113077. * @param size defines the size of the texture
  113078. * @param options defines the options used to create the texture
  113079. * @returns a new render target texture stored in an InternalTexture
  113080. */
  113081. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  113082. /**
  113083. * Update the sampling mode of a given texture
  113084. * @param samplingMode defines the required sampling mode
  113085. * @param texture defines the texture to update
  113086. */
  113087. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  113088. /**
  113089. * Binds the frame buffer to the specified texture.
  113090. * @param texture The texture to render to or null for the default canvas
  113091. * @param faceIndex The face of the texture to render to in case of cube texture
  113092. * @param requiredWidth The width of the target to render to
  113093. * @param requiredHeight The height of the target to render to
  113094. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  113095. * @param depthStencilTexture The depth stencil texture to use to render
  113096. * @param lodLevel defines le lod level to bind to the frame buffer
  113097. */
  113098. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  113099. /**
  113100. * Unbind the current render target texture from the webGL context
  113101. * @param texture defines the render target texture to unbind
  113102. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  113103. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  113104. */
  113105. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  113106. /**
  113107. * Creates a dynamic vertex buffer
  113108. * @param vertices the data for the dynamic vertex buffer
  113109. * @returns the new WebGL dynamic buffer
  113110. */
  113111. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  113112. /**
  113113. * Update the content of a dynamic texture
  113114. * @param texture defines the texture to update
  113115. * @param canvas defines the canvas containing the source
  113116. * @param invertY defines if data must be stored with Y axis inverted
  113117. * @param premulAlpha defines if alpha is stored as premultiplied
  113118. * @param format defines the format of the data
  113119. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  113120. */
  113121. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  113122. /**
  113123. * Gets a boolean indicating if all created effects are ready
  113124. * @returns true if all effects are ready
  113125. */
  113126. areAllEffectsReady(): boolean;
  113127. /**
  113128. * @hidden
  113129. * Get the current error code of the webGL context
  113130. * @returns the error code
  113131. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  113132. */
  113133. getError(): number;
  113134. /** @hidden */
  113135. _getUnpackAlignement(): number;
  113136. /** @hidden */
  113137. _unpackFlipY(value: boolean): void;
  113138. /**
  113139. * Update a dynamic index buffer
  113140. * @param indexBuffer defines the target index buffer
  113141. * @param indices defines the data to update
  113142. * @param offset defines the offset in the target index buffer where update should start
  113143. */
  113144. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  113145. /**
  113146. * Updates a dynamic vertex buffer.
  113147. * @param vertexBuffer the vertex buffer to update
  113148. * @param vertices the data used to update the vertex buffer
  113149. * @param byteOffset the byte offset of the data (optional)
  113150. * @param byteLength the byte length of the data (optional)
  113151. */
  113152. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  113153. /** @hidden */
  113154. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  113155. /** @hidden */
  113156. _bindTexture(channel: number, texture: InternalTexture): void;
  113157. protected _deleteBuffer(buffer: WebGLBuffer): void;
  113158. /**
  113159. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  113160. */
  113161. releaseEffects(): void;
  113162. displayLoadingUI(): void;
  113163. hideLoadingUI(): void;
  113164. /** @hidden */
  113165. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  113166. /** @hidden */
  113167. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  113168. /** @hidden */
  113169. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  113170. /** @hidden */
  113171. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  113172. }
  113173. }
  113174. declare module BABYLON {
  113175. /** @hidden */
  113176. export class _OcclusionDataStorage {
  113177. /** @hidden */
  113178. occlusionInternalRetryCounter: number;
  113179. /** @hidden */
  113180. isOcclusionQueryInProgress: boolean;
  113181. /** @hidden */
  113182. isOccluded: boolean;
  113183. /** @hidden */
  113184. occlusionRetryCount: number;
  113185. /** @hidden */
  113186. occlusionType: number;
  113187. /** @hidden */
  113188. occlusionQueryAlgorithmType: number;
  113189. }
  113190. interface Engine {
  113191. /**
  113192. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  113193. * @return the new query
  113194. */
  113195. createQuery(): WebGLQuery;
  113196. /**
  113197. * Delete and release a webGL query
  113198. * @param query defines the query to delete
  113199. * @return the current engine
  113200. */
  113201. deleteQuery(query: WebGLQuery): Engine;
  113202. /**
  113203. * Check if a given query has resolved and got its value
  113204. * @param query defines the query to check
  113205. * @returns true if the query got its value
  113206. */
  113207. isQueryResultAvailable(query: WebGLQuery): boolean;
  113208. /**
  113209. * Gets the value of a given query
  113210. * @param query defines the query to check
  113211. * @returns the value of the query
  113212. */
  113213. getQueryResult(query: WebGLQuery): number;
  113214. /**
  113215. * Initiates an occlusion query
  113216. * @param algorithmType defines the algorithm to use
  113217. * @param query defines the query to use
  113218. * @returns the current engine
  113219. * @see http://doc.babylonjs.com/features/occlusionquery
  113220. */
  113221. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  113222. /**
  113223. * Ends an occlusion query
  113224. * @see http://doc.babylonjs.com/features/occlusionquery
  113225. * @param algorithmType defines the algorithm to use
  113226. * @returns the current engine
  113227. */
  113228. endOcclusionQuery(algorithmType: number): Engine;
  113229. /**
  113230. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  113231. * Please note that only one query can be issued at a time
  113232. * @returns a time token used to track the time span
  113233. */
  113234. startTimeQuery(): Nullable<_TimeToken>;
  113235. /**
  113236. * Ends a time query
  113237. * @param token defines the token used to measure the time span
  113238. * @returns the time spent (in ns)
  113239. */
  113240. endTimeQuery(token: _TimeToken): int;
  113241. /** @hidden */
  113242. _currentNonTimestampToken: Nullable<_TimeToken>;
  113243. /** @hidden */
  113244. _createTimeQuery(): WebGLQuery;
  113245. /** @hidden */
  113246. _deleteTimeQuery(query: WebGLQuery): void;
  113247. /** @hidden */
  113248. _getGlAlgorithmType(algorithmType: number): number;
  113249. /** @hidden */
  113250. _getTimeQueryResult(query: WebGLQuery): any;
  113251. /** @hidden */
  113252. _getTimeQueryAvailability(query: WebGLQuery): any;
  113253. }
  113254. interface AbstractMesh {
  113255. /**
  113256. * Backing filed
  113257. * @hidden
  113258. */
  113259. __occlusionDataStorage: _OcclusionDataStorage;
  113260. /**
  113261. * Access property
  113262. * @hidden
  113263. */
  113264. _occlusionDataStorage: _OcclusionDataStorage;
  113265. /**
  113266. * This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decideds to show or hide the object.
  113267. * The default value is -1 which means don't break the query and wait till the result
  113268. * @see http://doc.babylonjs.com/features/occlusionquery
  113269. */
  113270. occlusionRetryCount: number;
  113271. /**
  113272. * This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:
  113273. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  113274. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  113275. * * OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.
  113276. * @see http://doc.babylonjs.com/features/occlusionquery
  113277. */
  113278. occlusionType: number;
  113279. /**
  113280. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  113281. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  113282. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE (Default Value) which is mapped to GL_ANY_SAMPLES_PASSED_CONSERVATIVE which is a false positive algorithm that is faster than GL_ANY_SAMPLES_PASSED but less accurate.
  113283. * @see http://doc.babylonjs.com/features/occlusionquery
  113284. */
  113285. occlusionQueryAlgorithmType: number;
  113286. /**
  113287. * Gets or sets whether the mesh is occluded or not, it is used also to set the intial state of the mesh to be occluded or not
  113288. * @see http://doc.babylonjs.com/features/occlusionquery
  113289. */
  113290. isOccluded: boolean;
  113291. /**
  113292. * Flag to check the progress status of the query
  113293. * @see http://doc.babylonjs.com/features/occlusionquery
  113294. */
  113295. isOcclusionQueryInProgress: boolean;
  113296. }
  113297. }
  113298. declare module BABYLON {
  113299. /** @hidden */
  113300. export var _forceTransformFeedbackToBundle: boolean;
  113301. interface Engine {
  113302. /**
  113303. * Creates a webGL transform feedback object
  113304. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  113305. * @returns the webGL transform feedback object
  113306. */
  113307. createTransformFeedback(): WebGLTransformFeedback;
  113308. /**
  113309. * Delete a webGL transform feedback object
  113310. * @param value defines the webGL transform feedback object to delete
  113311. */
  113312. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  113313. /**
  113314. * Bind a webGL transform feedback object to the webgl context
  113315. * @param value defines the webGL transform feedback object to bind
  113316. */
  113317. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  113318. /**
  113319. * Begins a transform feedback operation
  113320. * @param usePoints defines if points or triangles must be used
  113321. */
  113322. beginTransformFeedback(usePoints: boolean): void;
  113323. /**
  113324. * Ends a transform feedback operation
  113325. */
  113326. endTransformFeedback(): void;
  113327. /**
  113328. * Specify the varyings to use with transform feedback
  113329. * @param program defines the associated webGL program
  113330. * @param value defines the list of strings representing the varying names
  113331. */
  113332. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  113333. /**
  113334. * Bind a webGL buffer for a transform feedback operation
  113335. * @param value defines the webGL buffer to bind
  113336. */
  113337. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  113338. }
  113339. }
  113340. declare module BABYLON {
  113341. /**
  113342. * Creation options of the multi render target texture.
  113343. */
  113344. export interface IMultiRenderTargetOptions {
  113345. /**
  113346. * Define if the texture needs to create mip maps after render.
  113347. */
  113348. generateMipMaps?: boolean;
  113349. /**
  113350. * Define the types of all the draw buffers we want to create
  113351. */
  113352. types?: number[];
  113353. /**
  113354. * Define the sampling modes of all the draw buffers we want to create
  113355. */
  113356. samplingModes?: number[];
  113357. /**
  113358. * Define if a depth buffer is required
  113359. */
  113360. generateDepthBuffer?: boolean;
  113361. /**
  113362. * Define if a stencil buffer is required
  113363. */
  113364. generateStencilBuffer?: boolean;
  113365. /**
  113366. * Define if a depth texture is required instead of a depth buffer
  113367. */
  113368. generateDepthTexture?: boolean;
  113369. /**
  113370. * Define the number of desired draw buffers
  113371. */
  113372. textureCount?: number;
  113373. /**
  113374. * Define if aspect ratio should be adapted to the texture or stay the scene one
  113375. */
  113376. doNotChangeAspectRatio?: boolean;
  113377. /**
  113378. * Define the default type of the buffers we are creating
  113379. */
  113380. defaultType?: number;
  113381. }
  113382. /**
  113383. * A multi render target, like a render target provides the ability to render to a texture.
  113384. * Unlike the render target, it can render to several draw buffers in one draw.
  113385. * This is specially interesting in deferred rendering or for any effects requiring more than
  113386. * just one color from a single pass.
  113387. */
  113388. export class MultiRenderTarget extends RenderTargetTexture {
  113389. private _internalTextures;
  113390. private _textures;
  113391. private _multiRenderTargetOptions;
  113392. /**
  113393. * Get if draw buffers are currently supported by the used hardware and browser.
  113394. */
  113395. readonly isSupported: boolean;
  113396. /**
  113397. * Get the list of textures generated by the multi render target.
  113398. */
  113399. readonly textures: Texture[];
  113400. /**
  113401. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  113402. */
  113403. readonly depthTexture: Texture;
  113404. /**
  113405. * Set the wrapping mode on U of all the textures we are rendering to.
  113406. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  113407. */
  113408. wrapU: number;
  113409. /**
  113410. * Set the wrapping mode on V of all the textures we are rendering to.
  113411. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  113412. */
  113413. wrapV: number;
  113414. /**
  113415. * Instantiate a new multi render target texture.
  113416. * A multi render target, like a render target provides the ability to render to a texture.
  113417. * Unlike the render target, it can render to several draw buffers in one draw.
  113418. * This is specially interesting in deferred rendering or for any effects requiring more than
  113419. * just one color from a single pass.
  113420. * @param name Define the name of the texture
  113421. * @param size Define the size of the buffers to render to
  113422. * @param count Define the number of target we are rendering into
  113423. * @param scene Define the scene the texture belongs to
  113424. * @param options Define the options used to create the multi render target
  113425. */
  113426. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  113427. /** @hidden */
  113428. _rebuild(): void;
  113429. private _createInternalTextures;
  113430. private _createTextures;
  113431. /**
  113432. * Define the number of samples used if MSAA is enabled.
  113433. */
  113434. samples: number;
  113435. /**
  113436. * Resize all the textures in the multi render target.
  113437. * Be carrefull as it will recreate all the data in the new texture.
  113438. * @param size Define the new size
  113439. */
  113440. resize(size: any): void;
  113441. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  113442. /**
  113443. * Dispose the render targets and their associated resources
  113444. */
  113445. dispose(): void;
  113446. /**
  113447. * Release all the underlying texture used as draw buffers.
  113448. */
  113449. releaseInternalTextures(): void;
  113450. }
  113451. }
  113452. declare module BABYLON {
  113453. interface ThinEngine {
  113454. /**
  113455. * Unbind a list of render target textures from the webGL context
  113456. * This is used only when drawBuffer extension or webGL2 are active
  113457. * @param textures defines the render target textures to unbind
  113458. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  113459. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  113460. */
  113461. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  113462. /**
  113463. * Create a multi render target texture
  113464. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  113465. * @param size defines the size of the texture
  113466. * @param options defines the creation options
  113467. * @returns the cube texture as an InternalTexture
  113468. */
  113469. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  113470. /**
  113471. * Update the sample count for a given multiple render target texture
  113472. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  113473. * @param textures defines the textures to update
  113474. * @param samples defines the sample count to set
  113475. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  113476. */
  113477. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  113478. }
  113479. }
  113480. declare module BABYLON {
  113481. /**
  113482. * Class used to define an additional view for the engine
  113483. * @see https://doc.babylonjs.com/how_to/multi_canvases
  113484. */
  113485. export class EngineView {
  113486. /** Defines the canvas where to render the view */
  113487. target: HTMLCanvasElement;
  113488. /** Defines an optional camera used to render the view (will use active camera else) */
  113489. camera?: Camera;
  113490. }
  113491. interface Engine {
  113492. /**
  113493. * Gets or sets the HTML element to use for attaching events
  113494. */
  113495. inputElement: Nullable<HTMLElement>;
  113496. /**
  113497. * Gets the current engine view
  113498. * @see https://doc.babylonjs.com/how_to/multi_canvases
  113499. */
  113500. activeView: Nullable<EngineView>;
  113501. /** Gets or sets the list of views */
  113502. views: EngineView[];
  113503. /**
  113504. * Register a new child canvas
  113505. * @param canvas defines the canvas to register
  113506. * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)
  113507. * @returns the associated view
  113508. */
  113509. registerView(canvas: HTMLCanvasElement, camera?: Camera): EngineView;
  113510. /**
  113511. * Remove a registered child canvas
  113512. * @param canvas defines the canvas to remove
  113513. * @returns the current engine
  113514. */
  113515. unRegisterView(canvas: HTMLCanvasElement): Engine;
  113516. }
  113517. }
  113518. declare module BABYLON {
  113519. /**
  113520. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  113521. */
  113522. export interface CubeMapInfo {
  113523. /**
  113524. * The pixel array for the front face.
  113525. * This is stored in format, left to right, up to down format.
  113526. */
  113527. front: Nullable<ArrayBufferView>;
  113528. /**
  113529. * The pixel array for the back face.
  113530. * This is stored in format, left to right, up to down format.
  113531. */
  113532. back: Nullable<ArrayBufferView>;
  113533. /**
  113534. * The pixel array for the left face.
  113535. * This is stored in format, left to right, up to down format.
  113536. */
  113537. left: Nullable<ArrayBufferView>;
  113538. /**
  113539. * The pixel array for the right face.
  113540. * This is stored in format, left to right, up to down format.
  113541. */
  113542. right: Nullable<ArrayBufferView>;
  113543. /**
  113544. * The pixel array for the up face.
  113545. * This is stored in format, left to right, up to down format.
  113546. */
  113547. up: Nullable<ArrayBufferView>;
  113548. /**
  113549. * The pixel array for the down face.
  113550. * This is stored in format, left to right, up to down format.
  113551. */
  113552. down: Nullable<ArrayBufferView>;
  113553. /**
  113554. * The size of the cubemap stored.
  113555. *
  113556. * Each faces will be size * size pixels.
  113557. */
  113558. size: number;
  113559. /**
  113560. * The format of the texture.
  113561. *
  113562. * RGBA, RGB.
  113563. */
  113564. format: number;
  113565. /**
  113566. * The type of the texture data.
  113567. *
  113568. * UNSIGNED_INT, FLOAT.
  113569. */
  113570. type: number;
  113571. /**
  113572. * Specifies whether the texture is in gamma space.
  113573. */
  113574. gammaSpace: boolean;
  113575. }
  113576. /**
  113577. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  113578. */
  113579. export class PanoramaToCubeMapTools {
  113580. private static FACE_FRONT;
  113581. private static FACE_BACK;
  113582. private static FACE_RIGHT;
  113583. private static FACE_LEFT;
  113584. private static FACE_DOWN;
  113585. private static FACE_UP;
  113586. /**
  113587. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  113588. *
  113589. * @param float32Array The source data.
  113590. * @param inputWidth The width of the input panorama.
  113591. * @param inputHeight The height of the input panorama.
  113592. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  113593. * @return The cubemap data
  113594. */
  113595. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  113596. private static CreateCubemapTexture;
  113597. private static CalcProjectionSpherical;
  113598. }
  113599. }
  113600. declare module BABYLON {
  113601. /**
  113602. * Helper class dealing with the extraction of spherical polynomial dataArray
  113603. * from a cube map.
  113604. */
  113605. export class CubeMapToSphericalPolynomialTools {
  113606. private static FileFaces;
  113607. /**
  113608. * Converts a texture to the according Spherical Polynomial data.
  113609. * This extracts the first 3 orders only as they are the only one used in the lighting.
  113610. *
  113611. * @param texture The texture to extract the information from.
  113612. * @return The Spherical Polynomial data.
  113613. */
  113614. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  113615. /**
  113616. * Converts a cubemap to the according Spherical Polynomial data.
  113617. * This extracts the first 3 orders only as they are the only one used in the lighting.
  113618. *
  113619. * @param cubeInfo The Cube map to extract the information from.
  113620. * @return The Spherical Polynomial data.
  113621. */
  113622. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  113623. }
  113624. }
  113625. declare module BABYLON {
  113626. interface BaseTexture {
  113627. /**
  113628. * Get the polynomial representation of the texture data.
  113629. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  113630. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  113631. */
  113632. sphericalPolynomial: Nullable<SphericalPolynomial>;
  113633. }
  113634. }
  113635. declare module BABYLON {
  113636. /** @hidden */
  113637. export var rgbdEncodePixelShader: {
  113638. name: string;
  113639. shader: string;
  113640. };
  113641. }
  113642. declare module BABYLON {
  113643. /** @hidden */
  113644. export var rgbdDecodePixelShader: {
  113645. name: string;
  113646. shader: string;
  113647. };
  113648. }
  113649. declare module BABYLON {
  113650. /**
  113651. * Raw texture data and descriptor sufficient for WebGL texture upload
  113652. */
  113653. export interface EnvironmentTextureInfo {
  113654. /**
  113655. * Version of the environment map
  113656. */
  113657. version: number;
  113658. /**
  113659. * Width of image
  113660. */
  113661. width: number;
  113662. /**
  113663. * Irradiance information stored in the file.
  113664. */
  113665. irradiance: any;
  113666. /**
  113667. * Specular information stored in the file.
  113668. */
  113669. specular: any;
  113670. }
  113671. /**
  113672. * Defines One Image in the file. It requires only the position in the file
  113673. * as well as the length.
  113674. */
  113675. interface BufferImageData {
  113676. /**
  113677. * Length of the image data.
  113678. */
  113679. length: number;
  113680. /**
  113681. * Position of the data from the null terminator delimiting the end of the JSON.
  113682. */
  113683. position: number;
  113684. }
  113685. /**
  113686. * Defines the specular data enclosed in the file.
  113687. * This corresponds to the version 1 of the data.
  113688. */
  113689. export interface EnvironmentTextureSpecularInfoV1 {
  113690. /**
  113691. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  113692. */
  113693. specularDataPosition?: number;
  113694. /**
  113695. * This contains all the images data needed to reconstruct the cubemap.
  113696. */
  113697. mipmaps: Array<BufferImageData>;
  113698. /**
  113699. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  113700. */
  113701. lodGenerationScale: number;
  113702. }
  113703. /**
  113704. * Sets of helpers addressing the serialization and deserialization of environment texture
  113705. * stored in a BabylonJS env file.
  113706. * Those files are usually stored as .env files.
  113707. */
  113708. export class EnvironmentTextureTools {
  113709. /**
  113710. * Magic number identifying the env file.
  113711. */
  113712. private static _MagicBytes;
  113713. /**
  113714. * Gets the environment info from an env file.
  113715. * @param data The array buffer containing the .env bytes.
  113716. * @returns the environment file info (the json header) if successfully parsed.
  113717. */
  113718. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  113719. /**
  113720. * Creates an environment texture from a loaded cube texture.
  113721. * @param texture defines the cube texture to convert in env file
  113722. * @return a promise containing the environment data if succesfull.
  113723. */
  113724. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  113725. /**
  113726. * Creates a JSON representation of the spherical data.
  113727. * @param texture defines the texture containing the polynomials
  113728. * @return the JSON representation of the spherical info
  113729. */
  113730. private static _CreateEnvTextureIrradiance;
  113731. /**
  113732. * Creates the ArrayBufferViews used for initializing environment texture image data.
  113733. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  113734. * @param info parameters that determine what views will be created for accessing the underlying buffer
  113735. * @return the views described by info providing access to the underlying buffer
  113736. */
  113737. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  113738. /**
  113739. * Uploads the texture info contained in the env file to the GPU.
  113740. * @param texture defines the internal texture to upload to
  113741. * @param arrayBuffer defines the buffer cotaining the data to load
  113742. * @param info defines the texture info retrieved through the GetEnvInfo method
  113743. * @returns a promise
  113744. */
  113745. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  113746. private static _OnImageReadyAsync;
  113747. /**
  113748. * Uploads the levels of image data to the GPU.
  113749. * @param texture defines the internal texture to upload to
  113750. * @param imageData defines the array buffer views of image data [mipmap][face]
  113751. * @returns a promise
  113752. */
  113753. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  113754. /**
  113755. * Uploads spherical polynomials information to the texture.
  113756. * @param texture defines the texture we are trying to upload the information to
  113757. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  113758. */
  113759. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  113760. /** @hidden */
  113761. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  113762. }
  113763. }
  113764. declare module BABYLON {
  113765. /**
  113766. * Contains position and normal vectors for a vertex
  113767. */
  113768. export class PositionNormalVertex {
  113769. /** the position of the vertex (defaut: 0,0,0) */
  113770. position: Vector3;
  113771. /** the normal of the vertex (defaut: 0,1,0) */
  113772. normal: Vector3;
  113773. /**
  113774. * Creates a PositionNormalVertex
  113775. * @param position the position of the vertex (defaut: 0,0,0)
  113776. * @param normal the normal of the vertex (defaut: 0,1,0)
  113777. */
  113778. constructor(
  113779. /** the position of the vertex (defaut: 0,0,0) */
  113780. position?: Vector3,
  113781. /** the normal of the vertex (defaut: 0,1,0) */
  113782. normal?: Vector3);
  113783. /**
  113784. * Clones the PositionNormalVertex
  113785. * @returns the cloned PositionNormalVertex
  113786. */
  113787. clone(): PositionNormalVertex;
  113788. }
  113789. /**
  113790. * Contains position, normal and uv vectors for a vertex
  113791. */
  113792. export class PositionNormalTextureVertex {
  113793. /** the position of the vertex (defaut: 0,0,0) */
  113794. position: Vector3;
  113795. /** the normal of the vertex (defaut: 0,1,0) */
  113796. normal: Vector3;
  113797. /** the uv of the vertex (default: 0,0) */
  113798. uv: Vector2;
  113799. /**
  113800. * Creates a PositionNormalTextureVertex
  113801. * @param position the position of the vertex (defaut: 0,0,0)
  113802. * @param normal the normal of the vertex (defaut: 0,1,0)
  113803. * @param uv the uv of the vertex (default: 0,0)
  113804. */
  113805. constructor(
  113806. /** the position of the vertex (defaut: 0,0,0) */
  113807. position?: Vector3,
  113808. /** the normal of the vertex (defaut: 0,1,0) */
  113809. normal?: Vector3,
  113810. /** the uv of the vertex (default: 0,0) */
  113811. uv?: Vector2);
  113812. /**
  113813. * Clones the PositionNormalTextureVertex
  113814. * @returns the cloned PositionNormalTextureVertex
  113815. */
  113816. clone(): PositionNormalTextureVertex;
  113817. }
  113818. }
  113819. declare module BABYLON {
  113820. /** @hidden */
  113821. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  113822. private _genericAttributeLocation;
  113823. private _varyingLocationCount;
  113824. private _varyingLocationMap;
  113825. private _replacements;
  113826. private _textureCount;
  113827. private _uniforms;
  113828. lineProcessor(line: string): string;
  113829. attributeProcessor(attribute: string): string;
  113830. varyingProcessor(varying: string, isFragment: boolean): string;
  113831. uniformProcessor(uniform: string): string;
  113832. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  113833. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  113834. }
  113835. }
  113836. declare module BABYLON {
  113837. /**
  113838. * Container for accessors for natively-stored mesh data buffers.
  113839. */
  113840. class NativeDataBuffer extends DataBuffer {
  113841. /**
  113842. * Accessor value used to identify/retrieve a natively-stored index buffer.
  113843. */
  113844. nativeIndexBuffer?: any;
  113845. /**
  113846. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  113847. */
  113848. nativeVertexBuffer?: any;
  113849. }
  113850. /** @hidden */
  113851. class NativeTexture extends InternalTexture {
  113852. getInternalTexture(): InternalTexture;
  113853. getViewCount(): number;
  113854. }
  113855. /** @hidden */
  113856. export class NativeEngine extends Engine {
  113857. private readonly _native;
  113858. /** Defines the invalid handle returned by bgfx when resource creation goes wrong */
  113859. private readonly INVALID_HANDLE;
  113860. getHardwareScalingLevel(): number;
  113861. constructor();
  113862. /**
  113863. * Can be used to override the current requestAnimationFrame requester.
  113864. * @hidden
  113865. */
  113866. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  113867. /**
  113868. * Override default engine behavior.
  113869. * @param color
  113870. * @param backBuffer
  113871. * @param depth
  113872. * @param stencil
  113873. */
  113874. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  113875. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  113876. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  113877. createVertexBuffer(data: DataArray): NativeDataBuffer;
  113878. recordVertexArrayObject(vertexBuffers: {
  113879. [key: string]: VertexBuffer;
  113880. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  113881. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  113882. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  113883. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  113884. /**
  113885. * Draw a list of indexed primitives
  113886. * @param fillMode defines the primitive to use
  113887. * @param indexStart defines the starting index
  113888. * @param indexCount defines the number of index to draw
  113889. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  113890. */
  113891. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  113892. /**
  113893. * Draw a list of unindexed primitives
  113894. * @param fillMode defines the primitive to use
  113895. * @param verticesStart defines the index of first vertex to draw
  113896. * @param verticesCount defines the count of vertices to draw
  113897. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  113898. */
  113899. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  113900. createPipelineContext(): IPipelineContext;
  113901. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  113902. /** @hidden */
  113903. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  113904. /** @hidden */
  113905. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  113906. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  113907. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  113908. protected _setProgram(program: WebGLProgram): void;
  113909. _releaseEffect(effect: Effect): void;
  113910. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  113911. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  113912. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  113913. bindSamplers(effect: Effect): void;
  113914. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  113915. getRenderWidth(useScreen?: boolean): number;
  113916. getRenderHeight(useScreen?: boolean): number;
  113917. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  113918. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  113919. /**
  113920. * Set the z offset to apply to current rendering
  113921. * @param value defines the offset to apply
  113922. */
  113923. setZOffset(value: number): void;
  113924. /**
  113925. * Gets the current value of the zOffset
  113926. * @returns the current zOffset state
  113927. */
  113928. getZOffset(): number;
  113929. /**
  113930. * Enable or disable depth buffering
  113931. * @param enable defines the state to set
  113932. */
  113933. setDepthBuffer(enable: boolean): void;
  113934. /**
  113935. * Gets a boolean indicating if depth writing is enabled
  113936. * @returns the current depth writing state
  113937. */
  113938. getDepthWrite(): boolean;
  113939. /**
  113940. * Enable or disable depth writing
  113941. * @param enable defines the state to set
  113942. */
  113943. setDepthWrite(enable: boolean): void;
  113944. /**
  113945. * Enable or disable color writing
  113946. * @param enable defines the state to set
  113947. */
  113948. setColorWrite(enable: boolean): void;
  113949. /**
  113950. * Gets a boolean indicating if color writing is enabled
  113951. * @returns the current color writing state
  113952. */
  113953. getColorWrite(): boolean;
  113954. /**
  113955. * Sets alpha constants used by some alpha blending modes
  113956. * @param r defines the red component
  113957. * @param g defines the green component
  113958. * @param b defines the blue component
  113959. * @param a defines the alpha component
  113960. */
  113961. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  113962. /**
  113963. * Sets the current alpha mode
  113964. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  113965. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  113966. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  113967. */
  113968. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  113969. /**
  113970. * Gets the current alpha mode
  113971. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  113972. * @returns the current alpha mode
  113973. */
  113974. getAlphaMode(): number;
  113975. setInt(uniform: WebGLUniformLocation, int: number): void;
  113976. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  113977. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  113978. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  113979. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  113980. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  113981. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  113982. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  113983. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  113984. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  113985. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  113986. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  113987. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  113988. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  113989. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  113990. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  113991. setFloat(uniform: WebGLUniformLocation, value: number): void;
  113992. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  113993. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  113994. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  113995. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  113996. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  113997. wipeCaches(bruteForce?: boolean): void;
  113998. _createTexture(): WebGLTexture;
  113999. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  114000. /**
  114001. * Usually called from BABYLON.Texture.ts.
  114002. * Passed information to create a WebGLTexture
  114003. * @param urlArg defines a value which contains one of the following:
  114004. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  114005. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  114006. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  114007. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  114008. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  114009. * @param scene needed for loading to the correct scene
  114010. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  114011. * @param onLoad optional callback to be called upon successful completion
  114012. * @param onError optional callback to be called upon failure
  114013. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  114014. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  114015. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  114016. * @param forcedExtension defines the extension to use to pick the right loader
  114017. * @returns a InternalTexture for assignment back into BABYLON.Texture
  114018. */
  114019. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>): InternalTexture;
  114020. /**
  114021. * Creates a cube texture
  114022. * @param rootUrl defines the url where the files to load is located
  114023. * @param scene defines the current scene
  114024. * @param files defines the list of files to load (1 per face)
  114025. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  114026. * @param onLoad defines an optional callback raised when the texture is loaded
  114027. * @param onError defines an optional callback raised if there is an issue to load the texture
  114028. * @param format defines the format of the data
  114029. * @param forcedExtension defines the extension to use to pick the right loader
  114030. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  114031. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  114032. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  114033. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  114034. * @returns the cube texture as an InternalTexture
  114035. */
  114036. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap?: boolean, onLoad?: Nullable<(data?: any) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, fallback?: Nullable<InternalTexture>): InternalTexture;
  114037. private _getSamplingFilter;
  114038. private static _GetNativeTextureFormat;
  114039. createRenderTargetTexture(size: number | {
  114040. width: number;
  114041. height: number;
  114042. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  114043. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  114044. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  114045. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  114046. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  114047. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  114048. /**
  114049. * Updates a dynamic vertex buffer.
  114050. * @param vertexBuffer the vertex buffer to update
  114051. * @param data the data used to update the vertex buffer
  114052. * @param byteOffset the byte offset of the data (optional)
  114053. * @param byteLength the byte length of the data (optional)
  114054. */
  114055. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  114056. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  114057. private _updateAnisotropicLevel;
  114058. private _getAddressMode;
  114059. /** @hidden */
  114060. _bindTexture(channel: number, texture: InternalTexture): void;
  114061. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  114062. releaseEffects(): void;
  114063. /** @hidden */
  114064. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  114065. /** @hidden */
  114066. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  114067. /** @hidden */
  114068. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  114069. /** @hidden */
  114070. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  114071. }
  114072. }
  114073. declare module BABYLON {
  114074. /**
  114075. * Gather the list of clipboard event types as constants.
  114076. */
  114077. export class ClipboardEventTypes {
  114078. /**
  114079. * The clipboard event is fired when a copy command is active (pressed).
  114080. */
  114081. static readonly COPY: number;
  114082. /**
  114083. * The clipboard event is fired when a cut command is active (pressed).
  114084. */
  114085. static readonly CUT: number;
  114086. /**
  114087. * The clipboard event is fired when a paste command is active (pressed).
  114088. */
  114089. static readonly PASTE: number;
  114090. }
  114091. /**
  114092. * This class is used to store clipboard related info for the onClipboardObservable event.
  114093. */
  114094. export class ClipboardInfo {
  114095. /**
  114096. * Defines the type of event (BABYLON.ClipboardEventTypes)
  114097. */
  114098. type: number;
  114099. /**
  114100. * Defines the related dom event
  114101. */
  114102. event: ClipboardEvent;
  114103. /**
  114104. *Creates an instance of ClipboardInfo.
  114105. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  114106. * @param event Defines the related dom event
  114107. */
  114108. constructor(
  114109. /**
  114110. * Defines the type of event (BABYLON.ClipboardEventTypes)
  114111. */
  114112. type: number,
  114113. /**
  114114. * Defines the related dom event
  114115. */
  114116. event: ClipboardEvent);
  114117. /**
  114118. * Get the clipboard event's type from the keycode.
  114119. * @param keyCode Defines the keyCode for the current keyboard event.
  114120. * @return {number}
  114121. */
  114122. static GetTypeFromCharacter(keyCode: number): number;
  114123. }
  114124. }
  114125. declare module BABYLON {
  114126. /**
  114127. * Google Daydream controller
  114128. */
  114129. export class DaydreamController extends WebVRController {
  114130. /**
  114131. * Base Url for the controller model.
  114132. */
  114133. static MODEL_BASE_URL: string;
  114134. /**
  114135. * File name for the controller model.
  114136. */
  114137. static MODEL_FILENAME: string;
  114138. /**
  114139. * Gamepad Id prefix used to identify Daydream Controller.
  114140. */
  114141. static readonly GAMEPAD_ID_PREFIX: string;
  114142. /**
  114143. * Creates a new DaydreamController from a gamepad
  114144. * @param vrGamepad the gamepad that the controller should be created from
  114145. */
  114146. constructor(vrGamepad: any);
  114147. /**
  114148. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  114149. * @param scene scene in which to add meshes
  114150. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  114151. */
  114152. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  114153. /**
  114154. * Called once for each button that changed state since the last frame
  114155. * @param buttonIdx Which button index changed
  114156. * @param state New state of the button
  114157. * @param changes Which properties on the state changed since last frame
  114158. */
  114159. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  114160. }
  114161. }
  114162. declare module BABYLON {
  114163. /**
  114164. * Gear VR Controller
  114165. */
  114166. export class GearVRController extends WebVRController {
  114167. /**
  114168. * Base Url for the controller model.
  114169. */
  114170. static MODEL_BASE_URL: string;
  114171. /**
  114172. * File name for the controller model.
  114173. */
  114174. static MODEL_FILENAME: string;
  114175. /**
  114176. * Gamepad Id prefix used to identify this controller.
  114177. */
  114178. static readonly GAMEPAD_ID_PREFIX: string;
  114179. private readonly _buttonIndexToObservableNameMap;
  114180. /**
  114181. * Creates a new GearVRController from a gamepad
  114182. * @param vrGamepad the gamepad that the controller should be created from
  114183. */
  114184. constructor(vrGamepad: any);
  114185. /**
  114186. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  114187. * @param scene scene in which to add meshes
  114188. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  114189. */
  114190. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  114191. /**
  114192. * Called once for each button that changed state since the last frame
  114193. * @param buttonIdx Which button index changed
  114194. * @param state New state of the button
  114195. * @param changes Which properties on the state changed since last frame
  114196. */
  114197. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  114198. }
  114199. }
  114200. declare module BABYLON {
  114201. /**
  114202. * Class containing static functions to help procedurally build meshes
  114203. */
  114204. export class PolyhedronBuilder {
  114205. /**
  114206. * Creates a polyhedron mesh
  114207. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  114208. * * The parameter `size` (positive float, default 1) sets the polygon size
  114209. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  114210. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  114211. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  114212. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  114213. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  114214. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  114215. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  114216. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  114217. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  114218. * @param name defines the name of the mesh
  114219. * @param options defines the options used to create the mesh
  114220. * @param scene defines the hosting scene
  114221. * @returns the polyhedron mesh
  114222. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  114223. */
  114224. static CreatePolyhedron(name: string, options: {
  114225. type?: number;
  114226. size?: number;
  114227. sizeX?: number;
  114228. sizeY?: number;
  114229. sizeZ?: number;
  114230. custom?: any;
  114231. faceUV?: Vector4[];
  114232. faceColors?: Color4[];
  114233. flat?: boolean;
  114234. updatable?: boolean;
  114235. sideOrientation?: number;
  114236. frontUVs?: Vector4;
  114237. backUVs?: Vector4;
  114238. }, scene?: Nullable<Scene>): Mesh;
  114239. }
  114240. }
  114241. declare module BABYLON {
  114242. /**
  114243. * Gizmo that enables scaling a mesh along 3 axis
  114244. */
  114245. export class ScaleGizmo extends Gizmo {
  114246. /**
  114247. * Internal gizmo used for interactions on the x axis
  114248. */
  114249. xGizmo: AxisScaleGizmo;
  114250. /**
  114251. * Internal gizmo used for interactions on the y axis
  114252. */
  114253. yGizmo: AxisScaleGizmo;
  114254. /**
  114255. * Internal gizmo used for interactions on the z axis
  114256. */
  114257. zGizmo: AxisScaleGizmo;
  114258. /**
  114259. * Internal gizmo used to scale all axis equally
  114260. */
  114261. uniformScaleGizmo: AxisScaleGizmo;
  114262. private _meshAttached;
  114263. private _updateGizmoRotationToMatchAttachedMesh;
  114264. private _snapDistance;
  114265. private _scaleRatio;
  114266. private _uniformScalingMesh;
  114267. private _octahedron;
  114268. private _sensitivity;
  114269. /** Fires an event when any of it's sub gizmos are dragged */
  114270. onDragStartObservable: Observable<unknown>;
  114271. /** Fires an event when any of it's sub gizmos are released from dragging */
  114272. onDragEndObservable: Observable<unknown>;
  114273. attachedMesh: Nullable<AbstractMesh>;
  114274. /**
  114275. * Creates a ScaleGizmo
  114276. * @param gizmoLayer The utility layer the gizmo will be added to
  114277. */
  114278. constructor(gizmoLayer?: UtilityLayerRenderer);
  114279. updateGizmoRotationToMatchAttachedMesh: boolean;
  114280. /**
  114281. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  114282. */
  114283. snapDistance: number;
  114284. /**
  114285. * Ratio for the scale of the gizmo (Default: 1)
  114286. */
  114287. scaleRatio: number;
  114288. /**
  114289. * Sensitivity factor for dragging (Default: 1)
  114290. */
  114291. sensitivity: number;
  114292. /**
  114293. * Disposes of the gizmo
  114294. */
  114295. dispose(): void;
  114296. }
  114297. }
  114298. declare module BABYLON {
  114299. /**
  114300. * Single axis scale gizmo
  114301. */
  114302. export class AxisScaleGizmo extends Gizmo {
  114303. /**
  114304. * Drag behavior responsible for the gizmos dragging interactions
  114305. */
  114306. dragBehavior: PointerDragBehavior;
  114307. private _pointerObserver;
  114308. /**
  114309. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  114310. */
  114311. snapDistance: number;
  114312. /**
  114313. * Event that fires each time the gizmo snaps to a new location.
  114314. * * snapDistance is the the change in distance
  114315. */
  114316. onSnapObservable: Observable<{
  114317. snapDistance: number;
  114318. }>;
  114319. /**
  114320. * If the scaling operation should be done on all axis (default: false)
  114321. */
  114322. uniformScaling: boolean;
  114323. /**
  114324. * Custom sensitivity value for the drag strength
  114325. */
  114326. sensitivity: number;
  114327. private _isEnabled;
  114328. private _parent;
  114329. private _arrow;
  114330. private _coloredMaterial;
  114331. private _hoverMaterial;
  114332. /**
  114333. * Creates an AxisScaleGizmo
  114334. * @param gizmoLayer The utility layer the gizmo will be added to
  114335. * @param dragAxis The axis which the gizmo will be able to scale on
  114336. * @param color The color of the gizmo
  114337. */
  114338. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  114339. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  114340. /**
  114341. * If the gizmo is enabled
  114342. */
  114343. isEnabled: boolean;
  114344. /**
  114345. * Disposes of the gizmo
  114346. */
  114347. dispose(): void;
  114348. /**
  114349. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  114350. * @param mesh The mesh to replace the default mesh of the gizmo
  114351. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  114352. */
  114353. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  114354. }
  114355. }
  114356. declare module BABYLON {
  114357. /**
  114358. * Bounding box gizmo
  114359. */
  114360. export class BoundingBoxGizmo extends Gizmo {
  114361. private _lineBoundingBox;
  114362. private _rotateSpheresParent;
  114363. private _scaleBoxesParent;
  114364. private _boundingDimensions;
  114365. private _renderObserver;
  114366. private _pointerObserver;
  114367. private _scaleDragSpeed;
  114368. private _tmpQuaternion;
  114369. private _tmpVector;
  114370. private _tmpRotationMatrix;
  114371. /**
  114372. * If child meshes should be ignored when calculating the boudning box. This should be set to true to avoid perf hits with heavily nested meshes (Default: false)
  114373. */
  114374. ignoreChildren: boolean;
  114375. /**
  114376. * Returns true if a descendant should be included when computing the bounding box. When null, all descendants are included. If ignoreChildren is set this will be ignored. (Default: null)
  114377. */
  114378. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  114379. /**
  114380. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  114381. */
  114382. rotationSphereSize: number;
  114383. /**
  114384. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  114385. */
  114386. scaleBoxSize: number;
  114387. /**
  114388. * If set, the rotation spheres and scale boxes will increase in size based on the distance away from the camera to have a consistent screen size (Default: false)
  114389. */
  114390. fixedDragMeshScreenSize: boolean;
  114391. /**
  114392. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  114393. */
  114394. fixedDragMeshScreenSizeDistanceFactor: number;
  114395. /**
  114396. * Fired when a rotation sphere or scale box is dragged
  114397. */
  114398. onDragStartObservable: Observable<{}>;
  114399. /**
  114400. * Fired when a scale box is dragged
  114401. */
  114402. onScaleBoxDragObservable: Observable<{}>;
  114403. /**
  114404. * Fired when a scale box drag is ended
  114405. */
  114406. onScaleBoxDragEndObservable: Observable<{}>;
  114407. /**
  114408. * Fired when a rotation sphere is dragged
  114409. */
  114410. onRotationSphereDragObservable: Observable<{}>;
  114411. /**
  114412. * Fired when a rotation sphere drag is ended
  114413. */
  114414. onRotationSphereDragEndObservable: Observable<{}>;
  114415. /**
  114416. * Relative bounding box pivot used when scaling the attached mesh. When null object with scale from the opposite corner. 0.5,0.5,0.5 for center and 0.5,0,0.5 for bottom (Default: null)
  114417. */
  114418. scalePivot: Nullable<Vector3>;
  114419. /**
  114420. * Mesh used as a pivot to rotate the attached mesh
  114421. */
  114422. private _anchorMesh;
  114423. private _existingMeshScale;
  114424. private _dragMesh;
  114425. private pointerDragBehavior;
  114426. private coloredMaterial;
  114427. private hoverColoredMaterial;
  114428. /**
  114429. * Sets the color of the bounding box gizmo
  114430. * @param color the color to set
  114431. */
  114432. setColor(color: Color3): void;
  114433. /**
  114434. * Creates an BoundingBoxGizmo
  114435. * @param gizmoLayer The utility layer the gizmo will be added to
  114436. * @param color The color of the gizmo
  114437. */
  114438. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  114439. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  114440. private _selectNode;
  114441. /**
  114442. * Updates the bounding box information for the Gizmo
  114443. */
  114444. updateBoundingBox(): void;
  114445. private _updateRotationSpheres;
  114446. private _updateScaleBoxes;
  114447. /**
  114448. * Enables rotation on the specified axis and disables rotation on the others
  114449. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  114450. */
  114451. setEnabledRotationAxis(axis: string): void;
  114452. /**
  114453. * Enables/disables scaling
  114454. * @param enable if scaling should be enabled
  114455. */
  114456. setEnabledScaling(enable: boolean): void;
  114457. private _updateDummy;
  114458. /**
  114459. * Enables a pointer drag behavior on the bounding box of the gizmo
  114460. */
  114461. enableDragBehavior(): void;
  114462. /**
  114463. * Disposes of the gizmo
  114464. */
  114465. dispose(): void;
  114466. /**
  114467. * Makes a mesh not pickable and wraps the mesh inside of a bounding box mesh that is pickable. (This is useful to avoid picking within complex geometry)
  114468. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  114469. * @returns the bounding box mesh with the passed in mesh as a child
  114470. */
  114471. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  114472. /**
  114473. * CustomMeshes are not supported by this gizmo
  114474. * @param mesh The mesh to replace the default mesh of the gizmo
  114475. */
  114476. setCustomMesh(mesh: Mesh): void;
  114477. }
  114478. }
  114479. declare module BABYLON {
  114480. /**
  114481. * Single plane rotation gizmo
  114482. */
  114483. export class PlaneRotationGizmo extends Gizmo {
  114484. /**
  114485. * Drag behavior responsible for the gizmos dragging interactions
  114486. */
  114487. dragBehavior: PointerDragBehavior;
  114488. private _pointerObserver;
  114489. /**
  114490. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  114491. */
  114492. snapDistance: number;
  114493. /**
  114494. * Event that fires each time the gizmo snaps to a new location.
  114495. * * snapDistance is the the change in distance
  114496. */
  114497. onSnapObservable: Observable<{
  114498. snapDistance: number;
  114499. }>;
  114500. private _isEnabled;
  114501. private _parent;
  114502. /**
  114503. * Creates a PlaneRotationGizmo
  114504. * @param gizmoLayer The utility layer the gizmo will be added to
  114505. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  114506. * @param color The color of the gizmo
  114507. * @param tessellation Amount of tessellation to be used when creating rotation circles
  114508. * @param useEulerRotation Use and update Euler angle instead of quaternion
  114509. */
  114510. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  114511. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  114512. /**
  114513. * If the gizmo is enabled
  114514. */
  114515. isEnabled: boolean;
  114516. /**
  114517. * Disposes of the gizmo
  114518. */
  114519. dispose(): void;
  114520. }
  114521. }
  114522. declare module BABYLON {
  114523. /**
  114524. * Gizmo that enables rotating a mesh along 3 axis
  114525. */
  114526. export class RotationGizmo extends Gizmo {
  114527. /**
  114528. * Internal gizmo used for interactions on the x axis
  114529. */
  114530. xGizmo: PlaneRotationGizmo;
  114531. /**
  114532. * Internal gizmo used for interactions on the y axis
  114533. */
  114534. yGizmo: PlaneRotationGizmo;
  114535. /**
  114536. * Internal gizmo used for interactions on the z axis
  114537. */
  114538. zGizmo: PlaneRotationGizmo;
  114539. /** Fires an event when any of it's sub gizmos are dragged */
  114540. onDragStartObservable: Observable<unknown>;
  114541. /** Fires an event when any of it's sub gizmos are released from dragging */
  114542. onDragEndObservable: Observable<unknown>;
  114543. private _meshAttached;
  114544. attachedMesh: Nullable<AbstractMesh>;
  114545. /**
  114546. * Creates a RotationGizmo
  114547. * @param gizmoLayer The utility layer the gizmo will be added to
  114548. * @param tessellation Amount of tessellation to be used when creating rotation circles
  114549. * @param useEulerRotation Use and update Euler angle instead of quaternion
  114550. */
  114551. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  114552. updateGizmoRotationToMatchAttachedMesh: boolean;
  114553. /**
  114554. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  114555. */
  114556. snapDistance: number;
  114557. /**
  114558. * Ratio for the scale of the gizmo (Default: 1)
  114559. */
  114560. scaleRatio: number;
  114561. /**
  114562. * Disposes of the gizmo
  114563. */
  114564. dispose(): void;
  114565. /**
  114566. * CustomMeshes are not supported by this gizmo
  114567. * @param mesh The mesh to replace the default mesh of the gizmo
  114568. */
  114569. setCustomMesh(mesh: Mesh): void;
  114570. }
  114571. }
  114572. declare module BABYLON {
  114573. /**
  114574. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  114575. */
  114576. export class GizmoManager implements IDisposable {
  114577. private scene;
  114578. /**
  114579. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  114580. */
  114581. gizmos: {
  114582. positionGizmo: Nullable<PositionGizmo>;
  114583. rotationGizmo: Nullable<RotationGizmo>;
  114584. scaleGizmo: Nullable<ScaleGizmo>;
  114585. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  114586. };
  114587. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  114588. clearGizmoOnEmptyPointerEvent: boolean;
  114589. /** Fires an event when the manager is attached to a mesh */
  114590. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  114591. private _gizmosEnabled;
  114592. private _pointerObserver;
  114593. private _attachedMesh;
  114594. private _boundingBoxColor;
  114595. private _defaultUtilityLayer;
  114596. private _defaultKeepDepthUtilityLayer;
  114597. /**
  114598. * When bounding box gizmo is enabled, this can be used to track drag/end events
  114599. */
  114600. boundingBoxDragBehavior: SixDofDragBehavior;
  114601. /**
  114602. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  114603. */
  114604. attachableMeshes: Nullable<Array<AbstractMesh>>;
  114605. /**
  114606. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  114607. */
  114608. usePointerToAttachGizmos: boolean;
  114609. /**
  114610. * Utility layer that the bounding box gizmo belongs to
  114611. */
  114612. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  114613. /**
  114614. * Utility layer that all gizmos besides bounding box belong to
  114615. */
  114616. readonly utilityLayer: UtilityLayerRenderer;
  114617. /**
  114618. * Instatiates a gizmo manager
  114619. * @param scene the scene to overlay the gizmos on top of
  114620. */
  114621. constructor(scene: Scene);
  114622. /**
  114623. * Attaches a set of gizmos to the specified mesh
  114624. * @param mesh The mesh the gizmo's should be attached to
  114625. */
  114626. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  114627. /**
  114628. * If the position gizmo is enabled
  114629. */
  114630. positionGizmoEnabled: boolean;
  114631. /**
  114632. * If the rotation gizmo is enabled
  114633. */
  114634. rotationGizmoEnabled: boolean;
  114635. /**
  114636. * If the scale gizmo is enabled
  114637. */
  114638. scaleGizmoEnabled: boolean;
  114639. /**
  114640. * If the boundingBox gizmo is enabled
  114641. */
  114642. boundingBoxGizmoEnabled: boolean;
  114643. /**
  114644. * Disposes of the gizmo manager
  114645. */
  114646. dispose(): void;
  114647. }
  114648. }
  114649. declare module BABYLON {
  114650. /**
  114651. * A directional light is defined by a direction (what a surprise!).
  114652. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  114653. * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.
  114654. * Documentation: https://doc.babylonjs.com/babylon101/lights
  114655. */
  114656. export class DirectionalLight extends ShadowLight {
  114657. private _shadowFrustumSize;
  114658. /**
  114659. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  114660. */
  114661. /**
  114662. * Specifies a fix frustum size for the shadow generation.
  114663. */
  114664. shadowFrustumSize: number;
  114665. private _shadowOrthoScale;
  114666. /**
  114667. * Gets the shadow projection scale against the optimal computed one.
  114668. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  114669. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  114670. */
  114671. /**
  114672. * Sets the shadow projection scale against the optimal computed one.
  114673. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  114674. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  114675. */
  114676. shadowOrthoScale: number;
  114677. /**
  114678. * Automatically compute the projection matrix to best fit (including all the casters)
  114679. * on each frame.
  114680. */
  114681. autoUpdateExtends: boolean;
  114682. private _orthoLeft;
  114683. private _orthoRight;
  114684. private _orthoTop;
  114685. private _orthoBottom;
  114686. /**
  114687. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  114688. * The directional light is emitted from everywhere in the given direction.
  114689. * It can cast shadows.
  114690. * Documentation : https://doc.babylonjs.com/babylon101/lights
  114691. * @param name The friendly name of the light
  114692. * @param direction The direction of the light
  114693. * @param scene The scene the light belongs to
  114694. */
  114695. constructor(name: string, direction: Vector3, scene: Scene);
  114696. /**
  114697. * Returns the string "DirectionalLight".
  114698. * @return The class name
  114699. */
  114700. getClassName(): string;
  114701. /**
  114702. * Returns the integer 1.
  114703. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  114704. */
  114705. getTypeID(): number;
  114706. /**
  114707. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  114708. * Returns the DirectionalLight Shadow projection matrix.
  114709. */
  114710. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114711. /**
  114712. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  114713. * Returns the DirectionalLight Shadow projection matrix.
  114714. */
  114715. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  114716. /**
  114717. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  114718. * Returns the DirectionalLight Shadow projection matrix.
  114719. */
  114720. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114721. protected _buildUniformLayout(): void;
  114722. /**
  114723. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  114724. * @param effect The effect to update
  114725. * @param lightIndex The index of the light in the effect to update
  114726. * @returns The directional light
  114727. */
  114728. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  114729. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  114730. /**
  114731. * Gets the minZ used for shadow according to both the scene and the light.
  114732. *
  114733. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  114734. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  114735. * @param activeCamera The camera we are returning the min for
  114736. * @returns the depth min z
  114737. */
  114738. getDepthMinZ(activeCamera: Camera): number;
  114739. /**
  114740. * Gets the maxZ used for shadow according to both the scene and the light.
  114741. *
  114742. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  114743. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  114744. * @param activeCamera The camera we are returning the max for
  114745. * @returns the depth max z
  114746. */
  114747. getDepthMaxZ(activeCamera: Camera): number;
  114748. /**
  114749. * Prepares the list of defines specific to the light type.
  114750. * @param defines the list of defines
  114751. * @param lightIndex defines the index of the light for the effect
  114752. */
  114753. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  114754. }
  114755. }
  114756. declare module BABYLON {
  114757. /**
  114758. * Class containing static functions to help procedurally build meshes
  114759. */
  114760. export class HemisphereBuilder {
  114761. /**
  114762. * Creates a hemisphere mesh
  114763. * @param name defines the name of the mesh
  114764. * @param options defines the options used to create the mesh
  114765. * @param scene defines the hosting scene
  114766. * @returns the hemisphere mesh
  114767. */
  114768. static CreateHemisphere(name: string, options: {
  114769. segments?: number;
  114770. diameter?: number;
  114771. sideOrientation?: number;
  114772. }, scene: any): Mesh;
  114773. }
  114774. }
  114775. declare module BABYLON {
  114776. /**
  114777. * A spot light is defined by a position, a direction, an angle, and an exponent.
  114778. * These values define a cone of light starting from the position, emitting toward the direction.
  114779. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  114780. * and the exponent defines the speed of the decay of the light with distance (reach).
  114781. * Documentation: https://doc.babylonjs.com/babylon101/lights
  114782. */
  114783. export class SpotLight extends ShadowLight {
  114784. private _angle;
  114785. private _innerAngle;
  114786. private _cosHalfAngle;
  114787. private _lightAngleScale;
  114788. private _lightAngleOffset;
  114789. /**
  114790. * Gets the cone angle of the spot light in Radians.
  114791. */
  114792. /**
  114793. * Sets the cone angle of the spot light in Radians.
  114794. */
  114795. angle: number;
  114796. /**
  114797. * Only used in gltf falloff mode, this defines the angle where
  114798. * the directional falloff will start before cutting at angle which could be seen
  114799. * as outer angle.
  114800. */
  114801. /**
  114802. * Only used in gltf falloff mode, this defines the angle where
  114803. * the directional falloff will start before cutting at angle which could be seen
  114804. * as outer angle.
  114805. */
  114806. innerAngle: number;
  114807. private _shadowAngleScale;
  114808. /**
  114809. * Allows scaling the angle of the light for shadow generation only.
  114810. */
  114811. /**
  114812. * Allows scaling the angle of the light for shadow generation only.
  114813. */
  114814. shadowAngleScale: number;
  114815. /**
  114816. * The light decay speed with the distance from the emission spot.
  114817. */
  114818. exponent: number;
  114819. private _projectionTextureMatrix;
  114820. /**
  114821. * Allows reading the projecton texture
  114822. */
  114823. readonly projectionTextureMatrix: Matrix;
  114824. protected _projectionTextureLightNear: number;
  114825. /**
  114826. * Gets the near clip of the Spotlight for texture projection.
  114827. */
  114828. /**
  114829. * Sets the near clip of the Spotlight for texture projection.
  114830. */
  114831. projectionTextureLightNear: number;
  114832. protected _projectionTextureLightFar: number;
  114833. /**
  114834. * Gets the far clip of the Spotlight for texture projection.
  114835. */
  114836. /**
  114837. * Sets the far clip of the Spotlight for texture projection.
  114838. */
  114839. projectionTextureLightFar: number;
  114840. protected _projectionTextureUpDirection: Vector3;
  114841. /**
  114842. * Gets the Up vector of the Spotlight for texture projection.
  114843. */
  114844. /**
  114845. * Sets the Up vector of the Spotlight for texture projection.
  114846. */
  114847. projectionTextureUpDirection: Vector3;
  114848. private _projectionTexture;
  114849. /**
  114850. * Gets the projection texture of the light.
  114851. */
  114852. /**
  114853. * Sets the projection texture of the light.
  114854. */
  114855. projectionTexture: Nullable<BaseTexture>;
  114856. private _projectionTextureViewLightDirty;
  114857. private _projectionTextureProjectionLightDirty;
  114858. private _projectionTextureDirty;
  114859. private _projectionTextureViewTargetVector;
  114860. private _projectionTextureViewLightMatrix;
  114861. private _projectionTextureProjectionLightMatrix;
  114862. private _projectionTextureScalingMatrix;
  114863. /**
  114864. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  114865. * It can cast shadows.
  114866. * Documentation : https://doc.babylonjs.com/babylon101/lights
  114867. * @param name The light friendly name
  114868. * @param position The position of the spot light in the scene
  114869. * @param direction The direction of the light in the scene
  114870. * @param angle The cone angle of the light in Radians
  114871. * @param exponent The light decay speed with the distance from the emission spot
  114872. * @param scene The scene the lights belongs to
  114873. */
  114874. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  114875. /**
  114876. * Returns the string "SpotLight".
  114877. * @returns the class name
  114878. */
  114879. getClassName(): string;
  114880. /**
  114881. * Returns the integer 2.
  114882. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  114883. */
  114884. getTypeID(): number;
  114885. /**
  114886. * Overrides the direction setter to recompute the projection texture view light Matrix.
  114887. */
  114888. protected _setDirection(value: Vector3): void;
  114889. /**
  114890. * Overrides the position setter to recompute the projection texture view light Matrix.
  114891. */
  114892. protected _setPosition(value: Vector3): void;
  114893. /**
  114894. * Sets the passed matrix "matrix" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.
  114895. * Returns the SpotLight.
  114896. */
  114897. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114898. protected _computeProjectionTextureViewLightMatrix(): void;
  114899. protected _computeProjectionTextureProjectionLightMatrix(): void;
  114900. /**
  114901. * Main function for light texture projection matrix computing.
  114902. */
  114903. protected _computeProjectionTextureMatrix(): void;
  114904. protected _buildUniformLayout(): void;
  114905. private _computeAngleValues;
  114906. /**
  114907. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  114908. * @param effect The effect to update
  114909. * @param lightIndex The index of the light in the effect to update
  114910. * @returns The spot light
  114911. */
  114912. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  114913. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  114914. /**
  114915. * Disposes the light and the associated resources.
  114916. */
  114917. dispose(): void;
  114918. /**
  114919. * Prepares the list of defines specific to the light type.
  114920. * @param defines the list of defines
  114921. * @param lightIndex defines the index of the light for the effect
  114922. */
  114923. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  114924. }
  114925. }
  114926. declare module BABYLON {
  114927. /**
  114928. * Gizmo that enables viewing a light
  114929. */
  114930. export class LightGizmo extends Gizmo {
  114931. private _lightMesh;
  114932. private _material;
  114933. private _cachedPosition;
  114934. private _cachedForward;
  114935. private _attachedMeshParent;
  114936. /**
  114937. * Creates a LightGizmo
  114938. * @param gizmoLayer The utility layer the gizmo will be added to
  114939. */
  114940. constructor(gizmoLayer?: UtilityLayerRenderer);
  114941. private _light;
  114942. /**
  114943. * The light that the gizmo is attached to
  114944. */
  114945. light: Nullable<Light>;
  114946. /**
  114947. * Gets the material used to render the light gizmo
  114948. */
  114949. readonly material: StandardMaterial;
  114950. /**
  114951. * @hidden
  114952. * Updates the gizmo to match the attached mesh's position/rotation
  114953. */
  114954. protected _update(): void;
  114955. private static _Scale;
  114956. /**
  114957. * Creates the lines for a light mesh
  114958. */
  114959. private static _CreateLightLines;
  114960. /**
  114961. * Disposes of the light gizmo
  114962. */
  114963. dispose(): void;
  114964. private static _CreateHemisphericLightMesh;
  114965. private static _CreatePointLightMesh;
  114966. private static _CreateSpotLightMesh;
  114967. private static _CreateDirectionalLightMesh;
  114968. }
  114969. }
  114970. declare module BABYLON {
  114971. /** @hidden */
  114972. export var backgroundFragmentDeclaration: {
  114973. name: string;
  114974. shader: string;
  114975. };
  114976. }
  114977. declare module BABYLON {
  114978. /** @hidden */
  114979. export var backgroundUboDeclaration: {
  114980. name: string;
  114981. shader: string;
  114982. };
  114983. }
  114984. declare module BABYLON {
  114985. /** @hidden */
  114986. export var backgroundPixelShader: {
  114987. name: string;
  114988. shader: string;
  114989. };
  114990. }
  114991. declare module BABYLON {
  114992. /** @hidden */
  114993. export var backgroundVertexDeclaration: {
  114994. name: string;
  114995. shader: string;
  114996. };
  114997. }
  114998. declare module BABYLON {
  114999. /** @hidden */
  115000. export var backgroundVertexShader: {
  115001. name: string;
  115002. shader: string;
  115003. };
  115004. }
  115005. declare module BABYLON {
  115006. /**
  115007. * Background material used to create an efficient environement around your scene.
  115008. */
  115009. export class BackgroundMaterial extends PushMaterial {
  115010. /**
  115011. * Standard reflectance value at parallel view angle.
  115012. */
  115013. static StandardReflectance0: number;
  115014. /**
  115015. * Standard reflectance value at grazing angle.
  115016. */
  115017. static StandardReflectance90: number;
  115018. protected _primaryColor: Color3;
  115019. /**
  115020. * Key light Color (multiply against the environement texture)
  115021. */
  115022. primaryColor: Color3;
  115023. protected __perceptualColor: Nullable<Color3>;
  115024. /**
  115025. * Experimental Internal Use Only.
  115026. *
  115027. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  115028. * This acts as a helper to set the primary color to a more "human friendly" value.
  115029. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  115030. * output color as close as possible from the chosen value.
  115031. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  115032. * part of lighting setup.)
  115033. */
  115034. _perceptualColor: Nullable<Color3>;
  115035. protected _primaryColorShadowLevel: float;
  115036. /**
  115037. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  115038. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  115039. */
  115040. primaryColorShadowLevel: float;
  115041. protected _primaryColorHighlightLevel: float;
  115042. /**
  115043. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  115044. * The primary color is used at the level chosen to define what the white area would look.
  115045. */
  115046. primaryColorHighlightLevel: float;
  115047. protected _reflectionTexture: Nullable<BaseTexture>;
  115048. /**
  115049. * Reflection Texture used in the material.
  115050. * Should be author in a specific way for the best result (refer to the documentation).
  115051. */
  115052. reflectionTexture: Nullable<BaseTexture>;
  115053. protected _reflectionBlur: float;
  115054. /**
  115055. * Reflection Texture level of blur.
  115056. *
  115057. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  115058. * texture twice.
  115059. */
  115060. reflectionBlur: float;
  115061. protected _diffuseTexture: Nullable<BaseTexture>;
  115062. /**
  115063. * Diffuse Texture used in the material.
  115064. * Should be author in a specific way for the best result (refer to the documentation).
  115065. */
  115066. diffuseTexture: Nullable<BaseTexture>;
  115067. protected _shadowLights: Nullable<IShadowLight[]>;
  115068. /**
  115069. * Specify the list of lights casting shadow on the material.
  115070. * All scene shadow lights will be included if null.
  115071. */
  115072. shadowLights: Nullable<IShadowLight[]>;
  115073. protected _shadowLevel: float;
  115074. /**
  115075. * Helps adjusting the shadow to a softer level if required.
  115076. * 0 means black shadows and 1 means no shadows.
  115077. */
  115078. shadowLevel: float;
  115079. protected _sceneCenter: Vector3;
  115080. /**
  115081. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  115082. * It is usually zero but might be interesting to modify according to your setup.
  115083. */
  115084. sceneCenter: Vector3;
  115085. protected _opacityFresnel: boolean;
  115086. /**
  115087. * This helps specifying that the material is falling off to the sky box at grazing angle.
  115088. * This helps ensuring a nice transition when the camera goes under the ground.
  115089. */
  115090. opacityFresnel: boolean;
  115091. protected _reflectionFresnel: boolean;
  115092. /**
  115093. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  115094. * This helps adding a mirror texture on the ground.
  115095. */
  115096. reflectionFresnel: boolean;
  115097. protected _reflectionFalloffDistance: number;
  115098. /**
  115099. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  115100. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  115101. */
  115102. reflectionFalloffDistance: number;
  115103. protected _reflectionAmount: number;
  115104. /**
  115105. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  115106. */
  115107. reflectionAmount: number;
  115108. protected _reflectionReflectance0: number;
  115109. /**
  115110. * This specifies the weight of the reflection at grazing angle.
  115111. */
  115112. reflectionReflectance0: number;
  115113. protected _reflectionReflectance90: number;
  115114. /**
  115115. * This specifies the weight of the reflection at a perpendicular point of view.
  115116. */
  115117. reflectionReflectance90: number;
  115118. /**
  115119. * Sets the reflection reflectance fresnel values according to the default standard
  115120. * empirically know to work well :-)
  115121. */
  115122. reflectionStandardFresnelWeight: number;
  115123. protected _useRGBColor: boolean;
  115124. /**
  115125. * Helps to directly use the maps channels instead of their level.
  115126. */
  115127. useRGBColor: boolean;
  115128. protected _enableNoise: boolean;
  115129. /**
  115130. * This helps reducing the banding effect that could occur on the background.
  115131. */
  115132. enableNoise: boolean;
  115133. /**
  115134. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  115135. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  115136. * Recommended to be keep at 1.0 except for special cases.
  115137. */
  115138. fovMultiplier: number;
  115139. private _fovMultiplier;
  115140. /**
  115141. * Enable the FOV adjustment feature controlled by fovMultiplier.
  115142. */
  115143. useEquirectangularFOV: boolean;
  115144. private _maxSimultaneousLights;
  115145. /**
  115146. * Number of Simultaneous lights allowed on the material.
  115147. */
  115148. maxSimultaneousLights: int;
  115149. /**
  115150. * Default configuration related to image processing available in the Background Material.
  115151. */
  115152. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  115153. /**
  115154. * Keep track of the image processing observer to allow dispose and replace.
  115155. */
  115156. private _imageProcessingObserver;
  115157. /**
  115158. * Attaches a new image processing configuration to the PBR Material.
  115159. * @param configuration (if null the scene configuration will be use)
  115160. */
  115161. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  115162. /**
  115163. * Gets the image processing configuration used either in this material.
  115164. */
  115165. /**
  115166. * Sets the Default image processing configuration used either in the this material.
  115167. *
  115168. * If sets to null, the scene one is in use.
  115169. */
  115170. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  115171. /**
  115172. * Gets wether the color curves effect is enabled.
  115173. */
  115174. /**
  115175. * Sets wether the color curves effect is enabled.
  115176. */
  115177. cameraColorCurvesEnabled: boolean;
  115178. /**
  115179. * Gets wether the color grading effect is enabled.
  115180. */
  115181. /**
  115182. * Gets wether the color grading effect is enabled.
  115183. */
  115184. cameraColorGradingEnabled: boolean;
  115185. /**
  115186. * Gets wether tonemapping is enabled or not.
  115187. */
  115188. /**
  115189. * Sets wether tonemapping is enabled or not
  115190. */
  115191. cameraToneMappingEnabled: boolean;
  115192. /**
  115193. * The camera exposure used on this material.
  115194. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  115195. * This corresponds to a photographic exposure.
  115196. */
  115197. /**
  115198. * The camera exposure used on this material.
  115199. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  115200. * This corresponds to a photographic exposure.
  115201. */
  115202. cameraExposure: float;
  115203. /**
  115204. * Gets The camera contrast used on this material.
  115205. */
  115206. /**
  115207. * Sets The camera contrast used on this material.
  115208. */
  115209. cameraContrast: float;
  115210. /**
  115211. * Gets the Color Grading 2D Lookup Texture.
  115212. */
  115213. /**
  115214. * Sets the Color Grading 2D Lookup Texture.
  115215. */
  115216. cameraColorGradingTexture: Nullable<BaseTexture>;
  115217. /**
  115218. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  115219. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  115220. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  115221. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  115222. */
  115223. /**
  115224. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  115225. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  115226. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  115227. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  115228. */
  115229. cameraColorCurves: Nullable<ColorCurves>;
  115230. /**
  115231. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  115232. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  115233. */
  115234. switchToBGR: boolean;
  115235. private _renderTargets;
  115236. private _reflectionControls;
  115237. private _white;
  115238. private _primaryShadowColor;
  115239. private _primaryHighlightColor;
  115240. /**
  115241. * Instantiates a Background Material in the given scene
  115242. * @param name The friendly name of the material
  115243. * @param scene The scene to add the material to
  115244. */
  115245. constructor(name: string, scene: Scene);
  115246. /**
  115247. * Gets a boolean indicating that current material needs to register RTT
  115248. */
  115249. readonly hasRenderTargetTextures: boolean;
  115250. /**
  115251. * The entire material has been created in order to prevent overdraw.
  115252. * @returns false
  115253. */
  115254. needAlphaTesting(): boolean;
  115255. /**
  115256. * The entire material has been created in order to prevent overdraw.
  115257. * @returns true if blending is enable
  115258. */
  115259. needAlphaBlending(): boolean;
  115260. /**
  115261. * Checks wether the material is ready to be rendered for a given mesh.
  115262. * @param mesh The mesh to render
  115263. * @param subMesh The submesh to check against
  115264. * @param useInstances Specify wether or not the material is used with instances
  115265. * @returns true if all the dependencies are ready (Textures, Effects...)
  115266. */
  115267. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  115268. /**
  115269. * Compute the primary color according to the chosen perceptual color.
  115270. */
  115271. private _computePrimaryColorFromPerceptualColor;
  115272. /**
  115273. * Compute the highlights and shadow colors according to their chosen levels.
  115274. */
  115275. private _computePrimaryColors;
  115276. /**
  115277. * Build the uniform buffer used in the material.
  115278. */
  115279. buildUniformLayout(): void;
  115280. /**
  115281. * Unbind the material.
  115282. */
  115283. unbind(): void;
  115284. /**
  115285. * Bind only the world matrix to the material.
  115286. * @param world The world matrix to bind.
  115287. */
  115288. bindOnlyWorldMatrix(world: Matrix): void;
  115289. /**
  115290. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  115291. * @param world The world matrix to bind.
  115292. * @param subMesh The submesh to bind for.
  115293. */
  115294. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  115295. /**
  115296. * Checks to see if a texture is used in the material.
  115297. * @param texture - Base texture to use.
  115298. * @returns - Boolean specifying if a texture is used in the material.
  115299. */
  115300. hasTexture(texture: BaseTexture): boolean;
  115301. /**
  115302. * Dispose the material.
  115303. * @param forceDisposeEffect Force disposal of the associated effect.
  115304. * @param forceDisposeTextures Force disposal of the associated textures.
  115305. */
  115306. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  115307. /**
  115308. * Clones the material.
  115309. * @param name The cloned name.
  115310. * @returns The cloned material.
  115311. */
  115312. clone(name: string): BackgroundMaterial;
  115313. /**
  115314. * Serializes the current material to its JSON representation.
  115315. * @returns The JSON representation.
  115316. */
  115317. serialize(): any;
  115318. /**
  115319. * Gets the class name of the material
  115320. * @returns "BackgroundMaterial"
  115321. */
  115322. getClassName(): string;
  115323. /**
  115324. * Parse a JSON input to create back a background material.
  115325. * @param source The JSON data to parse
  115326. * @param scene The scene to create the parsed material in
  115327. * @param rootUrl The root url of the assets the material depends upon
  115328. * @returns the instantiated BackgroundMaterial.
  115329. */
  115330. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  115331. }
  115332. }
  115333. declare module BABYLON {
  115334. /**
  115335. * Represents the different options available during the creation of
  115336. * a Environment helper.
  115337. *
  115338. * This can control the default ground, skybox and image processing setup of your scene.
  115339. */
  115340. export interface IEnvironmentHelperOptions {
  115341. /**
  115342. * Specifies wether or not to create a ground.
  115343. * True by default.
  115344. */
  115345. createGround: boolean;
  115346. /**
  115347. * Specifies the ground size.
  115348. * 15 by default.
  115349. */
  115350. groundSize: number;
  115351. /**
  115352. * The texture used on the ground for the main color.
  115353. * Comes from the BabylonJS CDN by default.
  115354. *
  115355. * Remarks: Can be either a texture or a url.
  115356. */
  115357. groundTexture: string | BaseTexture;
  115358. /**
  115359. * The color mixed in the ground texture by default.
  115360. * BabylonJS clearColor by default.
  115361. */
  115362. groundColor: Color3;
  115363. /**
  115364. * Specifies the ground opacity.
  115365. * 1 by default.
  115366. */
  115367. groundOpacity: number;
  115368. /**
  115369. * Enables the ground to receive shadows.
  115370. * True by default.
  115371. */
  115372. enableGroundShadow: boolean;
  115373. /**
  115374. * Helps preventing the shadow to be fully black on the ground.
  115375. * 0.5 by default.
  115376. */
  115377. groundShadowLevel: number;
  115378. /**
  115379. * Creates a mirror texture attach to the ground.
  115380. * false by default.
  115381. */
  115382. enableGroundMirror: boolean;
  115383. /**
  115384. * Specifies the ground mirror size ratio.
  115385. * 0.3 by default as the default kernel is 64.
  115386. */
  115387. groundMirrorSizeRatio: number;
  115388. /**
  115389. * Specifies the ground mirror blur kernel size.
  115390. * 64 by default.
  115391. */
  115392. groundMirrorBlurKernel: number;
  115393. /**
  115394. * Specifies the ground mirror visibility amount.
  115395. * 1 by default
  115396. */
  115397. groundMirrorAmount: number;
  115398. /**
  115399. * Specifies the ground mirror reflectance weight.
  115400. * This uses the standard weight of the background material to setup the fresnel effect
  115401. * of the mirror.
  115402. * 1 by default.
  115403. */
  115404. groundMirrorFresnelWeight: number;
  115405. /**
  115406. * Specifies the ground mirror Falloff distance.
  115407. * This can helps reducing the size of the reflection.
  115408. * 0 by Default.
  115409. */
  115410. groundMirrorFallOffDistance: number;
  115411. /**
  115412. * Specifies the ground mirror texture type.
  115413. * Unsigned Int by Default.
  115414. */
  115415. groundMirrorTextureType: number;
  115416. /**
  115417. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  115418. * the shown objects.
  115419. */
  115420. groundYBias: number;
  115421. /**
  115422. * Specifies wether or not to create a skybox.
  115423. * True by default.
  115424. */
  115425. createSkybox: boolean;
  115426. /**
  115427. * Specifies the skybox size.
  115428. * 20 by default.
  115429. */
  115430. skyboxSize: number;
  115431. /**
  115432. * The texture used on the skybox for the main color.
  115433. * Comes from the BabylonJS CDN by default.
  115434. *
  115435. * Remarks: Can be either a texture or a url.
  115436. */
  115437. skyboxTexture: string | BaseTexture;
  115438. /**
  115439. * The color mixed in the skybox texture by default.
  115440. * BabylonJS clearColor by default.
  115441. */
  115442. skyboxColor: Color3;
  115443. /**
  115444. * The background rotation around the Y axis of the scene.
  115445. * This helps aligning the key lights of your scene with the background.
  115446. * 0 by default.
  115447. */
  115448. backgroundYRotation: number;
  115449. /**
  115450. * Compute automatically the size of the elements to best fit with the scene.
  115451. */
  115452. sizeAuto: boolean;
  115453. /**
  115454. * Default position of the rootMesh if autoSize is not true.
  115455. */
  115456. rootPosition: Vector3;
  115457. /**
  115458. * Sets up the image processing in the scene.
  115459. * true by default.
  115460. */
  115461. setupImageProcessing: boolean;
  115462. /**
  115463. * The texture used as your environment texture in the scene.
  115464. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  115465. *
  115466. * Remarks: Can be either a texture or a url.
  115467. */
  115468. environmentTexture: string | BaseTexture;
  115469. /**
  115470. * The value of the exposure to apply to the scene.
  115471. * 0.6 by default if setupImageProcessing is true.
  115472. */
  115473. cameraExposure: number;
  115474. /**
  115475. * The value of the contrast to apply to the scene.
  115476. * 1.6 by default if setupImageProcessing is true.
  115477. */
  115478. cameraContrast: number;
  115479. /**
  115480. * Specifies wether or not tonemapping should be enabled in the scene.
  115481. * true by default if setupImageProcessing is true.
  115482. */
  115483. toneMappingEnabled: boolean;
  115484. }
  115485. /**
  115486. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  115487. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  115488. * It also helps with the default setup of your imageProcessing configuration.
  115489. */
  115490. export class EnvironmentHelper {
  115491. /**
  115492. * Default ground texture URL.
  115493. */
  115494. private static _groundTextureCDNUrl;
  115495. /**
  115496. * Default skybox texture URL.
  115497. */
  115498. private static _skyboxTextureCDNUrl;
  115499. /**
  115500. * Default environment texture URL.
  115501. */
  115502. private static _environmentTextureCDNUrl;
  115503. /**
  115504. * Creates the default options for the helper.
  115505. */
  115506. private static _getDefaultOptions;
  115507. private _rootMesh;
  115508. /**
  115509. * Gets the root mesh created by the helper.
  115510. */
  115511. readonly rootMesh: Mesh;
  115512. private _skybox;
  115513. /**
  115514. * Gets the skybox created by the helper.
  115515. */
  115516. readonly skybox: Nullable<Mesh>;
  115517. private _skyboxTexture;
  115518. /**
  115519. * Gets the skybox texture created by the helper.
  115520. */
  115521. readonly skyboxTexture: Nullable<BaseTexture>;
  115522. private _skyboxMaterial;
  115523. /**
  115524. * Gets the skybox material created by the helper.
  115525. */
  115526. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  115527. private _ground;
  115528. /**
  115529. * Gets the ground mesh created by the helper.
  115530. */
  115531. readonly ground: Nullable<Mesh>;
  115532. private _groundTexture;
  115533. /**
  115534. * Gets the ground texture created by the helper.
  115535. */
  115536. readonly groundTexture: Nullable<BaseTexture>;
  115537. private _groundMirror;
  115538. /**
  115539. * Gets the ground mirror created by the helper.
  115540. */
  115541. readonly groundMirror: Nullable<MirrorTexture>;
  115542. /**
  115543. * Gets the ground mirror render list to helps pushing the meshes
  115544. * you wish in the ground reflection.
  115545. */
  115546. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  115547. private _groundMaterial;
  115548. /**
  115549. * Gets the ground material created by the helper.
  115550. */
  115551. readonly groundMaterial: Nullable<BackgroundMaterial>;
  115552. /**
  115553. * Stores the creation options.
  115554. */
  115555. private readonly _scene;
  115556. private _options;
  115557. /**
  115558. * This observable will be notified with any error during the creation of the environment,
  115559. * mainly texture creation errors.
  115560. */
  115561. onErrorObservable: Observable<{
  115562. message?: string;
  115563. exception?: any;
  115564. }>;
  115565. /**
  115566. * constructor
  115567. * @param options Defines the options we want to customize the helper
  115568. * @param scene The scene to add the material to
  115569. */
  115570. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  115571. /**
  115572. * Updates the background according to the new options
  115573. * @param options
  115574. */
  115575. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  115576. /**
  115577. * Sets the primary color of all the available elements.
  115578. * @param color the main color to affect to the ground and the background
  115579. */
  115580. setMainColor(color: Color3): void;
  115581. /**
  115582. * Setup the image processing according to the specified options.
  115583. */
  115584. private _setupImageProcessing;
  115585. /**
  115586. * Setup the environment texture according to the specified options.
  115587. */
  115588. private _setupEnvironmentTexture;
  115589. /**
  115590. * Setup the background according to the specified options.
  115591. */
  115592. private _setupBackground;
  115593. /**
  115594. * Get the scene sizes according to the setup.
  115595. */
  115596. private _getSceneSize;
  115597. /**
  115598. * Setup the ground according to the specified options.
  115599. */
  115600. private _setupGround;
  115601. /**
  115602. * Setup the ground material according to the specified options.
  115603. */
  115604. private _setupGroundMaterial;
  115605. /**
  115606. * Setup the ground diffuse texture according to the specified options.
  115607. */
  115608. private _setupGroundDiffuseTexture;
  115609. /**
  115610. * Setup the ground mirror texture according to the specified options.
  115611. */
  115612. private _setupGroundMirrorTexture;
  115613. /**
  115614. * Setup the ground to receive the mirror texture.
  115615. */
  115616. private _setupMirrorInGroundMaterial;
  115617. /**
  115618. * Setup the skybox according to the specified options.
  115619. */
  115620. private _setupSkybox;
  115621. /**
  115622. * Setup the skybox material according to the specified options.
  115623. */
  115624. private _setupSkyboxMaterial;
  115625. /**
  115626. * Setup the skybox reflection texture according to the specified options.
  115627. */
  115628. private _setupSkyboxReflectionTexture;
  115629. private _errorHandler;
  115630. /**
  115631. * Dispose all the elements created by the Helper.
  115632. */
  115633. dispose(): void;
  115634. }
  115635. }
  115636. declare module BABYLON {
  115637. /**
  115638. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  115639. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  115640. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  115641. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  115642. */
  115643. export class PhotoDome extends TransformNode {
  115644. /**
  115645. * Define the image as a Monoscopic panoramic 360 image.
  115646. */
  115647. static readonly MODE_MONOSCOPIC: number;
  115648. /**
  115649. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  115650. */
  115651. static readonly MODE_TOPBOTTOM: number;
  115652. /**
  115653. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  115654. */
  115655. static readonly MODE_SIDEBYSIDE: number;
  115656. private _useDirectMapping;
  115657. /**
  115658. * The texture being displayed on the sphere
  115659. */
  115660. protected _photoTexture: Texture;
  115661. /**
  115662. * Gets or sets the texture being displayed on the sphere
  115663. */
  115664. photoTexture: Texture;
  115665. /**
  115666. * Observable raised when an error occured while loading the 360 image
  115667. */
  115668. onLoadErrorObservable: Observable<string>;
  115669. /**
  115670. * The skybox material
  115671. */
  115672. protected _material: BackgroundMaterial;
  115673. /**
  115674. * The surface used for the skybox
  115675. */
  115676. protected _mesh: Mesh;
  115677. /**
  115678. * Gets the mesh used for the skybox.
  115679. */
  115680. readonly mesh: Mesh;
  115681. /**
  115682. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  115683. * Also see the options.resolution property.
  115684. */
  115685. fovMultiplier: number;
  115686. private _imageMode;
  115687. /**
  115688. * Gets or set the current video mode for the video. It can be:
  115689. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  115690. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  115691. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  115692. */
  115693. imageMode: number;
  115694. /**
  115695. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  115696. * @param name Element's name, child elements will append suffixes for their own names.
  115697. * @param urlsOfPhoto defines the url of the photo to display
  115698. * @param options defines an object containing optional or exposed sub element properties
  115699. * @param onError defines a callback called when an error occured while loading the texture
  115700. */
  115701. constructor(name: string, urlOfPhoto: string, options: {
  115702. resolution?: number;
  115703. size?: number;
  115704. useDirectMapping?: boolean;
  115705. faceForward?: boolean;
  115706. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  115707. private _onBeforeCameraRenderObserver;
  115708. private _changeImageMode;
  115709. /**
  115710. * Releases resources associated with this node.
  115711. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  115712. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  115713. */
  115714. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  115715. }
  115716. }
  115717. declare module BABYLON {
  115718. /**
  115719. * Class used to host RGBD texture specific utilities
  115720. */
  115721. export class RGBDTextureTools {
  115722. /**
  115723. * Expand the RGBD Texture from RGBD to Half Float if possible.
  115724. * @param texture the texture to expand.
  115725. */
  115726. static ExpandRGBDTexture(texture: Texture): void;
  115727. }
  115728. }
  115729. declare module BABYLON {
  115730. /**
  115731. * Class used to host texture specific utilities
  115732. */
  115733. export class BRDFTextureTools {
  115734. /**
  115735. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  115736. * @param scene defines the hosting scene
  115737. * @returns the environment BRDF texture
  115738. */
  115739. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  115740. private static _environmentBRDFBase64Texture;
  115741. }
  115742. }
  115743. declare module BABYLON {
  115744. /**
  115745. * @hidden
  115746. */
  115747. export interface IMaterialClearCoatDefines {
  115748. CLEARCOAT: boolean;
  115749. CLEARCOAT_DEFAULTIOR: boolean;
  115750. CLEARCOAT_TEXTURE: boolean;
  115751. CLEARCOAT_TEXTUREDIRECTUV: number;
  115752. CLEARCOAT_BUMP: boolean;
  115753. CLEARCOAT_BUMPDIRECTUV: number;
  115754. CLEARCOAT_TINT: boolean;
  115755. CLEARCOAT_TINT_TEXTURE: boolean;
  115756. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  115757. /** @hidden */
  115758. _areTexturesDirty: boolean;
  115759. }
  115760. /**
  115761. * Define the code related to the clear coat parameters of the pbr material.
  115762. */
  115763. export class PBRClearCoatConfiguration {
  115764. /**
  115765. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  115766. * The default fits with a polyurethane material.
  115767. */
  115768. private static readonly _DefaultIndexOfRefraction;
  115769. private _isEnabled;
  115770. /**
  115771. * Defines if the clear coat is enabled in the material.
  115772. */
  115773. isEnabled: boolean;
  115774. /**
  115775. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  115776. */
  115777. intensity: number;
  115778. /**
  115779. * Defines the clear coat layer roughness.
  115780. */
  115781. roughness: number;
  115782. private _indexOfRefraction;
  115783. /**
  115784. * Defines the index of refraction of the clear coat.
  115785. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  115786. * The default fits with a polyurethane material.
  115787. * Changing the default value is more performance intensive.
  115788. */
  115789. indexOfRefraction: number;
  115790. private _texture;
  115791. /**
  115792. * Stores the clear coat values in a texture.
  115793. */
  115794. texture: Nullable<BaseTexture>;
  115795. private _bumpTexture;
  115796. /**
  115797. * Define the clear coat specific bump texture.
  115798. */
  115799. bumpTexture: Nullable<BaseTexture>;
  115800. private _isTintEnabled;
  115801. /**
  115802. * Defines if the clear coat tint is enabled in the material.
  115803. */
  115804. isTintEnabled: boolean;
  115805. /**
  115806. * Defines the clear coat tint of the material.
  115807. * This is only use if tint is enabled
  115808. */
  115809. tintColor: Color3;
  115810. /**
  115811. * Defines the distance at which the tint color should be found in the
  115812. * clear coat media.
  115813. * This is only use if tint is enabled
  115814. */
  115815. tintColorAtDistance: number;
  115816. /**
  115817. * Defines the clear coat layer thickness.
  115818. * This is only use if tint is enabled
  115819. */
  115820. tintThickness: number;
  115821. private _tintTexture;
  115822. /**
  115823. * Stores the clear tint values in a texture.
  115824. * rgb is tint
  115825. * a is a thickness factor
  115826. */
  115827. tintTexture: Nullable<BaseTexture>;
  115828. /** @hidden */
  115829. private _internalMarkAllSubMeshesAsTexturesDirty;
  115830. /** @hidden */
  115831. _markAllSubMeshesAsTexturesDirty(): void;
  115832. /**
  115833. * Instantiate a new istance of clear coat configuration.
  115834. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  115835. */
  115836. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  115837. /**
  115838. * Gets wehter the submesh is ready to be used or not.
  115839. * @param defines the list of "defines" to update.
  115840. * @param scene defines the scene the material belongs to.
  115841. * @param engine defines the engine the material belongs to.
  115842. * @param disableBumpMap defines wether the material disables bump or not.
  115843. * @returns - boolean indicating that the submesh is ready or not.
  115844. */
  115845. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  115846. /**
  115847. * Checks to see if a texture is used in the material.
  115848. * @param defines the list of "defines" to update.
  115849. * @param scene defines the scene to the material belongs to.
  115850. */
  115851. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  115852. /**
  115853. * Binds the material data.
  115854. * @param uniformBuffer defines the Uniform buffer to fill in.
  115855. * @param scene defines the scene the material belongs to.
  115856. * @param engine defines the engine the material belongs to.
  115857. * @param disableBumpMap defines wether the material disables bump or not.
  115858. * @param isFrozen defines wether the material is frozen or not.
  115859. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  115860. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  115861. */
  115862. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  115863. /**
  115864. * Checks to see if a texture is used in the material.
  115865. * @param texture - Base texture to use.
  115866. * @returns - Boolean specifying if a texture is used in the material.
  115867. */
  115868. hasTexture(texture: BaseTexture): boolean;
  115869. /**
  115870. * Returns an array of the actively used textures.
  115871. * @param activeTextures Array of BaseTextures
  115872. */
  115873. getActiveTextures(activeTextures: BaseTexture[]): void;
  115874. /**
  115875. * Returns the animatable textures.
  115876. * @param animatables Array of animatable textures.
  115877. */
  115878. getAnimatables(animatables: IAnimatable[]): void;
  115879. /**
  115880. * Disposes the resources of the material.
  115881. * @param forceDisposeTextures - Forces the disposal of all textures.
  115882. */
  115883. dispose(forceDisposeTextures?: boolean): void;
  115884. /**
  115885. * Get the current class name of the texture useful for serialization or dynamic coding.
  115886. * @returns "PBRClearCoatConfiguration"
  115887. */
  115888. getClassName(): string;
  115889. /**
  115890. * Add fallbacks to the effect fallbacks list.
  115891. * @param defines defines the Base texture to use.
  115892. * @param fallbacks defines the current fallback list.
  115893. * @param currentRank defines the current fallback rank.
  115894. * @returns the new fallback rank.
  115895. */
  115896. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  115897. /**
  115898. * Add the required uniforms to the current list.
  115899. * @param uniforms defines the current uniform list.
  115900. */
  115901. static AddUniforms(uniforms: string[]): void;
  115902. /**
  115903. * Add the required samplers to the current list.
  115904. * @param samplers defines the current sampler list.
  115905. */
  115906. static AddSamplers(samplers: string[]): void;
  115907. /**
  115908. * Add the required uniforms to the current buffer.
  115909. * @param uniformBuffer defines the current uniform buffer.
  115910. */
  115911. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  115912. /**
  115913. * Makes a duplicate of the current configuration into another one.
  115914. * @param clearCoatConfiguration define the config where to copy the info
  115915. */
  115916. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  115917. /**
  115918. * Serializes this clear coat configuration.
  115919. * @returns - An object with the serialized config.
  115920. */
  115921. serialize(): any;
  115922. /**
  115923. * Parses a anisotropy Configuration from a serialized object.
  115924. * @param source - Serialized object.
  115925. * @param scene Defines the scene we are parsing for
  115926. * @param rootUrl Defines the rootUrl to load from
  115927. */
  115928. parse(source: any, scene: Scene, rootUrl: string): void;
  115929. }
  115930. }
  115931. declare module BABYLON {
  115932. /**
  115933. * @hidden
  115934. */
  115935. export interface IMaterialAnisotropicDefines {
  115936. ANISOTROPIC: boolean;
  115937. ANISOTROPIC_TEXTURE: boolean;
  115938. ANISOTROPIC_TEXTUREDIRECTUV: number;
  115939. MAINUV1: boolean;
  115940. _areTexturesDirty: boolean;
  115941. _needUVs: boolean;
  115942. }
  115943. /**
  115944. * Define the code related to the anisotropic parameters of the pbr material.
  115945. */
  115946. export class PBRAnisotropicConfiguration {
  115947. private _isEnabled;
  115948. /**
  115949. * Defines if the anisotropy is enabled in the material.
  115950. */
  115951. isEnabled: boolean;
  115952. /**
  115953. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  115954. */
  115955. intensity: number;
  115956. /**
  115957. * Defines if the effect is along the tangents, bitangents or in between.
  115958. * By default, the effect is "strectching" the highlights along the tangents.
  115959. */
  115960. direction: Vector2;
  115961. private _texture;
  115962. /**
  115963. * Stores the anisotropy values in a texture.
  115964. * rg is direction (like normal from -1 to 1)
  115965. * b is a intensity
  115966. */
  115967. texture: Nullable<BaseTexture>;
  115968. /** @hidden */
  115969. private _internalMarkAllSubMeshesAsTexturesDirty;
  115970. /** @hidden */
  115971. _markAllSubMeshesAsTexturesDirty(): void;
  115972. /**
  115973. * Instantiate a new istance of anisotropy configuration.
  115974. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  115975. */
  115976. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  115977. /**
  115978. * Specifies that the submesh is ready to be used.
  115979. * @param defines the list of "defines" to update.
  115980. * @param scene defines the scene the material belongs to.
  115981. * @returns - boolean indicating that the submesh is ready or not.
  115982. */
  115983. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  115984. /**
  115985. * Checks to see if a texture is used in the material.
  115986. * @param defines the list of "defines" to update.
  115987. * @param mesh the mesh we are preparing the defines for.
  115988. * @param scene defines the scene the material belongs to.
  115989. */
  115990. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  115991. /**
  115992. * Binds the material data.
  115993. * @param uniformBuffer defines the Uniform buffer to fill in.
  115994. * @param scene defines the scene the material belongs to.
  115995. * @param isFrozen defines wether the material is frozen or not.
  115996. */
  115997. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  115998. /**
  115999. * Checks to see if a texture is used in the material.
  116000. * @param texture - Base texture to use.
  116001. * @returns - Boolean specifying if a texture is used in the material.
  116002. */
  116003. hasTexture(texture: BaseTexture): boolean;
  116004. /**
  116005. * Returns an array of the actively used textures.
  116006. * @param activeTextures Array of BaseTextures
  116007. */
  116008. getActiveTextures(activeTextures: BaseTexture[]): void;
  116009. /**
  116010. * Returns the animatable textures.
  116011. * @param animatables Array of animatable textures.
  116012. */
  116013. getAnimatables(animatables: IAnimatable[]): void;
  116014. /**
  116015. * Disposes the resources of the material.
  116016. * @param forceDisposeTextures - Forces the disposal of all textures.
  116017. */
  116018. dispose(forceDisposeTextures?: boolean): void;
  116019. /**
  116020. * Get the current class name of the texture useful for serialization or dynamic coding.
  116021. * @returns "PBRAnisotropicConfiguration"
  116022. */
  116023. getClassName(): string;
  116024. /**
  116025. * Add fallbacks to the effect fallbacks list.
  116026. * @param defines defines the Base texture to use.
  116027. * @param fallbacks defines the current fallback list.
  116028. * @param currentRank defines the current fallback rank.
  116029. * @returns the new fallback rank.
  116030. */
  116031. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  116032. /**
  116033. * Add the required uniforms to the current list.
  116034. * @param uniforms defines the current uniform list.
  116035. */
  116036. static AddUniforms(uniforms: string[]): void;
  116037. /**
  116038. * Add the required uniforms to the current buffer.
  116039. * @param uniformBuffer defines the current uniform buffer.
  116040. */
  116041. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  116042. /**
  116043. * Add the required samplers to the current list.
  116044. * @param samplers defines the current sampler list.
  116045. */
  116046. static AddSamplers(samplers: string[]): void;
  116047. /**
  116048. * Makes a duplicate of the current configuration into another one.
  116049. * @param anisotropicConfiguration define the config where to copy the info
  116050. */
  116051. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  116052. /**
  116053. * Serializes this anisotropy configuration.
  116054. * @returns - An object with the serialized config.
  116055. */
  116056. serialize(): any;
  116057. /**
  116058. * Parses a anisotropy Configuration from a serialized object.
  116059. * @param source - Serialized object.
  116060. * @param scene Defines the scene we are parsing for
  116061. * @param rootUrl Defines the rootUrl to load from
  116062. */
  116063. parse(source: any, scene: Scene, rootUrl: string): void;
  116064. }
  116065. }
  116066. declare module BABYLON {
  116067. /**
  116068. * @hidden
  116069. */
  116070. export interface IMaterialBRDFDefines {
  116071. BRDF_V_HEIGHT_CORRELATED: boolean;
  116072. MS_BRDF_ENERGY_CONSERVATION: boolean;
  116073. SPHERICAL_HARMONICS: boolean;
  116074. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  116075. /** @hidden */
  116076. _areMiscDirty: boolean;
  116077. }
  116078. /**
  116079. * Define the code related to the BRDF parameters of the pbr material.
  116080. */
  116081. export class PBRBRDFConfiguration {
  116082. /**
  116083. * Default value used for the energy conservation.
  116084. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  116085. */
  116086. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  116087. /**
  116088. * Default value used for the Smith Visibility Height Correlated mode.
  116089. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  116090. */
  116091. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  116092. /**
  116093. * Default value used for the IBL diffuse part.
  116094. * This can help switching back to the polynomials mode globally which is a tiny bit
  116095. * less GPU intensive at the drawback of a lower quality.
  116096. */
  116097. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  116098. /**
  116099. * Default value used for activating energy conservation for the specular workflow.
  116100. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  116101. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  116102. */
  116103. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  116104. private _useEnergyConservation;
  116105. /**
  116106. * Defines if the material uses energy conservation.
  116107. */
  116108. useEnergyConservation: boolean;
  116109. private _useSmithVisibilityHeightCorrelated;
  116110. /**
  116111. * LEGACY Mode set to false
  116112. * Defines if the material uses height smith correlated visibility term.
  116113. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  116114. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  116115. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  116116. * Not relying on height correlated will also disable energy conservation.
  116117. */
  116118. useSmithVisibilityHeightCorrelated: boolean;
  116119. private _useSphericalHarmonics;
  116120. /**
  116121. * LEGACY Mode set to false
  116122. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  116123. * diffuse part of the IBL.
  116124. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  116125. * to the ground truth.
  116126. */
  116127. useSphericalHarmonics: boolean;
  116128. private _useSpecularGlossinessInputEnergyConservation;
  116129. /**
  116130. * Defines if the material uses energy conservation, when the specular workflow is active.
  116131. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  116132. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  116133. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  116134. */
  116135. useSpecularGlossinessInputEnergyConservation: boolean;
  116136. /** @hidden */
  116137. private _internalMarkAllSubMeshesAsMiscDirty;
  116138. /** @hidden */
  116139. _markAllSubMeshesAsMiscDirty(): void;
  116140. /**
  116141. * Instantiate a new istance of clear coat configuration.
  116142. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  116143. */
  116144. constructor(markAllSubMeshesAsMiscDirty: () => void);
  116145. /**
  116146. * Checks to see if a texture is used in the material.
  116147. * @param defines the list of "defines" to update.
  116148. */
  116149. prepareDefines(defines: IMaterialBRDFDefines): void;
  116150. /**
  116151. * Get the current class name of the texture useful for serialization or dynamic coding.
  116152. * @returns "PBRClearCoatConfiguration"
  116153. */
  116154. getClassName(): string;
  116155. /**
  116156. * Makes a duplicate of the current configuration into another one.
  116157. * @param brdfConfiguration define the config where to copy the info
  116158. */
  116159. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  116160. /**
  116161. * Serializes this BRDF configuration.
  116162. * @returns - An object with the serialized config.
  116163. */
  116164. serialize(): any;
  116165. /**
  116166. * Parses a anisotropy Configuration from a serialized object.
  116167. * @param source - Serialized object.
  116168. * @param scene Defines the scene we are parsing for
  116169. * @param rootUrl Defines the rootUrl to load from
  116170. */
  116171. parse(source: any, scene: Scene, rootUrl: string): void;
  116172. }
  116173. }
  116174. declare module BABYLON {
  116175. /**
  116176. * @hidden
  116177. */
  116178. export interface IMaterialSheenDefines {
  116179. SHEEN: boolean;
  116180. SHEEN_TEXTURE: boolean;
  116181. SHEEN_TEXTUREDIRECTUV: number;
  116182. SHEEN_LINKWITHALBEDO: boolean;
  116183. /** @hidden */
  116184. _areTexturesDirty: boolean;
  116185. }
  116186. /**
  116187. * Define the code related to the Sheen parameters of the pbr material.
  116188. */
  116189. export class PBRSheenConfiguration {
  116190. private _isEnabled;
  116191. /**
  116192. * Defines if the material uses sheen.
  116193. */
  116194. isEnabled: boolean;
  116195. private _linkSheenWithAlbedo;
  116196. /**
  116197. * Defines if the sheen is linked to the sheen color.
  116198. */
  116199. linkSheenWithAlbedo: boolean;
  116200. /**
  116201. * Defines the sheen intensity.
  116202. */
  116203. intensity: number;
  116204. /**
  116205. * Defines the sheen color.
  116206. */
  116207. color: Color3;
  116208. private _texture;
  116209. /**
  116210. * Stores the sheen tint values in a texture.
  116211. * rgb is tint
  116212. * a is a intensity
  116213. */
  116214. texture: Nullable<BaseTexture>;
  116215. /** @hidden */
  116216. private _internalMarkAllSubMeshesAsTexturesDirty;
  116217. /** @hidden */
  116218. _markAllSubMeshesAsTexturesDirty(): void;
  116219. /**
  116220. * Instantiate a new istance of clear coat configuration.
  116221. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  116222. */
  116223. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  116224. /**
  116225. * Specifies that the submesh is ready to be used.
  116226. * @param defines the list of "defines" to update.
  116227. * @param scene defines the scene the material belongs to.
  116228. * @returns - boolean indicating that the submesh is ready or not.
  116229. */
  116230. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  116231. /**
  116232. * Checks to see if a texture is used in the material.
  116233. * @param defines the list of "defines" to update.
  116234. * @param scene defines the scene the material belongs to.
  116235. */
  116236. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  116237. /**
  116238. * Binds the material data.
  116239. * @param uniformBuffer defines the Uniform buffer to fill in.
  116240. * @param scene defines the scene the material belongs to.
  116241. * @param isFrozen defines wether the material is frozen or not.
  116242. */
  116243. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  116244. /**
  116245. * Checks to see if a texture is used in the material.
  116246. * @param texture - Base texture to use.
  116247. * @returns - Boolean specifying if a texture is used in the material.
  116248. */
  116249. hasTexture(texture: BaseTexture): boolean;
  116250. /**
  116251. * Returns an array of the actively used textures.
  116252. * @param activeTextures Array of BaseTextures
  116253. */
  116254. getActiveTextures(activeTextures: BaseTexture[]): void;
  116255. /**
  116256. * Returns the animatable textures.
  116257. * @param animatables Array of animatable textures.
  116258. */
  116259. getAnimatables(animatables: IAnimatable[]): void;
  116260. /**
  116261. * Disposes the resources of the material.
  116262. * @param forceDisposeTextures - Forces the disposal of all textures.
  116263. */
  116264. dispose(forceDisposeTextures?: boolean): void;
  116265. /**
  116266. * Get the current class name of the texture useful for serialization or dynamic coding.
  116267. * @returns "PBRSheenConfiguration"
  116268. */
  116269. getClassName(): string;
  116270. /**
  116271. * Add fallbacks to the effect fallbacks list.
  116272. * @param defines defines the Base texture to use.
  116273. * @param fallbacks defines the current fallback list.
  116274. * @param currentRank defines the current fallback rank.
  116275. * @returns the new fallback rank.
  116276. */
  116277. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  116278. /**
  116279. * Add the required uniforms to the current list.
  116280. * @param uniforms defines the current uniform list.
  116281. */
  116282. static AddUniforms(uniforms: string[]): void;
  116283. /**
  116284. * Add the required uniforms to the current buffer.
  116285. * @param uniformBuffer defines the current uniform buffer.
  116286. */
  116287. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  116288. /**
  116289. * Add the required samplers to the current list.
  116290. * @param samplers defines the current sampler list.
  116291. */
  116292. static AddSamplers(samplers: string[]): void;
  116293. /**
  116294. * Makes a duplicate of the current configuration into another one.
  116295. * @param sheenConfiguration define the config where to copy the info
  116296. */
  116297. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  116298. /**
  116299. * Serializes this BRDF configuration.
  116300. * @returns - An object with the serialized config.
  116301. */
  116302. serialize(): any;
  116303. /**
  116304. * Parses a anisotropy Configuration from a serialized object.
  116305. * @param source - Serialized object.
  116306. * @param scene Defines the scene we are parsing for
  116307. * @param rootUrl Defines the rootUrl to load from
  116308. */
  116309. parse(source: any, scene: Scene, rootUrl: string): void;
  116310. }
  116311. }
  116312. declare module BABYLON {
  116313. /**
  116314. * @hidden
  116315. */
  116316. export interface IMaterialSubSurfaceDefines {
  116317. SUBSURFACE: boolean;
  116318. SS_REFRACTION: boolean;
  116319. SS_TRANSLUCENCY: boolean;
  116320. SS_SCATERRING: boolean;
  116321. SS_THICKNESSANDMASK_TEXTURE: boolean;
  116322. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  116323. SS_REFRACTIONMAP_3D: boolean;
  116324. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  116325. SS_LODINREFRACTIONALPHA: boolean;
  116326. SS_GAMMAREFRACTION: boolean;
  116327. SS_RGBDREFRACTION: boolean;
  116328. SS_LINEARSPECULARREFRACTION: boolean;
  116329. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  116330. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  116331. /** @hidden */
  116332. _areTexturesDirty: boolean;
  116333. }
  116334. /**
  116335. * Define the code related to the sub surface parameters of the pbr material.
  116336. */
  116337. export class PBRSubSurfaceConfiguration {
  116338. private _isRefractionEnabled;
  116339. /**
  116340. * Defines if the refraction is enabled in the material.
  116341. */
  116342. isRefractionEnabled: boolean;
  116343. private _isTranslucencyEnabled;
  116344. /**
  116345. * Defines if the translucency is enabled in the material.
  116346. */
  116347. isTranslucencyEnabled: boolean;
  116348. private _isScatteringEnabled;
  116349. /**
  116350. * Defines the refraction intensity of the material.
  116351. * The refraction when enabled replaces the Diffuse part of the material.
  116352. * The intensity helps transitionning between diffuse and refraction.
  116353. */
  116354. refractionIntensity: number;
  116355. /**
  116356. * Defines the translucency intensity of the material.
  116357. * When translucency has been enabled, this defines how much of the "translucency"
  116358. * is addded to the diffuse part of the material.
  116359. */
  116360. translucencyIntensity: number;
  116361. /**
  116362. * Defines the scattering intensity of the material.
  116363. * When scattering has been enabled, this defines how much of the "scattered light"
  116364. * is addded to the diffuse part of the material.
  116365. */
  116366. scatteringIntensity: number;
  116367. private _thicknessTexture;
  116368. /**
  116369. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  116370. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  116371. * 0 would mean minimumThickness
  116372. * 1 would mean maximumThickness
  116373. * The other channels might be use as a mask to vary the different effects intensity.
  116374. */
  116375. thicknessTexture: Nullable<BaseTexture>;
  116376. private _refractionTexture;
  116377. /**
  116378. * Defines the texture to use for refraction.
  116379. */
  116380. refractionTexture: Nullable<BaseTexture>;
  116381. private _indexOfRefraction;
  116382. /**
  116383. * Defines the index of refraction used in the material.
  116384. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  116385. */
  116386. indexOfRefraction: number;
  116387. private _invertRefractionY;
  116388. /**
  116389. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  116390. */
  116391. invertRefractionY: boolean;
  116392. private _linkRefractionWithTransparency;
  116393. /**
  116394. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  116395. * Materials half opaque for instance using refraction could benefit from this control.
  116396. */
  116397. linkRefractionWithTransparency: boolean;
  116398. /**
  116399. * Defines the minimum thickness stored in the thickness map.
  116400. * If no thickness map is defined, this value will be used to simulate thickness.
  116401. */
  116402. minimumThickness: number;
  116403. /**
  116404. * Defines the maximum thickness stored in the thickness map.
  116405. */
  116406. maximumThickness: number;
  116407. /**
  116408. * Defines the volume tint of the material.
  116409. * This is used for both translucency and scattering.
  116410. */
  116411. tintColor: Color3;
  116412. /**
  116413. * Defines the distance at which the tint color should be found in the media.
  116414. * This is used for refraction only.
  116415. */
  116416. tintColorAtDistance: number;
  116417. /**
  116418. * Defines how far each channel transmit through the media.
  116419. * It is defined as a color to simplify it selection.
  116420. */
  116421. diffusionDistance: Color3;
  116422. private _useMaskFromThicknessTexture;
  116423. /**
  116424. * Stores the intensity of the different subsurface effects in the thickness texture.
  116425. * * the green channel is the translucency intensity.
  116426. * * the blue channel is the scattering intensity.
  116427. * * the alpha channel is the refraction intensity.
  116428. */
  116429. useMaskFromThicknessTexture: boolean;
  116430. /** @hidden */
  116431. private _internalMarkAllSubMeshesAsTexturesDirty;
  116432. /** @hidden */
  116433. _markAllSubMeshesAsTexturesDirty(): void;
  116434. /**
  116435. * Instantiate a new istance of sub surface configuration.
  116436. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  116437. */
  116438. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  116439. /**
  116440. * Gets wehter the submesh is ready to be used or not.
  116441. * @param defines the list of "defines" to update.
  116442. * @param scene defines the scene the material belongs to.
  116443. * @returns - boolean indicating that the submesh is ready or not.
  116444. */
  116445. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  116446. /**
  116447. * Checks to see if a texture is used in the material.
  116448. * @param defines the list of "defines" to update.
  116449. * @param scene defines the scene to the material belongs to.
  116450. */
  116451. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  116452. /**
  116453. * Binds the material data.
  116454. * @param uniformBuffer defines the Uniform buffer to fill in.
  116455. * @param scene defines the scene the material belongs to.
  116456. * @param engine defines the engine the material belongs to.
  116457. * @param isFrozen defines wether the material is frozen or not.
  116458. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  116459. */
  116460. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  116461. /**
  116462. * Unbinds the material from the mesh.
  116463. * @param activeEffect defines the effect that should be unbound from.
  116464. * @returns true if unbound, otherwise false
  116465. */
  116466. unbind(activeEffect: Effect): boolean;
  116467. /**
  116468. * Returns the texture used for refraction or null if none is used.
  116469. * @param scene defines the scene the material belongs to.
  116470. * @returns - Refraction texture if present. If no refraction texture and refraction
  116471. * is linked with transparency, returns environment texture. Otherwise, returns null.
  116472. */
  116473. private _getRefractionTexture;
  116474. /**
  116475. * Returns true if alpha blending should be disabled.
  116476. */
  116477. readonly disableAlphaBlending: boolean;
  116478. /**
  116479. * Fills the list of render target textures.
  116480. * @param renderTargets the list of render targets to update
  116481. */
  116482. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  116483. /**
  116484. * Checks to see if a texture is used in the material.
  116485. * @param texture - Base texture to use.
  116486. * @returns - Boolean specifying if a texture is used in the material.
  116487. */
  116488. hasTexture(texture: BaseTexture): boolean;
  116489. /**
  116490. * Gets a boolean indicating that current material needs to register RTT
  116491. * @returns true if this uses a render target otherwise false.
  116492. */
  116493. hasRenderTargetTextures(): boolean;
  116494. /**
  116495. * Returns an array of the actively used textures.
  116496. * @param activeTextures Array of BaseTextures
  116497. */
  116498. getActiveTextures(activeTextures: BaseTexture[]): void;
  116499. /**
  116500. * Returns the animatable textures.
  116501. * @param animatables Array of animatable textures.
  116502. */
  116503. getAnimatables(animatables: IAnimatable[]): void;
  116504. /**
  116505. * Disposes the resources of the material.
  116506. * @param forceDisposeTextures - Forces the disposal of all textures.
  116507. */
  116508. dispose(forceDisposeTextures?: boolean): void;
  116509. /**
  116510. * Get the current class name of the texture useful for serialization or dynamic coding.
  116511. * @returns "PBRSubSurfaceConfiguration"
  116512. */
  116513. getClassName(): string;
  116514. /**
  116515. * Add fallbacks to the effect fallbacks list.
  116516. * @param defines defines the Base texture to use.
  116517. * @param fallbacks defines the current fallback list.
  116518. * @param currentRank defines the current fallback rank.
  116519. * @returns the new fallback rank.
  116520. */
  116521. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  116522. /**
  116523. * Add the required uniforms to the current list.
  116524. * @param uniforms defines the current uniform list.
  116525. */
  116526. static AddUniforms(uniforms: string[]): void;
  116527. /**
  116528. * Add the required samplers to the current list.
  116529. * @param samplers defines the current sampler list.
  116530. */
  116531. static AddSamplers(samplers: string[]): void;
  116532. /**
  116533. * Add the required uniforms to the current buffer.
  116534. * @param uniformBuffer defines the current uniform buffer.
  116535. */
  116536. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  116537. /**
  116538. * Makes a duplicate of the current configuration into another one.
  116539. * @param configuration define the config where to copy the info
  116540. */
  116541. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  116542. /**
  116543. * Serializes this Sub Surface configuration.
  116544. * @returns - An object with the serialized config.
  116545. */
  116546. serialize(): any;
  116547. /**
  116548. * Parses a anisotropy Configuration from a serialized object.
  116549. * @param source - Serialized object.
  116550. * @param scene Defines the scene we are parsing for
  116551. * @param rootUrl Defines the rootUrl to load from
  116552. */
  116553. parse(source: any, scene: Scene, rootUrl: string): void;
  116554. }
  116555. }
  116556. declare module BABYLON {
  116557. /** @hidden */
  116558. export var pbrFragmentDeclaration: {
  116559. name: string;
  116560. shader: string;
  116561. };
  116562. }
  116563. declare module BABYLON {
  116564. /** @hidden */
  116565. export var pbrUboDeclaration: {
  116566. name: string;
  116567. shader: string;
  116568. };
  116569. }
  116570. declare module BABYLON {
  116571. /** @hidden */
  116572. export var pbrFragmentExtraDeclaration: {
  116573. name: string;
  116574. shader: string;
  116575. };
  116576. }
  116577. declare module BABYLON {
  116578. /** @hidden */
  116579. export var pbrFragmentSamplersDeclaration: {
  116580. name: string;
  116581. shader: string;
  116582. };
  116583. }
  116584. declare module BABYLON {
  116585. /** @hidden */
  116586. export var pbrHelperFunctions: {
  116587. name: string;
  116588. shader: string;
  116589. };
  116590. }
  116591. declare module BABYLON {
  116592. /** @hidden */
  116593. export var harmonicsFunctions: {
  116594. name: string;
  116595. shader: string;
  116596. };
  116597. }
  116598. declare module BABYLON {
  116599. /** @hidden */
  116600. export var pbrDirectLightingSetupFunctions: {
  116601. name: string;
  116602. shader: string;
  116603. };
  116604. }
  116605. declare module BABYLON {
  116606. /** @hidden */
  116607. export var pbrDirectLightingFalloffFunctions: {
  116608. name: string;
  116609. shader: string;
  116610. };
  116611. }
  116612. declare module BABYLON {
  116613. /** @hidden */
  116614. export var pbrBRDFFunctions: {
  116615. name: string;
  116616. shader: string;
  116617. };
  116618. }
  116619. declare module BABYLON {
  116620. /** @hidden */
  116621. export var pbrDirectLightingFunctions: {
  116622. name: string;
  116623. shader: string;
  116624. };
  116625. }
  116626. declare module BABYLON {
  116627. /** @hidden */
  116628. export var pbrIBLFunctions: {
  116629. name: string;
  116630. shader: string;
  116631. };
  116632. }
  116633. declare module BABYLON {
  116634. /** @hidden */
  116635. export var pbrDebug: {
  116636. name: string;
  116637. shader: string;
  116638. };
  116639. }
  116640. declare module BABYLON {
  116641. /** @hidden */
  116642. export var pbrPixelShader: {
  116643. name: string;
  116644. shader: string;
  116645. };
  116646. }
  116647. declare module BABYLON {
  116648. /** @hidden */
  116649. export var pbrVertexDeclaration: {
  116650. name: string;
  116651. shader: string;
  116652. };
  116653. }
  116654. declare module BABYLON {
  116655. /** @hidden */
  116656. export var pbrVertexShader: {
  116657. name: string;
  116658. shader: string;
  116659. };
  116660. }
  116661. declare module BABYLON {
  116662. /**
  116663. * Manages the defines for the PBR Material.
  116664. * @hidden
  116665. */
  116666. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  116667. PBR: boolean;
  116668. MAINUV1: boolean;
  116669. MAINUV2: boolean;
  116670. UV1: boolean;
  116671. UV2: boolean;
  116672. ALBEDO: boolean;
  116673. ALBEDODIRECTUV: number;
  116674. VERTEXCOLOR: boolean;
  116675. AMBIENT: boolean;
  116676. AMBIENTDIRECTUV: number;
  116677. AMBIENTINGRAYSCALE: boolean;
  116678. OPACITY: boolean;
  116679. VERTEXALPHA: boolean;
  116680. OPACITYDIRECTUV: number;
  116681. OPACITYRGB: boolean;
  116682. ALPHATEST: boolean;
  116683. DEPTHPREPASS: boolean;
  116684. ALPHABLEND: boolean;
  116685. ALPHAFROMALBEDO: boolean;
  116686. ALPHATESTVALUE: string;
  116687. SPECULAROVERALPHA: boolean;
  116688. RADIANCEOVERALPHA: boolean;
  116689. ALPHAFRESNEL: boolean;
  116690. LINEARALPHAFRESNEL: boolean;
  116691. PREMULTIPLYALPHA: boolean;
  116692. EMISSIVE: boolean;
  116693. EMISSIVEDIRECTUV: number;
  116694. REFLECTIVITY: boolean;
  116695. REFLECTIVITYDIRECTUV: number;
  116696. SPECULARTERM: boolean;
  116697. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  116698. MICROSURFACEAUTOMATIC: boolean;
  116699. LODBASEDMICROSFURACE: boolean;
  116700. MICROSURFACEMAP: boolean;
  116701. MICROSURFACEMAPDIRECTUV: number;
  116702. METALLICWORKFLOW: boolean;
  116703. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  116704. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  116705. METALLNESSSTOREINMETALMAPBLUE: boolean;
  116706. AOSTOREINMETALMAPRED: boolean;
  116707. METALLICF0FACTORFROMMETALLICMAP: boolean;
  116708. ENVIRONMENTBRDF: boolean;
  116709. ENVIRONMENTBRDF_RGBD: boolean;
  116710. NORMAL: boolean;
  116711. TANGENT: boolean;
  116712. BUMP: boolean;
  116713. BUMPDIRECTUV: number;
  116714. OBJECTSPACE_NORMALMAP: boolean;
  116715. PARALLAX: boolean;
  116716. PARALLAXOCCLUSION: boolean;
  116717. NORMALXYSCALE: boolean;
  116718. LIGHTMAP: boolean;
  116719. LIGHTMAPDIRECTUV: number;
  116720. USELIGHTMAPASSHADOWMAP: boolean;
  116721. GAMMALIGHTMAP: boolean;
  116722. RGBDLIGHTMAP: boolean;
  116723. REFLECTION: boolean;
  116724. REFLECTIONMAP_3D: boolean;
  116725. REFLECTIONMAP_SPHERICAL: boolean;
  116726. REFLECTIONMAP_PLANAR: boolean;
  116727. REFLECTIONMAP_CUBIC: boolean;
  116728. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  116729. REFLECTIONMAP_PROJECTION: boolean;
  116730. REFLECTIONMAP_SKYBOX: boolean;
  116731. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  116732. REFLECTIONMAP_EXPLICIT: boolean;
  116733. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  116734. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  116735. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  116736. INVERTCUBICMAP: boolean;
  116737. USESPHERICALFROMREFLECTIONMAP: boolean;
  116738. USEIRRADIANCEMAP: boolean;
  116739. SPHERICAL_HARMONICS: boolean;
  116740. USESPHERICALINVERTEX: boolean;
  116741. REFLECTIONMAP_OPPOSITEZ: boolean;
  116742. LODINREFLECTIONALPHA: boolean;
  116743. GAMMAREFLECTION: boolean;
  116744. RGBDREFLECTION: boolean;
  116745. LINEARSPECULARREFLECTION: boolean;
  116746. RADIANCEOCCLUSION: boolean;
  116747. HORIZONOCCLUSION: boolean;
  116748. INSTANCES: boolean;
  116749. NUM_BONE_INFLUENCERS: number;
  116750. BonesPerMesh: number;
  116751. BONETEXTURE: boolean;
  116752. NONUNIFORMSCALING: boolean;
  116753. MORPHTARGETS: boolean;
  116754. MORPHTARGETS_NORMAL: boolean;
  116755. MORPHTARGETS_TANGENT: boolean;
  116756. MORPHTARGETS_UV: boolean;
  116757. NUM_MORPH_INFLUENCERS: number;
  116758. IMAGEPROCESSING: boolean;
  116759. VIGNETTE: boolean;
  116760. VIGNETTEBLENDMODEMULTIPLY: boolean;
  116761. VIGNETTEBLENDMODEOPAQUE: boolean;
  116762. TONEMAPPING: boolean;
  116763. TONEMAPPING_ACES: boolean;
  116764. CONTRAST: boolean;
  116765. COLORCURVES: boolean;
  116766. COLORGRADING: boolean;
  116767. COLORGRADING3D: boolean;
  116768. SAMPLER3DGREENDEPTH: boolean;
  116769. SAMPLER3DBGRMAP: boolean;
  116770. IMAGEPROCESSINGPOSTPROCESS: boolean;
  116771. EXPOSURE: boolean;
  116772. MULTIVIEW: boolean;
  116773. USEPHYSICALLIGHTFALLOFF: boolean;
  116774. USEGLTFLIGHTFALLOFF: boolean;
  116775. TWOSIDEDLIGHTING: boolean;
  116776. SHADOWFLOAT: boolean;
  116777. CLIPPLANE: boolean;
  116778. CLIPPLANE2: boolean;
  116779. CLIPPLANE3: boolean;
  116780. CLIPPLANE4: boolean;
  116781. POINTSIZE: boolean;
  116782. FOG: boolean;
  116783. LOGARITHMICDEPTH: boolean;
  116784. FORCENORMALFORWARD: boolean;
  116785. SPECULARAA: boolean;
  116786. CLEARCOAT: boolean;
  116787. CLEARCOAT_DEFAULTIOR: boolean;
  116788. CLEARCOAT_TEXTURE: boolean;
  116789. CLEARCOAT_TEXTUREDIRECTUV: number;
  116790. CLEARCOAT_BUMP: boolean;
  116791. CLEARCOAT_BUMPDIRECTUV: number;
  116792. CLEARCOAT_TINT: boolean;
  116793. CLEARCOAT_TINT_TEXTURE: boolean;
  116794. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  116795. ANISOTROPIC: boolean;
  116796. ANISOTROPIC_TEXTURE: boolean;
  116797. ANISOTROPIC_TEXTUREDIRECTUV: number;
  116798. BRDF_V_HEIGHT_CORRELATED: boolean;
  116799. MS_BRDF_ENERGY_CONSERVATION: boolean;
  116800. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  116801. SHEEN: boolean;
  116802. SHEEN_TEXTURE: boolean;
  116803. SHEEN_TEXTUREDIRECTUV: number;
  116804. SHEEN_LINKWITHALBEDO: boolean;
  116805. SUBSURFACE: boolean;
  116806. SS_REFRACTION: boolean;
  116807. SS_TRANSLUCENCY: boolean;
  116808. SS_SCATERRING: boolean;
  116809. SS_THICKNESSANDMASK_TEXTURE: boolean;
  116810. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  116811. SS_REFRACTIONMAP_3D: boolean;
  116812. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  116813. SS_LODINREFRACTIONALPHA: boolean;
  116814. SS_GAMMAREFRACTION: boolean;
  116815. SS_RGBDREFRACTION: boolean;
  116816. SS_LINEARSPECULARREFRACTION: boolean;
  116817. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  116818. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  116819. UNLIT: boolean;
  116820. DEBUGMODE: number;
  116821. /**
  116822. * Initializes the PBR Material defines.
  116823. */
  116824. constructor();
  116825. /**
  116826. * Resets the PBR Material defines.
  116827. */
  116828. reset(): void;
  116829. }
  116830. /**
  116831. * The Physically based material base class of BJS.
  116832. *
  116833. * This offers the main features of a standard PBR material.
  116834. * For more information, please refer to the documentation :
  116835. * https://doc.babylonjs.com/how_to/physically_based_rendering
  116836. */
  116837. export abstract class PBRBaseMaterial extends PushMaterial {
  116838. /**
  116839. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  116840. */
  116841. static readonly PBRMATERIAL_OPAQUE: number;
  116842. /**
  116843. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  116844. */
  116845. static readonly PBRMATERIAL_ALPHATEST: number;
  116846. /**
  116847. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  116848. */
  116849. static readonly PBRMATERIAL_ALPHABLEND: number;
  116850. /**
  116851. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  116852. * They are also discarded below the alpha cutoff threshold to improve performances.
  116853. */
  116854. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  116855. /**
  116856. * Defines the default value of how much AO map is occluding the analytical lights
  116857. * (point spot...).
  116858. */
  116859. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  116860. /**
  116861. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  116862. */
  116863. static readonly LIGHTFALLOFF_PHYSICAL: number;
  116864. /**
  116865. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  116866. * to enhance interoperability with other engines.
  116867. */
  116868. static readonly LIGHTFALLOFF_GLTF: number;
  116869. /**
  116870. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  116871. * to enhance interoperability with other materials.
  116872. */
  116873. static readonly LIGHTFALLOFF_STANDARD: number;
  116874. /**
  116875. * Intensity of the direct lights e.g. the four lights available in your scene.
  116876. * This impacts both the direct diffuse and specular highlights.
  116877. */
  116878. protected _directIntensity: number;
  116879. /**
  116880. * Intensity of the emissive part of the material.
  116881. * This helps controlling the emissive effect without modifying the emissive color.
  116882. */
  116883. protected _emissiveIntensity: number;
  116884. /**
  116885. * Intensity of the environment e.g. how much the environment will light the object
  116886. * either through harmonics for rough material or through the refelction for shiny ones.
  116887. */
  116888. protected _environmentIntensity: number;
  116889. /**
  116890. * This is a special control allowing the reduction of the specular highlights coming from the
  116891. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  116892. */
  116893. protected _specularIntensity: number;
  116894. /**
  116895. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  116896. */
  116897. private _lightingInfos;
  116898. /**
  116899. * Debug Control allowing disabling the bump map on this material.
  116900. */
  116901. protected _disableBumpMap: boolean;
  116902. /**
  116903. * AKA Diffuse Texture in standard nomenclature.
  116904. */
  116905. protected _albedoTexture: Nullable<BaseTexture>;
  116906. /**
  116907. * AKA Occlusion Texture in other nomenclature.
  116908. */
  116909. protected _ambientTexture: Nullable<BaseTexture>;
  116910. /**
  116911. * AKA Occlusion Texture Intensity in other nomenclature.
  116912. */
  116913. protected _ambientTextureStrength: number;
  116914. /**
  116915. * Defines how much the AO map is occluding the analytical lights (point spot...).
  116916. * 1 means it completely occludes it
  116917. * 0 mean it has no impact
  116918. */
  116919. protected _ambientTextureImpactOnAnalyticalLights: number;
  116920. /**
  116921. * Stores the alpha values in a texture.
  116922. */
  116923. protected _opacityTexture: Nullable<BaseTexture>;
  116924. /**
  116925. * Stores the reflection values in a texture.
  116926. */
  116927. protected _reflectionTexture: Nullable<BaseTexture>;
  116928. /**
  116929. * Stores the emissive values in a texture.
  116930. */
  116931. protected _emissiveTexture: Nullable<BaseTexture>;
  116932. /**
  116933. * AKA Specular texture in other nomenclature.
  116934. */
  116935. protected _reflectivityTexture: Nullable<BaseTexture>;
  116936. /**
  116937. * Used to switch from specular/glossiness to metallic/roughness workflow.
  116938. */
  116939. protected _metallicTexture: Nullable<BaseTexture>;
  116940. /**
  116941. * Specifies the metallic scalar of the metallic/roughness workflow.
  116942. * Can also be used to scale the metalness values of the metallic texture.
  116943. */
  116944. protected _metallic: Nullable<number>;
  116945. /**
  116946. * Specifies the roughness scalar of the metallic/roughness workflow.
  116947. * Can also be used to scale the roughness values of the metallic texture.
  116948. */
  116949. protected _roughness: Nullable<number>;
  116950. /**
  116951. * Specifies the an F0 factor to help configuring the material F0.
  116952. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  116953. * to 0.5 the previously hard coded value stays the same.
  116954. * Can also be used to scale the F0 values of the metallic texture.
  116955. */
  116956. protected _metallicF0Factor: number;
  116957. /**
  116958. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  116959. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  116960. * your expectation as it multiplies with the texture data.
  116961. */
  116962. protected _useMetallicF0FactorFromMetallicTexture: boolean;
  116963. /**
  116964. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  116965. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  116966. */
  116967. protected _microSurfaceTexture: Nullable<BaseTexture>;
  116968. /**
  116969. * Stores surface normal data used to displace a mesh in a texture.
  116970. */
  116971. protected _bumpTexture: Nullable<BaseTexture>;
  116972. /**
  116973. * Stores the pre-calculated light information of a mesh in a texture.
  116974. */
  116975. protected _lightmapTexture: Nullable<BaseTexture>;
  116976. /**
  116977. * The color of a material in ambient lighting.
  116978. */
  116979. protected _ambientColor: Color3;
  116980. /**
  116981. * AKA Diffuse Color in other nomenclature.
  116982. */
  116983. protected _albedoColor: Color3;
  116984. /**
  116985. * AKA Specular Color in other nomenclature.
  116986. */
  116987. protected _reflectivityColor: Color3;
  116988. /**
  116989. * The color applied when light is reflected from a material.
  116990. */
  116991. protected _reflectionColor: Color3;
  116992. /**
  116993. * The color applied when light is emitted from a material.
  116994. */
  116995. protected _emissiveColor: Color3;
  116996. /**
  116997. * AKA Glossiness in other nomenclature.
  116998. */
  116999. protected _microSurface: number;
  117000. /**
  117001. * Specifies that the material will use the light map as a show map.
  117002. */
  117003. protected _useLightmapAsShadowmap: boolean;
  117004. /**
  117005. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  117006. * makes the reflect vector face the model (under horizon).
  117007. */
  117008. protected _useHorizonOcclusion: boolean;
  117009. /**
  117010. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  117011. * too much the area relying on ambient texture to define their ambient occlusion.
  117012. */
  117013. protected _useRadianceOcclusion: boolean;
  117014. /**
  117015. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  117016. */
  117017. protected _useAlphaFromAlbedoTexture: boolean;
  117018. /**
  117019. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  117020. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  117021. */
  117022. protected _useSpecularOverAlpha: boolean;
  117023. /**
  117024. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  117025. */
  117026. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  117027. /**
  117028. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  117029. */
  117030. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  117031. /**
  117032. * Specifies if the metallic texture contains the roughness information in its green channel.
  117033. */
  117034. protected _useRoughnessFromMetallicTextureGreen: boolean;
  117035. /**
  117036. * Specifies if the metallic texture contains the metallness information in its blue channel.
  117037. */
  117038. protected _useMetallnessFromMetallicTextureBlue: boolean;
  117039. /**
  117040. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  117041. */
  117042. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  117043. /**
  117044. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  117045. */
  117046. protected _useAmbientInGrayScale: boolean;
  117047. /**
  117048. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  117049. * The material will try to infer what glossiness each pixel should be.
  117050. */
  117051. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  117052. /**
  117053. * Defines the falloff type used in this material.
  117054. * It by default is Physical.
  117055. */
  117056. protected _lightFalloff: number;
  117057. /**
  117058. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  117059. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  117060. */
  117061. protected _useRadianceOverAlpha: boolean;
  117062. /**
  117063. * Allows using an object space normal map (instead of tangent space).
  117064. */
  117065. protected _useObjectSpaceNormalMap: boolean;
  117066. /**
  117067. * Allows using the bump map in parallax mode.
  117068. */
  117069. protected _useParallax: boolean;
  117070. /**
  117071. * Allows using the bump map in parallax occlusion mode.
  117072. */
  117073. protected _useParallaxOcclusion: boolean;
  117074. /**
  117075. * Controls the scale bias of the parallax mode.
  117076. */
  117077. protected _parallaxScaleBias: number;
  117078. /**
  117079. * If sets to true, disables all the lights affecting the material.
  117080. */
  117081. protected _disableLighting: boolean;
  117082. /**
  117083. * Number of Simultaneous lights allowed on the material.
  117084. */
  117085. protected _maxSimultaneousLights: number;
  117086. /**
  117087. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  117088. */
  117089. protected _invertNormalMapX: boolean;
  117090. /**
  117091. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  117092. */
  117093. protected _invertNormalMapY: boolean;
  117094. /**
  117095. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  117096. */
  117097. protected _twoSidedLighting: boolean;
  117098. /**
  117099. * Defines the alpha limits in alpha test mode.
  117100. */
  117101. protected _alphaCutOff: number;
  117102. /**
  117103. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  117104. */
  117105. protected _forceAlphaTest: boolean;
  117106. /**
  117107. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  117108. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  117109. */
  117110. protected _useAlphaFresnel: boolean;
  117111. /**
  117112. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  117113. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  117114. */
  117115. protected _useLinearAlphaFresnel: boolean;
  117116. /**
  117117. * The transparency mode of the material.
  117118. */
  117119. protected _transparencyMode: Nullable<number>;
  117120. /**
  117121. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  117122. * from cos thetav and roughness:
  117123. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  117124. */
  117125. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  117126. /**
  117127. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  117128. */
  117129. protected _forceIrradianceInFragment: boolean;
  117130. /**
  117131. * Force normal to face away from face.
  117132. */
  117133. protected _forceNormalForward: boolean;
  117134. /**
  117135. * Enables specular anti aliasing in the PBR shader.
  117136. * It will both interacts on the Geometry for analytical and IBL lighting.
  117137. * It also prefilter the roughness map based on the bump values.
  117138. */
  117139. protected _enableSpecularAntiAliasing: boolean;
  117140. /**
  117141. * Default configuration related to image processing available in the PBR Material.
  117142. */
  117143. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  117144. /**
  117145. * Keep track of the image processing observer to allow dispose and replace.
  117146. */
  117147. private _imageProcessingObserver;
  117148. /**
  117149. * Attaches a new image processing configuration to the PBR Material.
  117150. * @param configuration
  117151. */
  117152. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  117153. /**
  117154. * Stores the available render targets.
  117155. */
  117156. private _renderTargets;
  117157. /**
  117158. * Sets the global ambient color for the material used in lighting calculations.
  117159. */
  117160. private _globalAmbientColor;
  117161. /**
  117162. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  117163. */
  117164. private _useLogarithmicDepth;
  117165. /**
  117166. * If set to true, no lighting calculations will be applied.
  117167. */
  117168. private _unlit;
  117169. private _debugMode;
  117170. /**
  117171. * @hidden
  117172. * This is reserved for the inspector.
  117173. * Defines the material debug mode.
  117174. * It helps seeing only some components of the material while troubleshooting.
  117175. */
  117176. debugMode: number;
  117177. /**
  117178. * @hidden
  117179. * This is reserved for the inspector.
  117180. * Specify from where on screen the debug mode should start.
  117181. * The value goes from -1 (full screen) to 1 (not visible)
  117182. * It helps with side by side comparison against the final render
  117183. * This defaults to -1
  117184. */
  117185. private debugLimit;
  117186. /**
  117187. * @hidden
  117188. * This is reserved for the inspector.
  117189. * As the default viewing range might not be enough (if the ambient is really small for instance)
  117190. * You can use the factor to better multiply the final value.
  117191. */
  117192. private debugFactor;
  117193. /**
  117194. * Defines the clear coat layer parameters for the material.
  117195. */
  117196. readonly clearCoat: PBRClearCoatConfiguration;
  117197. /**
  117198. * Defines the anisotropic parameters for the material.
  117199. */
  117200. readonly anisotropy: PBRAnisotropicConfiguration;
  117201. /**
  117202. * Defines the BRDF parameters for the material.
  117203. */
  117204. readonly brdf: PBRBRDFConfiguration;
  117205. /**
  117206. * Defines the Sheen parameters for the material.
  117207. */
  117208. readonly sheen: PBRSheenConfiguration;
  117209. /**
  117210. * Defines the SubSurface parameters for the material.
  117211. */
  117212. readonly subSurface: PBRSubSurfaceConfiguration;
  117213. /**
  117214. * Custom callback helping to override the default shader used in the material.
  117215. */
  117216. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  117217. protected _rebuildInParallel: boolean;
  117218. /**
  117219. * Instantiates a new PBRMaterial instance.
  117220. *
  117221. * @param name The material name
  117222. * @param scene The scene the material will be use in.
  117223. */
  117224. constructor(name: string, scene: Scene);
  117225. /**
  117226. * Gets a boolean indicating that current material needs to register RTT
  117227. */
  117228. readonly hasRenderTargetTextures: boolean;
  117229. /**
  117230. * Gets the name of the material class.
  117231. */
  117232. getClassName(): string;
  117233. /**
  117234. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  117235. */
  117236. /**
  117237. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  117238. */
  117239. useLogarithmicDepth: boolean;
  117240. /**
  117241. * Gets the current transparency mode.
  117242. */
  117243. /**
  117244. * Sets the transparency mode of the material.
  117245. *
  117246. * | Value | Type | Description |
  117247. * | ----- | ----------------------------------- | ----------- |
  117248. * | 0 | OPAQUE | |
  117249. * | 1 | ALPHATEST | |
  117250. * | 2 | ALPHABLEND | |
  117251. * | 3 | ALPHATESTANDBLEND | |
  117252. *
  117253. */
  117254. transparencyMode: Nullable<number>;
  117255. /**
  117256. * Returns true if alpha blending should be disabled.
  117257. */
  117258. private readonly _disableAlphaBlending;
  117259. /**
  117260. * Specifies whether or not this material should be rendered in alpha blend mode.
  117261. */
  117262. needAlphaBlending(): boolean;
  117263. /**
  117264. * Specifies if the mesh will require alpha blending.
  117265. * @param mesh - BJS mesh.
  117266. */
  117267. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  117268. /**
  117269. * Specifies whether or not this material should be rendered in alpha test mode.
  117270. */
  117271. needAlphaTesting(): boolean;
  117272. /**
  117273. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  117274. */
  117275. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  117276. /**
  117277. * Gets the texture used for the alpha test.
  117278. */
  117279. getAlphaTestTexture(): Nullable<BaseTexture>;
  117280. /**
  117281. * Specifies that the submesh is ready to be used.
  117282. * @param mesh - BJS mesh.
  117283. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  117284. * @param useInstances - Specifies that instances should be used.
  117285. * @returns - boolean indicating that the submesh is ready or not.
  117286. */
  117287. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  117288. /**
  117289. * Specifies if the material uses metallic roughness workflow.
  117290. * @returns boolean specifiying if the material uses metallic roughness workflow.
  117291. */
  117292. isMetallicWorkflow(): boolean;
  117293. private _prepareEffect;
  117294. private _prepareDefines;
  117295. /**
  117296. * Force shader compilation
  117297. */
  117298. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  117299. /**
  117300. * Initializes the uniform buffer layout for the shader.
  117301. */
  117302. buildUniformLayout(): void;
  117303. /**
  117304. * Unbinds the material from the mesh
  117305. */
  117306. unbind(): void;
  117307. /**
  117308. * Binds the submesh data.
  117309. * @param world - The world matrix.
  117310. * @param mesh - The BJS mesh.
  117311. * @param subMesh - A submesh of the BJS mesh.
  117312. */
  117313. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  117314. /**
  117315. * Returns the animatable textures.
  117316. * @returns - Array of animatable textures.
  117317. */
  117318. getAnimatables(): IAnimatable[];
  117319. /**
  117320. * Returns the texture used for reflections.
  117321. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  117322. */
  117323. private _getReflectionTexture;
  117324. /**
  117325. * Returns an array of the actively used textures.
  117326. * @returns - Array of BaseTextures
  117327. */
  117328. getActiveTextures(): BaseTexture[];
  117329. /**
  117330. * Checks to see if a texture is used in the material.
  117331. * @param texture - Base texture to use.
  117332. * @returns - Boolean specifying if a texture is used in the material.
  117333. */
  117334. hasTexture(texture: BaseTexture): boolean;
  117335. /**
  117336. * Disposes the resources of the material.
  117337. * @param forceDisposeEffect - Forces the disposal of effects.
  117338. * @param forceDisposeTextures - Forces the disposal of all textures.
  117339. */
  117340. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  117341. }
  117342. }
  117343. declare module BABYLON {
  117344. /**
  117345. * The Physically based material of BJS.
  117346. *
  117347. * This offers the main features of a standard PBR material.
  117348. * For more information, please refer to the documentation :
  117349. * https://doc.babylonjs.com/how_to/physically_based_rendering
  117350. */
  117351. export class PBRMaterial extends PBRBaseMaterial {
  117352. /**
  117353. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  117354. */
  117355. static readonly PBRMATERIAL_OPAQUE: number;
  117356. /**
  117357. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  117358. */
  117359. static readonly PBRMATERIAL_ALPHATEST: number;
  117360. /**
  117361. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  117362. */
  117363. static readonly PBRMATERIAL_ALPHABLEND: number;
  117364. /**
  117365. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  117366. * They are also discarded below the alpha cutoff threshold to improve performances.
  117367. */
  117368. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  117369. /**
  117370. * Defines the default value of how much AO map is occluding the analytical lights
  117371. * (point spot...).
  117372. */
  117373. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  117374. /**
  117375. * Intensity of the direct lights e.g. the four lights available in your scene.
  117376. * This impacts both the direct diffuse and specular highlights.
  117377. */
  117378. directIntensity: number;
  117379. /**
  117380. * Intensity of the emissive part of the material.
  117381. * This helps controlling the emissive effect without modifying the emissive color.
  117382. */
  117383. emissiveIntensity: number;
  117384. /**
  117385. * Intensity of the environment e.g. how much the environment will light the object
  117386. * either through harmonics for rough material or through the refelction for shiny ones.
  117387. */
  117388. environmentIntensity: number;
  117389. /**
  117390. * This is a special control allowing the reduction of the specular highlights coming from the
  117391. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  117392. */
  117393. specularIntensity: number;
  117394. /**
  117395. * Debug Control allowing disabling the bump map on this material.
  117396. */
  117397. disableBumpMap: boolean;
  117398. /**
  117399. * AKA Diffuse Texture in standard nomenclature.
  117400. */
  117401. albedoTexture: BaseTexture;
  117402. /**
  117403. * AKA Occlusion Texture in other nomenclature.
  117404. */
  117405. ambientTexture: BaseTexture;
  117406. /**
  117407. * AKA Occlusion Texture Intensity in other nomenclature.
  117408. */
  117409. ambientTextureStrength: number;
  117410. /**
  117411. * Defines how much the AO map is occluding the analytical lights (point spot...).
  117412. * 1 means it completely occludes it
  117413. * 0 mean it has no impact
  117414. */
  117415. ambientTextureImpactOnAnalyticalLights: number;
  117416. /**
  117417. * Stores the alpha values in a texture.
  117418. */
  117419. opacityTexture: BaseTexture;
  117420. /**
  117421. * Stores the reflection values in a texture.
  117422. */
  117423. reflectionTexture: Nullable<BaseTexture>;
  117424. /**
  117425. * Stores the emissive values in a texture.
  117426. */
  117427. emissiveTexture: BaseTexture;
  117428. /**
  117429. * AKA Specular texture in other nomenclature.
  117430. */
  117431. reflectivityTexture: BaseTexture;
  117432. /**
  117433. * Used to switch from specular/glossiness to metallic/roughness workflow.
  117434. */
  117435. metallicTexture: BaseTexture;
  117436. /**
  117437. * Specifies the metallic scalar of the metallic/roughness workflow.
  117438. * Can also be used to scale the metalness values of the metallic texture.
  117439. */
  117440. metallic: Nullable<number>;
  117441. /**
  117442. * Specifies the roughness scalar of the metallic/roughness workflow.
  117443. * Can also be used to scale the roughness values of the metallic texture.
  117444. */
  117445. roughness: Nullable<number>;
  117446. /**
  117447. * Specifies the an F0 factor to help configuring the material F0.
  117448. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  117449. * to 0.5 the previously hard coded value stays the same.
  117450. * Can also be used to scale the F0 values of the metallic texture.
  117451. */
  117452. metallicF0Factor: number;
  117453. /**
  117454. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  117455. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  117456. * your expectation as it multiplies with the texture data.
  117457. */
  117458. useMetallicF0FactorFromMetallicTexture: boolean;
  117459. /**
  117460. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  117461. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  117462. */
  117463. microSurfaceTexture: BaseTexture;
  117464. /**
  117465. * Stores surface normal data used to displace a mesh in a texture.
  117466. */
  117467. bumpTexture: BaseTexture;
  117468. /**
  117469. * Stores the pre-calculated light information of a mesh in a texture.
  117470. */
  117471. lightmapTexture: BaseTexture;
  117472. /**
  117473. * Stores the refracted light information in a texture.
  117474. */
  117475. refractionTexture: Nullable<BaseTexture>;
  117476. /**
  117477. * The color of a material in ambient lighting.
  117478. */
  117479. ambientColor: Color3;
  117480. /**
  117481. * AKA Diffuse Color in other nomenclature.
  117482. */
  117483. albedoColor: Color3;
  117484. /**
  117485. * AKA Specular Color in other nomenclature.
  117486. */
  117487. reflectivityColor: Color3;
  117488. /**
  117489. * The color reflected from the material.
  117490. */
  117491. reflectionColor: Color3;
  117492. /**
  117493. * The color emitted from the material.
  117494. */
  117495. emissiveColor: Color3;
  117496. /**
  117497. * AKA Glossiness in other nomenclature.
  117498. */
  117499. microSurface: number;
  117500. /**
  117501. * source material index of refraction (IOR)' / 'destination material IOR.
  117502. */
  117503. indexOfRefraction: number;
  117504. /**
  117505. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  117506. */
  117507. invertRefractionY: boolean;
  117508. /**
  117509. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  117510. * Materials half opaque for instance using refraction could benefit from this control.
  117511. */
  117512. linkRefractionWithTransparency: boolean;
  117513. /**
  117514. * If true, the light map contains occlusion information instead of lighting info.
  117515. */
  117516. useLightmapAsShadowmap: boolean;
  117517. /**
  117518. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  117519. */
  117520. useAlphaFromAlbedoTexture: boolean;
  117521. /**
  117522. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  117523. */
  117524. forceAlphaTest: boolean;
  117525. /**
  117526. * Defines the alpha limits in alpha test mode.
  117527. */
  117528. alphaCutOff: number;
  117529. /**
  117530. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  117531. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  117532. */
  117533. useSpecularOverAlpha: boolean;
  117534. /**
  117535. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  117536. */
  117537. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  117538. /**
  117539. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  117540. */
  117541. useRoughnessFromMetallicTextureAlpha: boolean;
  117542. /**
  117543. * Specifies if the metallic texture contains the roughness information in its green channel.
  117544. */
  117545. useRoughnessFromMetallicTextureGreen: boolean;
  117546. /**
  117547. * Specifies if the metallic texture contains the metallness information in its blue channel.
  117548. */
  117549. useMetallnessFromMetallicTextureBlue: boolean;
  117550. /**
  117551. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  117552. */
  117553. useAmbientOcclusionFromMetallicTextureRed: boolean;
  117554. /**
  117555. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  117556. */
  117557. useAmbientInGrayScale: boolean;
  117558. /**
  117559. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  117560. * The material will try to infer what glossiness each pixel should be.
  117561. */
  117562. useAutoMicroSurfaceFromReflectivityMap: boolean;
  117563. /**
  117564. * BJS is using an harcoded light falloff based on a manually sets up range.
  117565. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  117566. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  117567. */
  117568. /**
  117569. * BJS is using an harcoded light falloff based on a manually sets up range.
  117570. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  117571. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  117572. */
  117573. usePhysicalLightFalloff: boolean;
  117574. /**
  117575. * In order to support the falloff compatibility with gltf, a special mode has been added
  117576. * to reproduce the gltf light falloff.
  117577. */
  117578. /**
  117579. * In order to support the falloff compatibility with gltf, a special mode has been added
  117580. * to reproduce the gltf light falloff.
  117581. */
  117582. useGLTFLightFalloff: boolean;
  117583. /**
  117584. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  117585. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  117586. */
  117587. useRadianceOverAlpha: boolean;
  117588. /**
  117589. * Allows using an object space normal map (instead of tangent space).
  117590. */
  117591. useObjectSpaceNormalMap: boolean;
  117592. /**
  117593. * Allows using the bump map in parallax mode.
  117594. */
  117595. useParallax: boolean;
  117596. /**
  117597. * Allows using the bump map in parallax occlusion mode.
  117598. */
  117599. useParallaxOcclusion: boolean;
  117600. /**
  117601. * Controls the scale bias of the parallax mode.
  117602. */
  117603. parallaxScaleBias: number;
  117604. /**
  117605. * If sets to true, disables all the lights affecting the material.
  117606. */
  117607. disableLighting: boolean;
  117608. /**
  117609. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  117610. */
  117611. forceIrradianceInFragment: boolean;
  117612. /**
  117613. * Number of Simultaneous lights allowed on the material.
  117614. */
  117615. maxSimultaneousLights: number;
  117616. /**
  117617. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  117618. */
  117619. invertNormalMapX: boolean;
  117620. /**
  117621. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  117622. */
  117623. invertNormalMapY: boolean;
  117624. /**
  117625. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  117626. */
  117627. twoSidedLighting: boolean;
  117628. /**
  117629. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  117630. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  117631. */
  117632. useAlphaFresnel: boolean;
  117633. /**
  117634. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  117635. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  117636. */
  117637. useLinearAlphaFresnel: boolean;
  117638. /**
  117639. * Let user defines the brdf lookup texture used for IBL.
  117640. * A default 8bit version is embedded but you could point at :
  117641. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  117642. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  117643. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  117644. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  117645. */
  117646. environmentBRDFTexture: Nullable<BaseTexture>;
  117647. /**
  117648. * Force normal to face away from face.
  117649. */
  117650. forceNormalForward: boolean;
  117651. /**
  117652. * Enables specular anti aliasing in the PBR shader.
  117653. * It will both interacts on the Geometry for analytical and IBL lighting.
  117654. * It also prefilter the roughness map based on the bump values.
  117655. */
  117656. enableSpecularAntiAliasing: boolean;
  117657. /**
  117658. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  117659. * makes the reflect vector face the model (under horizon).
  117660. */
  117661. useHorizonOcclusion: boolean;
  117662. /**
  117663. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  117664. * too much the area relying on ambient texture to define their ambient occlusion.
  117665. */
  117666. useRadianceOcclusion: boolean;
  117667. /**
  117668. * If set to true, no lighting calculations will be applied.
  117669. */
  117670. unlit: boolean;
  117671. /**
  117672. * Gets the image processing configuration used either in this material.
  117673. */
  117674. /**
  117675. * Sets the Default image processing configuration used either in the this material.
  117676. *
  117677. * If sets to null, the scene one is in use.
  117678. */
  117679. imageProcessingConfiguration: ImageProcessingConfiguration;
  117680. /**
  117681. * Gets wether the color curves effect is enabled.
  117682. */
  117683. /**
  117684. * Sets wether the color curves effect is enabled.
  117685. */
  117686. cameraColorCurvesEnabled: boolean;
  117687. /**
  117688. * Gets wether the color grading effect is enabled.
  117689. */
  117690. /**
  117691. * Gets wether the color grading effect is enabled.
  117692. */
  117693. cameraColorGradingEnabled: boolean;
  117694. /**
  117695. * Gets wether tonemapping is enabled or not.
  117696. */
  117697. /**
  117698. * Sets wether tonemapping is enabled or not
  117699. */
  117700. cameraToneMappingEnabled: boolean;
  117701. /**
  117702. * The camera exposure used on this material.
  117703. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117704. * This corresponds to a photographic exposure.
  117705. */
  117706. /**
  117707. * The camera exposure used on this material.
  117708. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117709. * This corresponds to a photographic exposure.
  117710. */
  117711. cameraExposure: number;
  117712. /**
  117713. * Gets The camera contrast used on this material.
  117714. */
  117715. /**
  117716. * Sets The camera contrast used on this material.
  117717. */
  117718. cameraContrast: number;
  117719. /**
  117720. * Gets the Color Grading 2D Lookup Texture.
  117721. */
  117722. /**
  117723. * Sets the Color Grading 2D Lookup Texture.
  117724. */
  117725. cameraColorGradingTexture: Nullable<BaseTexture>;
  117726. /**
  117727. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117728. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117729. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  117730. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117731. */
  117732. /**
  117733. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117734. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117735. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  117736. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117737. */
  117738. cameraColorCurves: Nullable<ColorCurves>;
  117739. /**
  117740. * Instantiates a new PBRMaterial instance.
  117741. *
  117742. * @param name The material name
  117743. * @param scene The scene the material will be use in.
  117744. */
  117745. constructor(name: string, scene: Scene);
  117746. /**
  117747. * Returns the name of this material class.
  117748. */
  117749. getClassName(): string;
  117750. /**
  117751. * Makes a duplicate of the current material.
  117752. * @param name - name to use for the new material.
  117753. */
  117754. clone(name: string): PBRMaterial;
  117755. /**
  117756. * Serializes this PBR Material.
  117757. * @returns - An object with the serialized material.
  117758. */
  117759. serialize(): any;
  117760. /**
  117761. * Parses a PBR Material from a serialized object.
  117762. * @param source - Serialized object.
  117763. * @param scene - BJS scene instance.
  117764. * @param rootUrl - url for the scene object
  117765. * @returns - PBRMaterial
  117766. */
  117767. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  117768. }
  117769. }
  117770. declare module BABYLON {
  117771. /**
  117772. * Direct draw surface info
  117773. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  117774. */
  117775. export interface DDSInfo {
  117776. /**
  117777. * Width of the texture
  117778. */
  117779. width: number;
  117780. /**
  117781. * Width of the texture
  117782. */
  117783. height: number;
  117784. /**
  117785. * Number of Mipmaps for the texture
  117786. * @see https://en.wikipedia.org/wiki/Mipmap
  117787. */
  117788. mipmapCount: number;
  117789. /**
  117790. * If the textures format is a known fourCC format
  117791. * @see https://www.fourcc.org/
  117792. */
  117793. isFourCC: boolean;
  117794. /**
  117795. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  117796. */
  117797. isRGB: boolean;
  117798. /**
  117799. * If the texture is a lumincance format
  117800. */
  117801. isLuminance: boolean;
  117802. /**
  117803. * If this is a cube texture
  117804. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  117805. */
  117806. isCube: boolean;
  117807. /**
  117808. * If the texture is a compressed format eg. FOURCC_DXT1
  117809. */
  117810. isCompressed: boolean;
  117811. /**
  117812. * The dxgiFormat of the texture
  117813. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  117814. */
  117815. dxgiFormat: number;
  117816. /**
  117817. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  117818. */
  117819. textureType: number;
  117820. /**
  117821. * Sphericle polynomial created for the dds texture
  117822. */
  117823. sphericalPolynomial?: SphericalPolynomial;
  117824. }
  117825. /**
  117826. * Class used to provide DDS decompression tools
  117827. */
  117828. export class DDSTools {
  117829. /**
  117830. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  117831. */
  117832. static StoreLODInAlphaChannel: boolean;
  117833. /**
  117834. * Gets DDS information from an array buffer
  117835. * @param arrayBuffer defines the array buffer to read data from
  117836. * @returns the DDS information
  117837. */
  117838. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  117839. private static _FloatView;
  117840. private static _Int32View;
  117841. private static _ToHalfFloat;
  117842. private static _FromHalfFloat;
  117843. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  117844. private static _GetHalfFloatRGBAArrayBuffer;
  117845. private static _GetFloatRGBAArrayBuffer;
  117846. private static _GetFloatAsUIntRGBAArrayBuffer;
  117847. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  117848. private static _GetRGBAArrayBuffer;
  117849. private static _ExtractLongWordOrder;
  117850. private static _GetRGBArrayBuffer;
  117851. private static _GetLuminanceArrayBuffer;
  117852. /**
  117853. * Uploads DDS Levels to a Babylon Texture
  117854. * @hidden
  117855. */
  117856. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  117857. }
  117858. interface ThinEngine {
  117859. /**
  117860. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  117861. * @param rootUrl defines the url where the file to load is located
  117862. * @param scene defines the current scene
  117863. * @param lodScale defines scale to apply to the mip map selection
  117864. * @param lodOffset defines offset to apply to the mip map selection
  117865. * @param onLoad defines an optional callback raised when the texture is loaded
  117866. * @param onError defines an optional callback raised if there is an issue to load the texture
  117867. * @param format defines the format of the data
  117868. * @param forcedExtension defines the extension to use to pick the right loader
  117869. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  117870. * @returns the cube texture as an InternalTexture
  117871. */
  117872. createPrefilteredCubeTexture(rootUrl: string, scene: Nullable<Scene>, lodScale: number, lodOffset: number, onLoad?: Nullable<(internalTexture: Nullable<InternalTexture>) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean): InternalTexture;
  117873. }
  117874. }
  117875. declare module BABYLON {
  117876. /**
  117877. * Implementation of the DDS Texture Loader.
  117878. * @hidden
  117879. */
  117880. export class _DDSTextureLoader implements IInternalTextureLoader {
  117881. /**
  117882. * Defines wether the loader supports cascade loading the different faces.
  117883. */
  117884. readonly supportCascades: boolean;
  117885. /**
  117886. * This returns if the loader support the current file information.
  117887. * @param extension defines the file extension of the file being loaded
  117888. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117889. * @param fallback defines the fallback internal texture if any
  117890. * @param isBase64 defines whether the texture is encoded as a base64
  117891. * @param isBuffer defines whether the texture data are stored as a buffer
  117892. * @returns true if the loader can load the specified file
  117893. */
  117894. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117895. /**
  117896. * Transform the url before loading if required.
  117897. * @param rootUrl the url of the texture
  117898. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117899. * @returns the transformed texture
  117900. */
  117901. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117902. /**
  117903. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117904. * @param rootUrl the url of the texture
  117905. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117906. * @returns the fallback texture
  117907. */
  117908. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117909. /**
  117910. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  117911. * @param data contains the texture data
  117912. * @param texture defines the BabylonJS internal texture
  117913. * @param createPolynomials will be true if polynomials have been requested
  117914. * @param onLoad defines the callback to trigger once the texture is ready
  117915. * @param onError defines the callback to trigger in case of error
  117916. */
  117917. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117918. /**
  117919. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117920. * @param data contains the texture data
  117921. * @param texture defines the BabylonJS internal texture
  117922. * @param callback defines the method to call once ready to upload
  117923. */
  117924. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117925. }
  117926. }
  117927. declare module BABYLON {
  117928. /**
  117929. * Implementation of the ENV Texture Loader.
  117930. * @hidden
  117931. */
  117932. export class _ENVTextureLoader implements IInternalTextureLoader {
  117933. /**
  117934. * Defines wether the loader supports cascade loading the different faces.
  117935. */
  117936. readonly supportCascades: boolean;
  117937. /**
  117938. * This returns if the loader support the current file information.
  117939. * @param extension defines the file extension of the file being loaded
  117940. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117941. * @param fallback defines the fallback internal texture if any
  117942. * @param isBase64 defines whether the texture is encoded as a base64
  117943. * @param isBuffer defines whether the texture data are stored as a buffer
  117944. * @returns true if the loader can load the specified file
  117945. */
  117946. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117947. /**
  117948. * Transform the url before loading if required.
  117949. * @param rootUrl the url of the texture
  117950. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117951. * @returns the transformed texture
  117952. */
  117953. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117954. /**
  117955. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117956. * @param rootUrl the url of the texture
  117957. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117958. * @returns the fallback texture
  117959. */
  117960. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117961. /**
  117962. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  117963. * @param data contains the texture data
  117964. * @param texture defines the BabylonJS internal texture
  117965. * @param createPolynomials will be true if polynomials have been requested
  117966. * @param onLoad defines the callback to trigger once the texture is ready
  117967. * @param onError defines the callback to trigger in case of error
  117968. */
  117969. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117970. /**
  117971. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117972. * @param data contains the texture data
  117973. * @param texture defines the BabylonJS internal texture
  117974. * @param callback defines the method to call once ready to upload
  117975. */
  117976. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117977. }
  117978. }
  117979. declare module BABYLON {
  117980. /**
  117981. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  117982. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  117983. */
  117984. export class KhronosTextureContainer {
  117985. /** contents of the KTX container file */
  117986. arrayBuffer: any;
  117987. private static HEADER_LEN;
  117988. private static COMPRESSED_2D;
  117989. private static COMPRESSED_3D;
  117990. private static TEX_2D;
  117991. private static TEX_3D;
  117992. /**
  117993. * Gets the openGL type
  117994. */
  117995. glType: number;
  117996. /**
  117997. * Gets the openGL type size
  117998. */
  117999. glTypeSize: number;
  118000. /**
  118001. * Gets the openGL format
  118002. */
  118003. glFormat: number;
  118004. /**
  118005. * Gets the openGL internal format
  118006. */
  118007. glInternalFormat: number;
  118008. /**
  118009. * Gets the base internal format
  118010. */
  118011. glBaseInternalFormat: number;
  118012. /**
  118013. * Gets image width in pixel
  118014. */
  118015. pixelWidth: number;
  118016. /**
  118017. * Gets image height in pixel
  118018. */
  118019. pixelHeight: number;
  118020. /**
  118021. * Gets image depth in pixels
  118022. */
  118023. pixelDepth: number;
  118024. /**
  118025. * Gets the number of array elements
  118026. */
  118027. numberOfArrayElements: number;
  118028. /**
  118029. * Gets the number of faces
  118030. */
  118031. numberOfFaces: number;
  118032. /**
  118033. * Gets the number of mipmap levels
  118034. */
  118035. numberOfMipmapLevels: number;
  118036. /**
  118037. * Gets the bytes of key value data
  118038. */
  118039. bytesOfKeyValueData: number;
  118040. /**
  118041. * Gets the load type
  118042. */
  118043. loadType: number;
  118044. /**
  118045. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  118046. */
  118047. isInvalid: boolean;
  118048. /**
  118049. * Creates a new KhronosTextureContainer
  118050. * @param arrayBuffer contents of the KTX container file
  118051. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  118052. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  118053. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  118054. */
  118055. constructor(
  118056. /** contents of the KTX container file */
  118057. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  118058. /**
  118059. * Uploads KTX content to a Babylon Texture.
  118060. * It is assumed that the texture has already been created & is currently bound
  118061. * @hidden
  118062. */
  118063. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  118064. private _upload2DCompressedLevels;
  118065. }
  118066. }
  118067. declare module BABYLON {
  118068. /**
  118069. * Implementation of the KTX Texture Loader.
  118070. * @hidden
  118071. */
  118072. export class _KTXTextureLoader implements IInternalTextureLoader {
  118073. /**
  118074. * Defines wether the loader supports cascade loading the different faces.
  118075. */
  118076. readonly supportCascades: boolean;
  118077. /**
  118078. * This returns if the loader support the current file information.
  118079. * @param extension defines the file extension of the file being loaded
  118080. * @param textureFormatInUse defines the current compressed format in use iun the engine
  118081. * @param fallback defines the fallback internal texture if any
  118082. * @param isBase64 defines whether the texture is encoded as a base64
  118083. * @param isBuffer defines whether the texture data are stored as a buffer
  118084. * @returns true if the loader can load the specified file
  118085. */
  118086. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  118087. /**
  118088. * Transform the url before loading if required.
  118089. * @param rootUrl the url of the texture
  118090. * @param textureFormatInUse defines the current compressed format in use iun the engine
  118091. * @returns the transformed texture
  118092. */
  118093. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  118094. /**
  118095. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  118096. * @param rootUrl the url of the texture
  118097. * @param textureFormatInUse defines the current compressed format in use iun the engine
  118098. * @returns the fallback texture
  118099. */
  118100. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  118101. /**
  118102. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  118103. * @param data contains the texture data
  118104. * @param texture defines the BabylonJS internal texture
  118105. * @param createPolynomials will be true if polynomials have been requested
  118106. * @param onLoad defines the callback to trigger once the texture is ready
  118107. * @param onError defines the callback to trigger in case of error
  118108. */
  118109. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  118110. /**
  118111. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  118112. * @param data contains the texture data
  118113. * @param texture defines the BabylonJS internal texture
  118114. * @param callback defines the method to call once ready to upload
  118115. */
  118116. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  118117. }
  118118. }
  118119. declare module BABYLON {
  118120. /** @hidden */
  118121. export var _forceSceneHelpersToBundle: boolean;
  118122. interface Scene {
  118123. /**
  118124. * Creates a default light for the scene.
  118125. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  118126. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  118127. */
  118128. createDefaultLight(replace?: boolean): void;
  118129. /**
  118130. * Creates a default camera for the scene.
  118131. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  118132. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  118133. * @param replace has default false, when true replaces the active camera in the scene
  118134. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  118135. */
  118136. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  118137. /**
  118138. * Creates a default camera and a default light.
  118139. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  118140. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  118141. * @param replace has the default false, when true replaces the active camera/light in the scene
  118142. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  118143. */
  118144. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  118145. /**
  118146. * Creates a new sky box
  118147. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  118148. * @param environmentTexture defines the texture to use as environment texture
  118149. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  118150. * @param scale defines the overall scale of the skybox
  118151. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  118152. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  118153. * @returns a new mesh holding the sky box
  118154. */
  118155. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  118156. /**
  118157. * Creates a new environment
  118158. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  118159. * @param options defines the options you can use to configure the environment
  118160. * @returns the new EnvironmentHelper
  118161. */
  118162. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  118163. /**
  118164. * Creates a new VREXperienceHelper
  118165. * @see http://doc.babylonjs.com/how_to/webvr_helper
  118166. * @param webVROptions defines the options used to create the new VREXperienceHelper
  118167. * @returns a new VREXperienceHelper
  118168. */
  118169. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  118170. /**
  118171. * Creates a new WebXRDefaultExperience
  118172. * @see http://doc.babylonjs.com/how_to/webxr
  118173. * @param options experience options
  118174. * @returns a promise for a new WebXRDefaultExperience
  118175. */
  118176. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  118177. }
  118178. }
  118179. declare module BABYLON {
  118180. /**
  118181. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  118182. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  118183. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  118184. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  118185. */
  118186. export class VideoDome extends TransformNode {
  118187. /**
  118188. * Define the video source as a Monoscopic panoramic 360 video.
  118189. */
  118190. static readonly MODE_MONOSCOPIC: number;
  118191. /**
  118192. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  118193. */
  118194. static readonly MODE_TOPBOTTOM: number;
  118195. /**
  118196. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  118197. */
  118198. static readonly MODE_SIDEBYSIDE: number;
  118199. private _halfDome;
  118200. private _useDirectMapping;
  118201. /**
  118202. * The video texture being displayed on the sphere
  118203. */
  118204. protected _videoTexture: VideoTexture;
  118205. /**
  118206. * Gets the video texture being displayed on the sphere
  118207. */
  118208. readonly videoTexture: VideoTexture;
  118209. /**
  118210. * The skybox material
  118211. */
  118212. protected _material: BackgroundMaterial;
  118213. /**
  118214. * The surface used for the skybox
  118215. */
  118216. protected _mesh: Mesh;
  118217. /**
  118218. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  118219. */
  118220. private _halfDomeMask;
  118221. /**
  118222. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  118223. * Also see the options.resolution property.
  118224. */
  118225. fovMultiplier: number;
  118226. private _videoMode;
  118227. /**
  118228. * Gets or set the current video mode for the video. It can be:
  118229. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  118230. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  118231. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  118232. */
  118233. videoMode: number;
  118234. /**
  118235. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  118236. *
  118237. */
  118238. /**
  118239. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  118240. */
  118241. halfDome: boolean;
  118242. /**
  118243. * Oberserver used in Stereoscopic VR Mode.
  118244. */
  118245. private _onBeforeCameraRenderObserver;
  118246. /**
  118247. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  118248. * @param name Element's name, child elements will append suffixes for their own names.
  118249. * @param urlsOrVideo defines the url(s) or the video element to use
  118250. * @param options An object containing optional or exposed sub element properties
  118251. */
  118252. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  118253. resolution?: number;
  118254. clickToPlay?: boolean;
  118255. autoPlay?: boolean;
  118256. loop?: boolean;
  118257. size?: number;
  118258. poster?: string;
  118259. faceForward?: boolean;
  118260. useDirectMapping?: boolean;
  118261. halfDomeMode?: boolean;
  118262. }, scene: Scene);
  118263. private _changeVideoMode;
  118264. /**
  118265. * Releases resources associated with this node.
  118266. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  118267. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  118268. */
  118269. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  118270. }
  118271. }
  118272. declare module BABYLON {
  118273. /**
  118274. * This class can be used to get instrumentation data from a Babylon engine
  118275. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  118276. */
  118277. export class EngineInstrumentation implements IDisposable {
  118278. /**
  118279. * Define the instrumented engine.
  118280. */
  118281. engine: Engine;
  118282. private _captureGPUFrameTime;
  118283. private _gpuFrameTimeToken;
  118284. private _gpuFrameTime;
  118285. private _captureShaderCompilationTime;
  118286. private _shaderCompilationTime;
  118287. private _onBeginFrameObserver;
  118288. private _onEndFrameObserver;
  118289. private _onBeforeShaderCompilationObserver;
  118290. private _onAfterShaderCompilationObserver;
  118291. /**
  118292. * Gets the perf counter used for GPU frame time
  118293. */
  118294. readonly gpuFrameTimeCounter: PerfCounter;
  118295. /**
  118296. * Gets the GPU frame time capture status
  118297. */
  118298. /**
  118299. * Enable or disable the GPU frame time capture
  118300. */
  118301. captureGPUFrameTime: boolean;
  118302. /**
  118303. * Gets the perf counter used for shader compilation time
  118304. */
  118305. readonly shaderCompilationTimeCounter: PerfCounter;
  118306. /**
  118307. * Gets the shader compilation time capture status
  118308. */
  118309. /**
  118310. * Enable or disable the shader compilation time capture
  118311. */
  118312. captureShaderCompilationTime: boolean;
  118313. /**
  118314. * Instantiates a new engine instrumentation.
  118315. * This class can be used to get instrumentation data from a Babylon engine
  118316. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  118317. * @param engine Defines the engine to instrument
  118318. */
  118319. constructor(
  118320. /**
  118321. * Define the instrumented engine.
  118322. */
  118323. engine: Engine);
  118324. /**
  118325. * Dispose and release associated resources.
  118326. */
  118327. dispose(): void;
  118328. }
  118329. }
  118330. declare module BABYLON {
  118331. /**
  118332. * This class can be used to get instrumentation data from a Babylon engine
  118333. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  118334. */
  118335. export class SceneInstrumentation implements IDisposable {
  118336. /**
  118337. * Defines the scene to instrument
  118338. */
  118339. scene: Scene;
  118340. private _captureActiveMeshesEvaluationTime;
  118341. private _activeMeshesEvaluationTime;
  118342. private _captureRenderTargetsRenderTime;
  118343. private _renderTargetsRenderTime;
  118344. private _captureFrameTime;
  118345. private _frameTime;
  118346. private _captureRenderTime;
  118347. private _renderTime;
  118348. private _captureInterFrameTime;
  118349. private _interFrameTime;
  118350. private _captureParticlesRenderTime;
  118351. private _particlesRenderTime;
  118352. private _captureSpritesRenderTime;
  118353. private _spritesRenderTime;
  118354. private _capturePhysicsTime;
  118355. private _physicsTime;
  118356. private _captureAnimationsTime;
  118357. private _animationsTime;
  118358. private _captureCameraRenderTime;
  118359. private _cameraRenderTime;
  118360. private _onBeforeActiveMeshesEvaluationObserver;
  118361. private _onAfterActiveMeshesEvaluationObserver;
  118362. private _onBeforeRenderTargetsRenderObserver;
  118363. private _onAfterRenderTargetsRenderObserver;
  118364. private _onAfterRenderObserver;
  118365. private _onBeforeDrawPhaseObserver;
  118366. private _onAfterDrawPhaseObserver;
  118367. private _onBeforeAnimationsObserver;
  118368. private _onBeforeParticlesRenderingObserver;
  118369. private _onAfterParticlesRenderingObserver;
  118370. private _onBeforeSpritesRenderingObserver;
  118371. private _onAfterSpritesRenderingObserver;
  118372. private _onBeforePhysicsObserver;
  118373. private _onAfterPhysicsObserver;
  118374. private _onAfterAnimationsObserver;
  118375. private _onBeforeCameraRenderObserver;
  118376. private _onAfterCameraRenderObserver;
  118377. /**
  118378. * Gets the perf counter used for active meshes evaluation time
  118379. */
  118380. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  118381. /**
  118382. * Gets the active meshes evaluation time capture status
  118383. */
  118384. /**
  118385. * Enable or disable the active meshes evaluation time capture
  118386. */
  118387. captureActiveMeshesEvaluationTime: boolean;
  118388. /**
  118389. * Gets the perf counter used for render targets render time
  118390. */
  118391. readonly renderTargetsRenderTimeCounter: PerfCounter;
  118392. /**
  118393. * Gets the render targets render time capture status
  118394. */
  118395. /**
  118396. * Enable or disable the render targets render time capture
  118397. */
  118398. captureRenderTargetsRenderTime: boolean;
  118399. /**
  118400. * Gets the perf counter used for particles render time
  118401. */
  118402. readonly particlesRenderTimeCounter: PerfCounter;
  118403. /**
  118404. * Gets the particles render time capture status
  118405. */
  118406. /**
  118407. * Enable or disable the particles render time capture
  118408. */
  118409. captureParticlesRenderTime: boolean;
  118410. /**
  118411. * Gets the perf counter used for sprites render time
  118412. */
  118413. readonly spritesRenderTimeCounter: PerfCounter;
  118414. /**
  118415. * Gets the sprites render time capture status
  118416. */
  118417. /**
  118418. * Enable or disable the sprites render time capture
  118419. */
  118420. captureSpritesRenderTime: boolean;
  118421. /**
  118422. * Gets the perf counter used for physics time
  118423. */
  118424. readonly physicsTimeCounter: PerfCounter;
  118425. /**
  118426. * Gets the physics time capture status
  118427. */
  118428. /**
  118429. * Enable or disable the physics time capture
  118430. */
  118431. capturePhysicsTime: boolean;
  118432. /**
  118433. * Gets the perf counter used for animations time
  118434. */
  118435. readonly animationsTimeCounter: PerfCounter;
  118436. /**
  118437. * Gets the animations time capture status
  118438. */
  118439. /**
  118440. * Enable or disable the animations time capture
  118441. */
  118442. captureAnimationsTime: boolean;
  118443. /**
  118444. * Gets the perf counter used for frame time capture
  118445. */
  118446. readonly frameTimeCounter: PerfCounter;
  118447. /**
  118448. * Gets the frame time capture status
  118449. */
  118450. /**
  118451. * Enable or disable the frame time capture
  118452. */
  118453. captureFrameTime: boolean;
  118454. /**
  118455. * Gets the perf counter used for inter-frames time capture
  118456. */
  118457. readonly interFrameTimeCounter: PerfCounter;
  118458. /**
  118459. * Gets the inter-frames time capture status
  118460. */
  118461. /**
  118462. * Enable or disable the inter-frames time capture
  118463. */
  118464. captureInterFrameTime: boolean;
  118465. /**
  118466. * Gets the perf counter used for render time capture
  118467. */
  118468. readonly renderTimeCounter: PerfCounter;
  118469. /**
  118470. * Gets the render time capture status
  118471. */
  118472. /**
  118473. * Enable or disable the render time capture
  118474. */
  118475. captureRenderTime: boolean;
  118476. /**
  118477. * Gets the perf counter used for camera render time capture
  118478. */
  118479. readonly cameraRenderTimeCounter: PerfCounter;
  118480. /**
  118481. * Gets the camera render time capture status
  118482. */
  118483. /**
  118484. * Enable or disable the camera render time capture
  118485. */
  118486. captureCameraRenderTime: boolean;
  118487. /**
  118488. * Gets the perf counter used for draw calls
  118489. */
  118490. readonly drawCallsCounter: PerfCounter;
  118491. /**
  118492. * Instantiates a new scene instrumentation.
  118493. * This class can be used to get instrumentation data from a Babylon engine
  118494. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  118495. * @param scene Defines the scene to instrument
  118496. */
  118497. constructor(
  118498. /**
  118499. * Defines the scene to instrument
  118500. */
  118501. scene: Scene);
  118502. /**
  118503. * Dispose and release associated resources.
  118504. */
  118505. dispose(): void;
  118506. }
  118507. }
  118508. declare module BABYLON {
  118509. /** @hidden */
  118510. export var glowMapGenerationPixelShader: {
  118511. name: string;
  118512. shader: string;
  118513. };
  118514. }
  118515. declare module BABYLON {
  118516. /** @hidden */
  118517. export var glowMapGenerationVertexShader: {
  118518. name: string;
  118519. shader: string;
  118520. };
  118521. }
  118522. declare module BABYLON {
  118523. /**
  118524. * Effect layer options. This helps customizing the behaviour
  118525. * of the effect layer.
  118526. */
  118527. export interface IEffectLayerOptions {
  118528. /**
  118529. * Multiplication factor apply to the canvas size to compute the render target size
  118530. * used to generated the objects (the smaller the faster).
  118531. */
  118532. mainTextureRatio: number;
  118533. /**
  118534. * Enforces a fixed size texture to ensure effect stability across devices.
  118535. */
  118536. mainTextureFixedSize?: number;
  118537. /**
  118538. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  118539. */
  118540. alphaBlendingMode: number;
  118541. /**
  118542. * The camera attached to the layer.
  118543. */
  118544. camera: Nullable<Camera>;
  118545. /**
  118546. * The rendering group to draw the layer in.
  118547. */
  118548. renderingGroupId: number;
  118549. }
  118550. /**
  118551. * The effect layer Helps adding post process effect blended with the main pass.
  118552. *
  118553. * This can be for instance use to generate glow or higlight effects on the scene.
  118554. *
  118555. * The effect layer class can not be used directly and is intented to inherited from to be
  118556. * customized per effects.
  118557. */
  118558. export abstract class EffectLayer {
  118559. private _vertexBuffers;
  118560. private _indexBuffer;
  118561. private _cachedDefines;
  118562. private _effectLayerMapGenerationEffect;
  118563. private _effectLayerOptions;
  118564. private _mergeEffect;
  118565. protected _scene: Scene;
  118566. protected _engine: Engine;
  118567. protected _maxSize: number;
  118568. protected _mainTextureDesiredSize: ISize;
  118569. protected _mainTexture: RenderTargetTexture;
  118570. protected _shouldRender: boolean;
  118571. protected _postProcesses: PostProcess[];
  118572. protected _textures: BaseTexture[];
  118573. protected _emissiveTextureAndColor: {
  118574. texture: Nullable<BaseTexture>;
  118575. color: Color4;
  118576. };
  118577. /**
  118578. * The name of the layer
  118579. */
  118580. name: string;
  118581. /**
  118582. * The clear color of the texture used to generate the glow map.
  118583. */
  118584. neutralColor: Color4;
  118585. /**
  118586. * Specifies wether the highlight layer is enabled or not.
  118587. */
  118588. isEnabled: boolean;
  118589. /**
  118590. * Gets the camera attached to the layer.
  118591. */
  118592. readonly camera: Nullable<Camera>;
  118593. /**
  118594. * Gets the rendering group id the layer should render in.
  118595. */
  118596. renderingGroupId: number;
  118597. /**
  118598. * An event triggered when the effect layer has been disposed.
  118599. */
  118600. onDisposeObservable: Observable<EffectLayer>;
  118601. /**
  118602. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  118603. */
  118604. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  118605. /**
  118606. * An event triggered when the generated texture is being merged in the scene.
  118607. */
  118608. onBeforeComposeObservable: Observable<EffectLayer>;
  118609. /**
  118610. * An event triggered when the mesh is rendered into the effect render target.
  118611. */
  118612. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  118613. /**
  118614. * An event triggered after the mesh has been rendered into the effect render target.
  118615. */
  118616. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  118617. /**
  118618. * An event triggered when the generated texture has been merged in the scene.
  118619. */
  118620. onAfterComposeObservable: Observable<EffectLayer>;
  118621. /**
  118622. * An event triggered when the efffect layer changes its size.
  118623. */
  118624. onSizeChangedObservable: Observable<EffectLayer>;
  118625. /** @hidden */
  118626. static _SceneComponentInitialization: (scene: Scene) => void;
  118627. /**
  118628. * Instantiates a new effect Layer and references it in the scene.
  118629. * @param name The name of the layer
  118630. * @param scene The scene to use the layer in
  118631. */
  118632. constructor(
  118633. /** The Friendly of the effect in the scene */
  118634. name: string, scene: Scene);
  118635. /**
  118636. * Get the effect name of the layer.
  118637. * @return The effect name
  118638. */
  118639. abstract getEffectName(): string;
  118640. /**
  118641. * Checks for the readiness of the element composing the layer.
  118642. * @param subMesh the mesh to check for
  118643. * @param useInstances specify wether or not to use instances to render the mesh
  118644. * @return true if ready otherwise, false
  118645. */
  118646. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  118647. /**
  118648. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  118649. * @returns true if the effect requires stencil during the main canvas render pass.
  118650. */
  118651. abstract needStencil(): boolean;
  118652. /**
  118653. * Create the merge effect. This is the shader use to blit the information back
  118654. * to the main canvas at the end of the scene rendering.
  118655. * @returns The effect containing the shader used to merge the effect on the main canvas
  118656. */
  118657. protected abstract _createMergeEffect(): Effect;
  118658. /**
  118659. * Creates the render target textures and post processes used in the effect layer.
  118660. */
  118661. protected abstract _createTextureAndPostProcesses(): void;
  118662. /**
  118663. * Implementation specific of rendering the generating effect on the main canvas.
  118664. * @param effect The effect used to render through
  118665. */
  118666. protected abstract _internalRender(effect: Effect): void;
  118667. /**
  118668. * Sets the required values for both the emissive texture and and the main color.
  118669. */
  118670. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  118671. /**
  118672. * Free any resources and references associated to a mesh.
  118673. * Internal use
  118674. * @param mesh The mesh to free.
  118675. */
  118676. abstract _disposeMesh(mesh: Mesh): void;
  118677. /**
  118678. * Serializes this layer (Glow or Highlight for example)
  118679. * @returns a serialized layer object
  118680. */
  118681. abstract serialize?(): any;
  118682. /**
  118683. * Initializes the effect layer with the required options.
  118684. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  118685. */
  118686. protected _init(options: Partial<IEffectLayerOptions>): void;
  118687. /**
  118688. * Generates the index buffer of the full screen quad blending to the main canvas.
  118689. */
  118690. private _generateIndexBuffer;
  118691. /**
  118692. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  118693. */
  118694. private _generateVertexBuffer;
  118695. /**
  118696. * Sets the main texture desired size which is the closest power of two
  118697. * of the engine canvas size.
  118698. */
  118699. private _setMainTextureSize;
  118700. /**
  118701. * Creates the main texture for the effect layer.
  118702. */
  118703. protected _createMainTexture(): void;
  118704. /**
  118705. * Adds specific effects defines.
  118706. * @param defines The defines to add specifics to.
  118707. */
  118708. protected _addCustomEffectDefines(defines: string[]): void;
  118709. /**
  118710. * Checks for the readiness of the element composing the layer.
  118711. * @param subMesh the mesh to check for
  118712. * @param useInstances specify wether or not to use instances to render the mesh
  118713. * @param emissiveTexture the associated emissive texture used to generate the glow
  118714. * @return true if ready otherwise, false
  118715. */
  118716. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  118717. /**
  118718. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  118719. */
  118720. render(): void;
  118721. /**
  118722. * Determine if a given mesh will be used in the current effect.
  118723. * @param mesh mesh to test
  118724. * @returns true if the mesh will be used
  118725. */
  118726. hasMesh(mesh: AbstractMesh): boolean;
  118727. /**
  118728. * Returns true if the layer contains information to display, otherwise false.
  118729. * @returns true if the glow layer should be rendered
  118730. */
  118731. shouldRender(): boolean;
  118732. /**
  118733. * Returns true if the mesh should render, otherwise false.
  118734. * @param mesh The mesh to render
  118735. * @returns true if it should render otherwise false
  118736. */
  118737. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  118738. /**
  118739. * Returns true if the mesh can be rendered, otherwise false.
  118740. * @param mesh The mesh to render
  118741. * @param material The material used on the mesh
  118742. * @returns true if it can be rendered otherwise false
  118743. */
  118744. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  118745. /**
  118746. * Returns true if the mesh should render, otherwise false.
  118747. * @param mesh The mesh to render
  118748. * @returns true if it should render otherwise false
  118749. */
  118750. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  118751. /**
  118752. * Renders the submesh passed in parameter to the generation map.
  118753. */
  118754. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  118755. /**
  118756. * Defines wether the current material of the mesh should be use to render the effect.
  118757. * @param mesh defines the current mesh to render
  118758. */
  118759. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  118760. /**
  118761. * Rebuild the required buffers.
  118762. * @hidden Internal use only.
  118763. */
  118764. _rebuild(): void;
  118765. /**
  118766. * Dispose only the render target textures and post process.
  118767. */
  118768. private _disposeTextureAndPostProcesses;
  118769. /**
  118770. * Dispose the highlight layer and free resources.
  118771. */
  118772. dispose(): void;
  118773. /**
  118774. * Gets the class name of the effect layer
  118775. * @returns the string with the class name of the effect layer
  118776. */
  118777. getClassName(): string;
  118778. /**
  118779. * Creates an effect layer from parsed effect layer data
  118780. * @param parsedEffectLayer defines effect layer data
  118781. * @param scene defines the current scene
  118782. * @param rootUrl defines the root URL containing the effect layer information
  118783. * @returns a parsed effect Layer
  118784. */
  118785. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  118786. }
  118787. }
  118788. declare module BABYLON {
  118789. interface AbstractScene {
  118790. /**
  118791. * The list of effect layers (highlights/glow) added to the scene
  118792. * @see http://doc.babylonjs.com/how_to/highlight_layer
  118793. * @see http://doc.babylonjs.com/how_to/glow_layer
  118794. */
  118795. effectLayers: Array<EffectLayer>;
  118796. /**
  118797. * Removes the given effect layer from this scene.
  118798. * @param toRemove defines the effect layer to remove
  118799. * @returns the index of the removed effect layer
  118800. */
  118801. removeEffectLayer(toRemove: EffectLayer): number;
  118802. /**
  118803. * Adds the given effect layer to this scene
  118804. * @param newEffectLayer defines the effect layer to add
  118805. */
  118806. addEffectLayer(newEffectLayer: EffectLayer): void;
  118807. }
  118808. /**
  118809. * Defines the layer scene component responsible to manage any effect layers
  118810. * in a given scene.
  118811. */
  118812. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  118813. /**
  118814. * The component name helpfull to identify the component in the list of scene components.
  118815. */
  118816. readonly name: string;
  118817. /**
  118818. * The scene the component belongs to.
  118819. */
  118820. scene: Scene;
  118821. private _engine;
  118822. private _renderEffects;
  118823. private _needStencil;
  118824. private _previousStencilState;
  118825. /**
  118826. * Creates a new instance of the component for the given scene
  118827. * @param scene Defines the scene to register the component in
  118828. */
  118829. constructor(scene: Scene);
  118830. /**
  118831. * Registers the component in a given scene
  118832. */
  118833. register(): void;
  118834. /**
  118835. * Rebuilds the elements related to this component in case of
  118836. * context lost for instance.
  118837. */
  118838. rebuild(): void;
  118839. /**
  118840. * Serializes the component data to the specified json object
  118841. * @param serializationObject The object to serialize to
  118842. */
  118843. serialize(serializationObject: any): void;
  118844. /**
  118845. * Adds all the elements from the container to the scene
  118846. * @param container the container holding the elements
  118847. */
  118848. addFromContainer(container: AbstractScene): void;
  118849. /**
  118850. * Removes all the elements in the container from the scene
  118851. * @param container contains the elements to remove
  118852. * @param dispose if the removed element should be disposed (default: false)
  118853. */
  118854. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  118855. /**
  118856. * Disposes the component and the associated ressources.
  118857. */
  118858. dispose(): void;
  118859. private _isReadyForMesh;
  118860. private _renderMainTexture;
  118861. private _setStencil;
  118862. private _setStencilBack;
  118863. private _draw;
  118864. private _drawCamera;
  118865. private _drawRenderingGroup;
  118866. }
  118867. }
  118868. declare module BABYLON {
  118869. /** @hidden */
  118870. export var glowMapMergePixelShader: {
  118871. name: string;
  118872. shader: string;
  118873. };
  118874. }
  118875. declare module BABYLON {
  118876. /** @hidden */
  118877. export var glowMapMergeVertexShader: {
  118878. name: string;
  118879. shader: string;
  118880. };
  118881. }
  118882. declare module BABYLON {
  118883. interface AbstractScene {
  118884. /**
  118885. * Return a the first highlight layer of the scene with a given name.
  118886. * @param name The name of the highlight layer to look for.
  118887. * @return The highlight layer if found otherwise null.
  118888. */
  118889. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  118890. }
  118891. /**
  118892. * Glow layer options. This helps customizing the behaviour
  118893. * of the glow layer.
  118894. */
  118895. export interface IGlowLayerOptions {
  118896. /**
  118897. * Multiplication factor apply to the canvas size to compute the render target size
  118898. * used to generated the glowing objects (the smaller the faster).
  118899. */
  118900. mainTextureRatio: number;
  118901. /**
  118902. * Enforces a fixed size texture to ensure resize independant blur.
  118903. */
  118904. mainTextureFixedSize?: number;
  118905. /**
  118906. * How big is the kernel of the blur texture.
  118907. */
  118908. blurKernelSize: number;
  118909. /**
  118910. * The camera attached to the layer.
  118911. */
  118912. camera: Nullable<Camera>;
  118913. /**
  118914. * Enable MSAA by chosing the number of samples.
  118915. */
  118916. mainTextureSamples?: number;
  118917. /**
  118918. * The rendering group to draw the layer in.
  118919. */
  118920. renderingGroupId: number;
  118921. }
  118922. /**
  118923. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  118924. *
  118925. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  118926. *
  118927. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  118928. */
  118929. export class GlowLayer extends EffectLayer {
  118930. /**
  118931. * Effect Name of the layer.
  118932. */
  118933. static readonly EffectName: string;
  118934. /**
  118935. * The default blur kernel size used for the glow.
  118936. */
  118937. static DefaultBlurKernelSize: number;
  118938. /**
  118939. * The default texture size ratio used for the glow.
  118940. */
  118941. static DefaultTextureRatio: number;
  118942. /**
  118943. * Sets the kernel size of the blur.
  118944. */
  118945. /**
  118946. * Gets the kernel size of the blur.
  118947. */
  118948. blurKernelSize: number;
  118949. /**
  118950. * Sets the glow intensity.
  118951. */
  118952. /**
  118953. * Gets the glow intensity.
  118954. */
  118955. intensity: number;
  118956. private _options;
  118957. private _intensity;
  118958. private _horizontalBlurPostprocess1;
  118959. private _verticalBlurPostprocess1;
  118960. private _horizontalBlurPostprocess2;
  118961. private _verticalBlurPostprocess2;
  118962. private _blurTexture1;
  118963. private _blurTexture2;
  118964. private _postProcesses1;
  118965. private _postProcesses2;
  118966. private _includedOnlyMeshes;
  118967. private _excludedMeshes;
  118968. private _meshesUsingTheirOwnMaterials;
  118969. /**
  118970. * Callback used to let the user override the color selection on a per mesh basis
  118971. */
  118972. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  118973. /**
  118974. * Callback used to let the user override the texture selection on a per mesh basis
  118975. */
  118976. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  118977. /**
  118978. * Instantiates a new glow Layer and references it to the scene.
  118979. * @param name The name of the layer
  118980. * @param scene The scene to use the layer in
  118981. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  118982. */
  118983. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  118984. /**
  118985. * Get the effect name of the layer.
  118986. * @return The effect name
  118987. */
  118988. getEffectName(): string;
  118989. /**
  118990. * Create the merge effect. This is the shader use to blit the information back
  118991. * to the main canvas at the end of the scene rendering.
  118992. */
  118993. protected _createMergeEffect(): Effect;
  118994. /**
  118995. * Creates the render target textures and post processes used in the glow layer.
  118996. */
  118997. protected _createTextureAndPostProcesses(): void;
  118998. /**
  118999. * Checks for the readiness of the element composing the layer.
  119000. * @param subMesh the mesh to check for
  119001. * @param useInstances specify wether or not to use instances to render the mesh
  119002. * @param emissiveTexture the associated emissive texture used to generate the glow
  119003. * @return true if ready otherwise, false
  119004. */
  119005. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  119006. /**
  119007. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  119008. */
  119009. needStencil(): boolean;
  119010. /**
  119011. * Returns true if the mesh can be rendered, otherwise false.
  119012. * @param mesh The mesh to render
  119013. * @param material The material used on the mesh
  119014. * @returns true if it can be rendered otherwise false
  119015. */
  119016. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  119017. /**
  119018. * Implementation specific of rendering the generating effect on the main canvas.
  119019. * @param effect The effect used to render through
  119020. */
  119021. protected _internalRender(effect: Effect): void;
  119022. /**
  119023. * Sets the required values for both the emissive texture and and the main color.
  119024. */
  119025. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  119026. /**
  119027. * Returns true if the mesh should render, otherwise false.
  119028. * @param mesh The mesh to render
  119029. * @returns true if it should render otherwise false
  119030. */
  119031. protected _shouldRenderMesh(mesh: Mesh): boolean;
  119032. /**
  119033. * Adds specific effects defines.
  119034. * @param defines The defines to add specifics to.
  119035. */
  119036. protected _addCustomEffectDefines(defines: string[]): void;
  119037. /**
  119038. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  119039. * @param mesh The mesh to exclude from the glow layer
  119040. */
  119041. addExcludedMesh(mesh: Mesh): void;
  119042. /**
  119043. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  119044. * @param mesh The mesh to remove
  119045. */
  119046. removeExcludedMesh(mesh: Mesh): void;
  119047. /**
  119048. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  119049. * @param mesh The mesh to include in the glow layer
  119050. */
  119051. addIncludedOnlyMesh(mesh: Mesh): void;
  119052. /**
  119053. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  119054. * @param mesh The mesh to remove
  119055. */
  119056. removeIncludedOnlyMesh(mesh: Mesh): void;
  119057. /**
  119058. * Determine if a given mesh will be used in the glow layer
  119059. * @param mesh The mesh to test
  119060. * @returns true if the mesh will be highlighted by the current glow layer
  119061. */
  119062. hasMesh(mesh: AbstractMesh): boolean;
  119063. /**
  119064. * Defines wether the current material of the mesh should be use to render the effect.
  119065. * @param mesh defines the current mesh to render
  119066. */
  119067. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  119068. /**
  119069. * Add a mesh to be rendered through its own material and not with emissive only.
  119070. * @param mesh The mesh for which we need to use its material
  119071. */
  119072. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  119073. /**
  119074. * Remove a mesh from being rendered through its own material and not with emissive only.
  119075. * @param mesh The mesh for which we need to not use its material
  119076. */
  119077. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  119078. /**
  119079. * Free any resources and references associated to a mesh.
  119080. * Internal use
  119081. * @param mesh The mesh to free.
  119082. * @hidden
  119083. */
  119084. _disposeMesh(mesh: Mesh): void;
  119085. /**
  119086. * Gets the class name of the effect layer
  119087. * @returns the string with the class name of the effect layer
  119088. */
  119089. getClassName(): string;
  119090. /**
  119091. * Serializes this glow layer
  119092. * @returns a serialized glow layer object
  119093. */
  119094. serialize(): any;
  119095. /**
  119096. * Creates a Glow Layer from parsed glow layer data
  119097. * @param parsedGlowLayer defines glow layer data
  119098. * @param scene defines the current scene
  119099. * @param rootUrl defines the root URL containing the glow layer information
  119100. * @returns a parsed Glow Layer
  119101. */
  119102. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  119103. }
  119104. }
  119105. declare module BABYLON {
  119106. /** @hidden */
  119107. export var glowBlurPostProcessPixelShader: {
  119108. name: string;
  119109. shader: string;
  119110. };
  119111. }
  119112. declare module BABYLON {
  119113. interface AbstractScene {
  119114. /**
  119115. * Return a the first highlight layer of the scene with a given name.
  119116. * @param name The name of the highlight layer to look for.
  119117. * @return The highlight layer if found otherwise null.
  119118. */
  119119. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  119120. }
  119121. /**
  119122. * Highlight layer options. This helps customizing the behaviour
  119123. * of the highlight layer.
  119124. */
  119125. export interface IHighlightLayerOptions {
  119126. /**
  119127. * Multiplication factor apply to the canvas size to compute the render target size
  119128. * used to generated the glowing objects (the smaller the faster).
  119129. */
  119130. mainTextureRatio: number;
  119131. /**
  119132. * Enforces a fixed size texture to ensure resize independant blur.
  119133. */
  119134. mainTextureFixedSize?: number;
  119135. /**
  119136. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  119137. * of the picture to blur (the smaller the faster).
  119138. */
  119139. blurTextureSizeRatio: number;
  119140. /**
  119141. * How big in texel of the blur texture is the vertical blur.
  119142. */
  119143. blurVerticalSize: number;
  119144. /**
  119145. * How big in texel of the blur texture is the horizontal blur.
  119146. */
  119147. blurHorizontalSize: number;
  119148. /**
  119149. * Alpha blending mode used to apply the blur. Default is combine.
  119150. */
  119151. alphaBlendingMode: number;
  119152. /**
  119153. * The camera attached to the layer.
  119154. */
  119155. camera: Nullable<Camera>;
  119156. /**
  119157. * Should we display highlight as a solid stroke?
  119158. */
  119159. isStroke?: boolean;
  119160. /**
  119161. * The rendering group to draw the layer in.
  119162. */
  119163. renderingGroupId: number;
  119164. }
  119165. /**
  119166. * The highlight layer Helps adding a glow effect around a mesh.
  119167. *
  119168. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  119169. * glowy meshes to your scene.
  119170. *
  119171. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  119172. */
  119173. export class HighlightLayer extends EffectLayer {
  119174. name: string;
  119175. /**
  119176. * Effect Name of the highlight layer.
  119177. */
  119178. static readonly EffectName: string;
  119179. /**
  119180. * The neutral color used during the preparation of the glow effect.
  119181. * This is black by default as the blend operation is a blend operation.
  119182. */
  119183. static NeutralColor: Color4;
  119184. /**
  119185. * Stencil value used for glowing meshes.
  119186. */
  119187. static GlowingMeshStencilReference: number;
  119188. /**
  119189. * Stencil value used for the other meshes in the scene.
  119190. */
  119191. static NormalMeshStencilReference: number;
  119192. /**
  119193. * Specifies whether or not the inner glow is ACTIVE in the layer.
  119194. */
  119195. innerGlow: boolean;
  119196. /**
  119197. * Specifies whether or not the outer glow is ACTIVE in the layer.
  119198. */
  119199. outerGlow: boolean;
  119200. /**
  119201. * Specifies the horizontal size of the blur.
  119202. */
  119203. /**
  119204. * Gets the horizontal size of the blur.
  119205. */
  119206. blurHorizontalSize: number;
  119207. /**
  119208. * Specifies the vertical size of the blur.
  119209. */
  119210. /**
  119211. * Gets the vertical size of the blur.
  119212. */
  119213. blurVerticalSize: number;
  119214. /**
  119215. * An event triggered when the highlight layer is being blurred.
  119216. */
  119217. onBeforeBlurObservable: Observable<HighlightLayer>;
  119218. /**
  119219. * An event triggered when the highlight layer has been blurred.
  119220. */
  119221. onAfterBlurObservable: Observable<HighlightLayer>;
  119222. private _instanceGlowingMeshStencilReference;
  119223. private _options;
  119224. private _downSamplePostprocess;
  119225. private _horizontalBlurPostprocess;
  119226. private _verticalBlurPostprocess;
  119227. private _blurTexture;
  119228. private _meshes;
  119229. private _excludedMeshes;
  119230. /**
  119231. * Instantiates a new highlight Layer and references it to the scene..
  119232. * @param name The name of the layer
  119233. * @param scene The scene to use the layer in
  119234. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  119235. */
  119236. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  119237. /**
  119238. * Get the effect name of the layer.
  119239. * @return The effect name
  119240. */
  119241. getEffectName(): string;
  119242. /**
  119243. * Create the merge effect. This is the shader use to blit the information back
  119244. * to the main canvas at the end of the scene rendering.
  119245. */
  119246. protected _createMergeEffect(): Effect;
  119247. /**
  119248. * Creates the render target textures and post processes used in the highlight layer.
  119249. */
  119250. protected _createTextureAndPostProcesses(): void;
  119251. /**
  119252. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  119253. */
  119254. needStencil(): boolean;
  119255. /**
  119256. * Checks for the readiness of the element composing the layer.
  119257. * @param subMesh the mesh to check for
  119258. * @param useInstances specify wether or not to use instances to render the mesh
  119259. * @param emissiveTexture the associated emissive texture used to generate the glow
  119260. * @return true if ready otherwise, false
  119261. */
  119262. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  119263. /**
  119264. * Implementation specific of rendering the generating effect on the main canvas.
  119265. * @param effect The effect used to render through
  119266. */
  119267. protected _internalRender(effect: Effect): void;
  119268. /**
  119269. * Returns true if the layer contains information to display, otherwise false.
  119270. */
  119271. shouldRender(): boolean;
  119272. /**
  119273. * Returns true if the mesh should render, otherwise false.
  119274. * @param mesh The mesh to render
  119275. * @returns true if it should render otherwise false
  119276. */
  119277. protected _shouldRenderMesh(mesh: Mesh): boolean;
  119278. /**
  119279. * Sets the required values for both the emissive texture and and the main color.
  119280. */
  119281. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  119282. /**
  119283. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  119284. * @param mesh The mesh to exclude from the highlight layer
  119285. */
  119286. addExcludedMesh(mesh: Mesh): void;
  119287. /**
  119288. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  119289. * @param mesh The mesh to highlight
  119290. */
  119291. removeExcludedMesh(mesh: Mesh): void;
  119292. /**
  119293. * Determine if a given mesh will be highlighted by the current HighlightLayer
  119294. * @param mesh mesh to test
  119295. * @returns true if the mesh will be highlighted by the current HighlightLayer
  119296. */
  119297. hasMesh(mesh: AbstractMesh): boolean;
  119298. /**
  119299. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  119300. * @param mesh The mesh to highlight
  119301. * @param color The color of the highlight
  119302. * @param glowEmissiveOnly Extract the glow from the emissive texture
  119303. */
  119304. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  119305. /**
  119306. * Remove a mesh from the highlight layer in order to make it stop glowing.
  119307. * @param mesh The mesh to highlight
  119308. */
  119309. removeMesh(mesh: Mesh): void;
  119310. /**
  119311. * Force the stencil to the normal expected value for none glowing parts
  119312. */
  119313. private _defaultStencilReference;
  119314. /**
  119315. * Free any resources and references associated to a mesh.
  119316. * Internal use
  119317. * @param mesh The mesh to free.
  119318. * @hidden
  119319. */
  119320. _disposeMesh(mesh: Mesh): void;
  119321. /**
  119322. * Dispose the highlight layer and free resources.
  119323. */
  119324. dispose(): void;
  119325. /**
  119326. * Gets the class name of the effect layer
  119327. * @returns the string with the class name of the effect layer
  119328. */
  119329. getClassName(): string;
  119330. /**
  119331. * Serializes this Highlight layer
  119332. * @returns a serialized Highlight layer object
  119333. */
  119334. serialize(): any;
  119335. /**
  119336. * Creates a Highlight layer from parsed Highlight layer data
  119337. * @param parsedHightlightLayer defines the Highlight layer data
  119338. * @param scene defines the current scene
  119339. * @param rootUrl defines the root URL containing the Highlight layer information
  119340. * @returns a parsed Highlight layer
  119341. */
  119342. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  119343. }
  119344. }
  119345. declare module BABYLON {
  119346. interface AbstractScene {
  119347. /**
  119348. * The list of layers (background and foreground) of the scene
  119349. */
  119350. layers: Array<Layer>;
  119351. }
  119352. /**
  119353. * Defines the layer scene component responsible to manage any layers
  119354. * in a given scene.
  119355. */
  119356. export class LayerSceneComponent implements ISceneComponent {
  119357. /**
  119358. * The component name helpfull to identify the component in the list of scene components.
  119359. */
  119360. readonly name: string;
  119361. /**
  119362. * The scene the component belongs to.
  119363. */
  119364. scene: Scene;
  119365. private _engine;
  119366. /**
  119367. * Creates a new instance of the component for the given scene
  119368. * @param scene Defines the scene to register the component in
  119369. */
  119370. constructor(scene: Scene);
  119371. /**
  119372. * Registers the component in a given scene
  119373. */
  119374. register(): void;
  119375. /**
  119376. * Rebuilds the elements related to this component in case of
  119377. * context lost for instance.
  119378. */
  119379. rebuild(): void;
  119380. /**
  119381. * Disposes the component and the associated ressources.
  119382. */
  119383. dispose(): void;
  119384. private _draw;
  119385. private _drawCameraPredicate;
  119386. private _drawCameraBackground;
  119387. private _drawCameraForeground;
  119388. private _drawRenderTargetPredicate;
  119389. private _drawRenderTargetBackground;
  119390. private _drawRenderTargetForeground;
  119391. /**
  119392. * Adds all the elements from the container to the scene
  119393. * @param container the container holding the elements
  119394. */
  119395. addFromContainer(container: AbstractScene): void;
  119396. /**
  119397. * Removes all the elements in the container from the scene
  119398. * @param container contains the elements to remove
  119399. * @param dispose if the removed element should be disposed (default: false)
  119400. */
  119401. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  119402. }
  119403. }
  119404. declare module BABYLON {
  119405. /** @hidden */
  119406. export var layerPixelShader: {
  119407. name: string;
  119408. shader: string;
  119409. };
  119410. }
  119411. declare module BABYLON {
  119412. /** @hidden */
  119413. export var layerVertexShader: {
  119414. name: string;
  119415. shader: string;
  119416. };
  119417. }
  119418. declare module BABYLON {
  119419. /**
  119420. * This represents a full screen 2d layer.
  119421. * This can be useful to display a picture in the background of your scene for instance.
  119422. * @see https://www.babylonjs-playground.com/#08A2BS#1
  119423. */
  119424. export class Layer {
  119425. /**
  119426. * Define the name of the layer.
  119427. */
  119428. name: string;
  119429. /**
  119430. * Define the texture the layer should display.
  119431. */
  119432. texture: Nullable<Texture>;
  119433. /**
  119434. * Is the layer in background or foreground.
  119435. */
  119436. isBackground: boolean;
  119437. /**
  119438. * Define the color of the layer (instead of texture).
  119439. */
  119440. color: Color4;
  119441. /**
  119442. * Define the scale of the layer in order to zoom in out of the texture.
  119443. */
  119444. scale: Vector2;
  119445. /**
  119446. * Define an offset for the layer in order to shift the texture.
  119447. */
  119448. offset: Vector2;
  119449. /**
  119450. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  119451. */
  119452. alphaBlendingMode: number;
  119453. /**
  119454. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  119455. * Alpha test will not mix with the background color in case of transparency.
  119456. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  119457. */
  119458. alphaTest: boolean;
  119459. /**
  119460. * Define a mask to restrict the layer to only some of the scene cameras.
  119461. */
  119462. layerMask: number;
  119463. /**
  119464. * Define the list of render target the layer is visible into.
  119465. */
  119466. renderTargetTextures: RenderTargetTexture[];
  119467. /**
  119468. * Define if the layer is only used in renderTarget or if it also
  119469. * renders in the main frame buffer of the canvas.
  119470. */
  119471. renderOnlyInRenderTargetTextures: boolean;
  119472. private _scene;
  119473. private _vertexBuffers;
  119474. private _indexBuffer;
  119475. private _effect;
  119476. private _alphaTestEffect;
  119477. /**
  119478. * An event triggered when the layer is disposed.
  119479. */
  119480. onDisposeObservable: Observable<Layer>;
  119481. private _onDisposeObserver;
  119482. /**
  119483. * Back compatibility with callback before the onDisposeObservable existed.
  119484. * The set callback will be triggered when the layer has been disposed.
  119485. */
  119486. onDispose: () => void;
  119487. /**
  119488. * An event triggered before rendering the scene
  119489. */
  119490. onBeforeRenderObservable: Observable<Layer>;
  119491. private _onBeforeRenderObserver;
  119492. /**
  119493. * Back compatibility with callback before the onBeforeRenderObservable existed.
  119494. * The set callback will be triggered just before rendering the layer.
  119495. */
  119496. onBeforeRender: () => void;
  119497. /**
  119498. * An event triggered after rendering the scene
  119499. */
  119500. onAfterRenderObservable: Observable<Layer>;
  119501. private _onAfterRenderObserver;
  119502. /**
  119503. * Back compatibility with callback before the onAfterRenderObservable existed.
  119504. * The set callback will be triggered just after rendering the layer.
  119505. */
  119506. onAfterRender: () => void;
  119507. /**
  119508. * Instantiates a new layer.
  119509. * This represents a full screen 2d layer.
  119510. * This can be useful to display a picture in the background of your scene for instance.
  119511. * @see https://www.babylonjs-playground.com/#08A2BS#1
  119512. * @param name Define the name of the layer in the scene
  119513. * @param imgUrl Define the url of the texture to display in the layer
  119514. * @param scene Define the scene the layer belongs to
  119515. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  119516. * @param color Defines a color for the layer
  119517. */
  119518. constructor(
  119519. /**
  119520. * Define the name of the layer.
  119521. */
  119522. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  119523. private _createIndexBuffer;
  119524. /** @hidden */
  119525. _rebuild(): void;
  119526. /**
  119527. * Renders the layer in the scene.
  119528. */
  119529. render(): void;
  119530. /**
  119531. * Disposes and releases the associated ressources.
  119532. */
  119533. dispose(): void;
  119534. }
  119535. }
  119536. declare module BABYLON {
  119537. /** @hidden */
  119538. export var lensFlarePixelShader: {
  119539. name: string;
  119540. shader: string;
  119541. };
  119542. }
  119543. declare module BABYLON {
  119544. /** @hidden */
  119545. export var lensFlareVertexShader: {
  119546. name: string;
  119547. shader: string;
  119548. };
  119549. }
  119550. declare module BABYLON {
  119551. /**
  119552. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  119553. * It is usually composed of several `lensFlare`.
  119554. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119555. */
  119556. export class LensFlareSystem {
  119557. /**
  119558. * Define the name of the lens flare system
  119559. */
  119560. name: string;
  119561. /**
  119562. * List of lens flares used in this system.
  119563. */
  119564. lensFlares: LensFlare[];
  119565. /**
  119566. * Define a limit from the border the lens flare can be visible.
  119567. */
  119568. borderLimit: number;
  119569. /**
  119570. * Define a viewport border we do not want to see the lens flare in.
  119571. */
  119572. viewportBorder: number;
  119573. /**
  119574. * Define a predicate which could limit the list of meshes able to occlude the effect.
  119575. */
  119576. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  119577. /**
  119578. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  119579. */
  119580. layerMask: number;
  119581. /**
  119582. * Define the id of the lens flare system in the scene.
  119583. * (equal to name by default)
  119584. */
  119585. id: string;
  119586. private _scene;
  119587. private _emitter;
  119588. private _vertexBuffers;
  119589. private _indexBuffer;
  119590. private _effect;
  119591. private _positionX;
  119592. private _positionY;
  119593. private _isEnabled;
  119594. /** @hidden */
  119595. static _SceneComponentInitialization: (scene: Scene) => void;
  119596. /**
  119597. * Instantiates a lens flare system.
  119598. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  119599. * It is usually composed of several `lensFlare`.
  119600. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119601. * @param name Define the name of the lens flare system in the scene
  119602. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  119603. * @param scene Define the scene the lens flare system belongs to
  119604. */
  119605. constructor(
  119606. /**
  119607. * Define the name of the lens flare system
  119608. */
  119609. name: string, emitter: any, scene: Scene);
  119610. /**
  119611. * Define if the lens flare system is enabled.
  119612. */
  119613. isEnabled: boolean;
  119614. /**
  119615. * Get the scene the effects belongs to.
  119616. * @returns the scene holding the lens flare system
  119617. */
  119618. getScene(): Scene;
  119619. /**
  119620. * Get the emitter of the lens flare system.
  119621. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  119622. * @returns the emitter of the lens flare system
  119623. */
  119624. getEmitter(): any;
  119625. /**
  119626. * Set the emitter of the lens flare system.
  119627. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  119628. * @param newEmitter Define the new emitter of the system
  119629. */
  119630. setEmitter(newEmitter: any): void;
  119631. /**
  119632. * Get the lens flare system emitter position.
  119633. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  119634. * @returns the position
  119635. */
  119636. getEmitterPosition(): Vector3;
  119637. /**
  119638. * @hidden
  119639. */
  119640. computeEffectivePosition(globalViewport: Viewport): boolean;
  119641. /** @hidden */
  119642. _isVisible(): boolean;
  119643. /**
  119644. * @hidden
  119645. */
  119646. render(): boolean;
  119647. /**
  119648. * Dispose and release the lens flare with its associated resources.
  119649. */
  119650. dispose(): void;
  119651. /**
  119652. * Parse a lens flare system from a JSON repressentation
  119653. * @param parsedLensFlareSystem Define the JSON to parse
  119654. * @param scene Define the scene the parsed system should be instantiated in
  119655. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  119656. * @returns the parsed system
  119657. */
  119658. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  119659. /**
  119660. * Serialize the current Lens Flare System into a JSON representation.
  119661. * @returns the serialized JSON
  119662. */
  119663. serialize(): any;
  119664. }
  119665. }
  119666. declare module BABYLON {
  119667. /**
  119668. * This represents one of the lens effect in a `lensFlareSystem`.
  119669. * It controls one of the indiviual texture used in the effect.
  119670. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119671. */
  119672. export class LensFlare {
  119673. /**
  119674. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  119675. */
  119676. size: number;
  119677. /**
  119678. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  119679. */
  119680. position: number;
  119681. /**
  119682. * Define the lens color.
  119683. */
  119684. color: Color3;
  119685. /**
  119686. * Define the lens texture.
  119687. */
  119688. texture: Nullable<Texture>;
  119689. /**
  119690. * Define the alpha mode to render this particular lens.
  119691. */
  119692. alphaMode: number;
  119693. private _system;
  119694. /**
  119695. * Creates a new Lens Flare.
  119696. * This represents one of the lens effect in a `lensFlareSystem`.
  119697. * It controls one of the indiviual texture used in the effect.
  119698. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119699. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  119700. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  119701. * @param color Define the lens color
  119702. * @param imgUrl Define the lens texture url
  119703. * @param system Define the `lensFlareSystem` this flare is part of
  119704. * @returns The newly created Lens Flare
  119705. */
  119706. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  119707. /**
  119708. * Instantiates a new Lens Flare.
  119709. * This represents one of the lens effect in a `lensFlareSystem`.
  119710. * It controls one of the indiviual texture used in the effect.
  119711. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119712. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  119713. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  119714. * @param color Define the lens color
  119715. * @param imgUrl Define the lens texture url
  119716. * @param system Define the `lensFlareSystem` this flare is part of
  119717. */
  119718. constructor(
  119719. /**
  119720. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  119721. */
  119722. size: number,
  119723. /**
  119724. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  119725. */
  119726. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  119727. /**
  119728. * Dispose and release the lens flare with its associated resources.
  119729. */
  119730. dispose(): void;
  119731. }
  119732. }
  119733. declare module BABYLON {
  119734. interface AbstractScene {
  119735. /**
  119736. * The list of lens flare system added to the scene
  119737. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119738. */
  119739. lensFlareSystems: Array<LensFlareSystem>;
  119740. /**
  119741. * Removes the given lens flare system from this scene.
  119742. * @param toRemove The lens flare system to remove
  119743. * @returns The index of the removed lens flare system
  119744. */
  119745. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  119746. /**
  119747. * Adds the given lens flare system to this scene
  119748. * @param newLensFlareSystem The lens flare system to add
  119749. */
  119750. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  119751. /**
  119752. * Gets a lens flare system using its name
  119753. * @param name defines the name to look for
  119754. * @returns the lens flare system or null if not found
  119755. */
  119756. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  119757. /**
  119758. * Gets a lens flare system using its id
  119759. * @param id defines the id to look for
  119760. * @returns the lens flare system or null if not found
  119761. */
  119762. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  119763. }
  119764. /**
  119765. * Defines the lens flare scene component responsible to manage any lens flares
  119766. * in a given scene.
  119767. */
  119768. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  119769. /**
  119770. * The component name helpfull to identify the component in the list of scene components.
  119771. */
  119772. readonly name: string;
  119773. /**
  119774. * The scene the component belongs to.
  119775. */
  119776. scene: Scene;
  119777. /**
  119778. * Creates a new instance of the component for the given scene
  119779. * @param scene Defines the scene to register the component in
  119780. */
  119781. constructor(scene: Scene);
  119782. /**
  119783. * Registers the component in a given scene
  119784. */
  119785. register(): void;
  119786. /**
  119787. * Rebuilds the elements related to this component in case of
  119788. * context lost for instance.
  119789. */
  119790. rebuild(): void;
  119791. /**
  119792. * Adds all the elements from the container to the scene
  119793. * @param container the container holding the elements
  119794. */
  119795. addFromContainer(container: AbstractScene): void;
  119796. /**
  119797. * Removes all the elements in the container from the scene
  119798. * @param container contains the elements to remove
  119799. * @param dispose if the removed element should be disposed (default: false)
  119800. */
  119801. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  119802. /**
  119803. * Serializes the component data to the specified json object
  119804. * @param serializationObject The object to serialize to
  119805. */
  119806. serialize(serializationObject: any): void;
  119807. /**
  119808. * Disposes the component and the associated ressources.
  119809. */
  119810. dispose(): void;
  119811. private _draw;
  119812. }
  119813. }
  119814. declare module BABYLON {
  119815. /**
  119816. * Defines the shadow generator component responsible to manage any shadow generators
  119817. * in a given scene.
  119818. */
  119819. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  119820. /**
  119821. * The component name helpfull to identify the component in the list of scene components.
  119822. */
  119823. readonly name: string;
  119824. /**
  119825. * The scene the component belongs to.
  119826. */
  119827. scene: Scene;
  119828. /**
  119829. * Creates a new instance of the component for the given scene
  119830. * @param scene Defines the scene to register the component in
  119831. */
  119832. constructor(scene: Scene);
  119833. /**
  119834. * Registers the component in a given scene
  119835. */
  119836. register(): void;
  119837. /**
  119838. * Rebuilds the elements related to this component in case of
  119839. * context lost for instance.
  119840. */
  119841. rebuild(): void;
  119842. /**
  119843. * Serializes the component data to the specified json object
  119844. * @param serializationObject The object to serialize to
  119845. */
  119846. serialize(serializationObject: any): void;
  119847. /**
  119848. * Adds all the elements from the container to the scene
  119849. * @param container the container holding the elements
  119850. */
  119851. addFromContainer(container: AbstractScene): void;
  119852. /**
  119853. * Removes all the elements in the container from the scene
  119854. * @param container contains the elements to remove
  119855. * @param dispose if the removed element should be disposed (default: false)
  119856. */
  119857. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  119858. /**
  119859. * Rebuilds the elements related to this component in case of
  119860. * context lost for instance.
  119861. */
  119862. dispose(): void;
  119863. private _gatherRenderTargets;
  119864. }
  119865. }
  119866. declare module BABYLON {
  119867. /**
  119868. * A point light is a light defined by an unique point in world space.
  119869. * The light is emitted in every direction from this point.
  119870. * A good example of a point light is a standard light bulb.
  119871. * Documentation: https://doc.babylonjs.com/babylon101/lights
  119872. */
  119873. export class PointLight extends ShadowLight {
  119874. private _shadowAngle;
  119875. /**
  119876. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  119877. * This specifies what angle the shadow will use to be created.
  119878. *
  119879. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  119880. */
  119881. /**
  119882. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  119883. * This specifies what angle the shadow will use to be created.
  119884. *
  119885. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  119886. */
  119887. shadowAngle: number;
  119888. /**
  119889. * Gets the direction if it has been set.
  119890. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  119891. */
  119892. /**
  119893. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  119894. */
  119895. direction: Vector3;
  119896. /**
  119897. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  119898. * A PointLight emits the light in every direction.
  119899. * It can cast shadows.
  119900. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  119901. * ```javascript
  119902. * var pointLight = new PointLight("pl", camera.position, scene);
  119903. * ```
  119904. * Documentation : https://doc.babylonjs.com/babylon101/lights
  119905. * @param name The light friendly name
  119906. * @param position The position of the point light in the scene
  119907. * @param scene The scene the lights belongs to
  119908. */
  119909. constructor(name: string, position: Vector3, scene: Scene);
  119910. /**
  119911. * Returns the string "PointLight"
  119912. * @returns the class name
  119913. */
  119914. getClassName(): string;
  119915. /**
  119916. * Returns the integer 0.
  119917. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  119918. */
  119919. getTypeID(): number;
  119920. /**
  119921. * Specifies wether or not the shadowmap should be a cube texture.
  119922. * @returns true if the shadowmap needs to be a cube texture.
  119923. */
  119924. needCube(): boolean;
  119925. /**
  119926. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  119927. * @param faceIndex The index of the face we are computed the direction to generate shadow
  119928. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  119929. */
  119930. getShadowDirection(faceIndex?: number): Vector3;
  119931. /**
  119932. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  119933. * - fov = PI / 2
  119934. * - aspect ratio : 1.0
  119935. * - z-near and far equal to the active camera minZ and maxZ.
  119936. * Returns the PointLight.
  119937. */
  119938. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  119939. protected _buildUniformLayout(): void;
  119940. /**
  119941. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  119942. * @param effect The effect to update
  119943. * @param lightIndex The index of the light in the effect to update
  119944. * @returns The point light
  119945. */
  119946. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  119947. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  119948. /**
  119949. * Prepares the list of defines specific to the light type.
  119950. * @param defines the list of defines
  119951. * @param lightIndex defines the index of the light for the effect
  119952. */
  119953. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  119954. }
  119955. }
  119956. declare module BABYLON {
  119957. /**
  119958. * Header information of HDR texture files.
  119959. */
  119960. export interface HDRInfo {
  119961. /**
  119962. * The height of the texture in pixels.
  119963. */
  119964. height: number;
  119965. /**
  119966. * The width of the texture in pixels.
  119967. */
  119968. width: number;
  119969. /**
  119970. * The index of the beginning of the data in the binary file.
  119971. */
  119972. dataPosition: number;
  119973. }
  119974. /**
  119975. * This groups tools to convert HDR texture to native colors array.
  119976. */
  119977. export class HDRTools {
  119978. private static Ldexp;
  119979. private static Rgbe2float;
  119980. private static readStringLine;
  119981. /**
  119982. * Reads header information from an RGBE texture stored in a native array.
  119983. * More information on this format are available here:
  119984. * https://en.wikipedia.org/wiki/RGBE_image_format
  119985. *
  119986. * @param uint8array The binary file stored in native array.
  119987. * @return The header information.
  119988. */
  119989. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  119990. /**
  119991. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  119992. * This RGBE texture needs to store the information as a panorama.
  119993. *
  119994. * More information on this format are available here:
  119995. * https://en.wikipedia.org/wiki/RGBE_image_format
  119996. *
  119997. * @param buffer The binary file stored in an array buffer.
  119998. * @param size The expected size of the extracted cubemap.
  119999. * @return The Cube Map information.
  120000. */
  120001. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  120002. /**
  120003. * Returns the pixels data extracted from an RGBE texture.
  120004. * This pixels will be stored left to right up to down in the R G B order in one array.
  120005. *
  120006. * More information on this format are available here:
  120007. * https://en.wikipedia.org/wiki/RGBE_image_format
  120008. *
  120009. * @param uint8array The binary file stored in an array buffer.
  120010. * @param hdrInfo The header information of the file.
  120011. * @return The pixels data in RGB right to left up to down order.
  120012. */
  120013. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  120014. private static RGBE_ReadPixels_RLE;
  120015. }
  120016. }
  120017. declare module BABYLON {
  120018. /**
  120019. * This represents a texture coming from an HDR input.
  120020. *
  120021. * The only supported format is currently panorama picture stored in RGBE format.
  120022. * Example of such files can be found on HDRLib: http://hdrlib.com/
  120023. */
  120024. export class HDRCubeTexture extends BaseTexture {
  120025. private static _facesMapping;
  120026. private _generateHarmonics;
  120027. private _noMipmap;
  120028. private _textureMatrix;
  120029. private _size;
  120030. private _onLoad;
  120031. private _onError;
  120032. /**
  120033. * The texture URL.
  120034. */
  120035. url: string;
  120036. /**
  120037. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  120038. */
  120039. coordinatesMode: number;
  120040. protected _isBlocking: boolean;
  120041. /**
  120042. * Sets wether or not the texture is blocking during loading.
  120043. */
  120044. /**
  120045. * Gets wether or not the texture is blocking during loading.
  120046. */
  120047. isBlocking: boolean;
  120048. protected _rotationY: number;
  120049. /**
  120050. * Sets texture matrix rotation angle around Y axis in radians.
  120051. */
  120052. /**
  120053. * Gets texture matrix rotation angle around Y axis radians.
  120054. */
  120055. rotationY: number;
  120056. /**
  120057. * Gets or sets the center of the bounding box associated with the cube texture
  120058. * It must define where the camera used to render the texture was set
  120059. */
  120060. boundingBoxPosition: Vector3;
  120061. private _boundingBoxSize;
  120062. /**
  120063. * Gets or sets the size of the bounding box associated with the cube texture
  120064. * When defined, the cubemap will switch to local mode
  120065. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  120066. * @example https://www.babylonjs-playground.com/#RNASML
  120067. */
  120068. boundingBoxSize: Vector3;
  120069. /**
  120070. * Instantiates an HDRTexture from the following parameters.
  120071. *
  120072. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  120073. * @param scene The scene the texture will be used in
  120074. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  120075. * @param noMipmap Forces to not generate the mipmap if true
  120076. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  120077. * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  120078. * @param reserved Reserved flag for internal use.
  120079. */
  120080. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  120081. /**
  120082. * Get the current class name of the texture useful for serialization or dynamic coding.
  120083. * @returns "HDRCubeTexture"
  120084. */
  120085. getClassName(): string;
  120086. /**
  120087. * Occurs when the file is raw .hdr file.
  120088. */
  120089. private loadTexture;
  120090. clone(): HDRCubeTexture;
  120091. delayLoad(): void;
  120092. /**
  120093. * Get the texture reflection matrix used to rotate/transform the reflection.
  120094. * @returns the reflection matrix
  120095. */
  120096. getReflectionTextureMatrix(): Matrix;
  120097. /**
  120098. * Set the texture reflection matrix used to rotate/transform the reflection.
  120099. * @param value Define the reflection matrix to set
  120100. */
  120101. setReflectionTextureMatrix(value: Matrix): void;
  120102. /**
  120103. * Parses a JSON representation of an HDR Texture in order to create the texture
  120104. * @param parsedTexture Define the JSON representation
  120105. * @param scene Define the scene the texture should be created in
  120106. * @param rootUrl Define the root url in case we need to load relative dependencies
  120107. * @returns the newly created texture after parsing
  120108. */
  120109. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  120110. serialize(): any;
  120111. }
  120112. }
  120113. declare module BABYLON {
  120114. /**
  120115. * Class used to control physics engine
  120116. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  120117. */
  120118. export class PhysicsEngine implements IPhysicsEngine {
  120119. private _physicsPlugin;
  120120. /**
  120121. * Global value used to control the smallest number supported by the simulation
  120122. */
  120123. static Epsilon: number;
  120124. private _impostors;
  120125. private _joints;
  120126. /**
  120127. * Gets the gravity vector used by the simulation
  120128. */
  120129. gravity: Vector3;
  120130. /**
  120131. * Factory used to create the default physics plugin.
  120132. * @returns The default physics plugin
  120133. */
  120134. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  120135. /**
  120136. * Creates a new Physics Engine
  120137. * @param gravity defines the gravity vector used by the simulation
  120138. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  120139. */
  120140. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  120141. /**
  120142. * Sets the gravity vector used by the simulation
  120143. * @param gravity defines the gravity vector to use
  120144. */
  120145. setGravity(gravity: Vector3): void;
  120146. /**
  120147. * Set the time step of the physics engine.
  120148. * Default is 1/60.
  120149. * To slow it down, enter 1/600 for example.
  120150. * To speed it up, 1/30
  120151. * @param newTimeStep defines the new timestep to apply to this world.
  120152. */
  120153. setTimeStep(newTimeStep?: number): void;
  120154. /**
  120155. * Get the time step of the physics engine.
  120156. * @returns the current time step
  120157. */
  120158. getTimeStep(): number;
  120159. /**
  120160. * Release all resources
  120161. */
  120162. dispose(): void;
  120163. /**
  120164. * Gets the name of the current physics plugin
  120165. * @returns the name of the plugin
  120166. */
  120167. getPhysicsPluginName(): string;
  120168. /**
  120169. * Adding a new impostor for the impostor tracking.
  120170. * This will be done by the impostor itself.
  120171. * @param impostor the impostor to add
  120172. */
  120173. addImpostor(impostor: PhysicsImpostor): void;
  120174. /**
  120175. * Remove an impostor from the engine.
  120176. * This impostor and its mesh will not longer be updated by the physics engine.
  120177. * @param impostor the impostor to remove
  120178. */
  120179. removeImpostor(impostor: PhysicsImpostor): void;
  120180. /**
  120181. * Add a joint to the physics engine
  120182. * @param mainImpostor defines the main impostor to which the joint is added.
  120183. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  120184. * @param joint defines the joint that will connect both impostors.
  120185. */
  120186. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  120187. /**
  120188. * Removes a joint from the simulation
  120189. * @param mainImpostor defines the impostor used with the joint
  120190. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  120191. * @param joint defines the joint to remove
  120192. */
  120193. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  120194. /**
  120195. * Called by the scene. No need to call it.
  120196. * @param delta defines the timespam between frames
  120197. */
  120198. _step(delta: number): void;
  120199. /**
  120200. * Gets the current plugin used to run the simulation
  120201. * @returns current plugin
  120202. */
  120203. getPhysicsPlugin(): IPhysicsEnginePlugin;
  120204. /**
  120205. * Gets the list of physic impostors
  120206. * @returns an array of PhysicsImpostor
  120207. */
  120208. getImpostors(): Array<PhysicsImpostor>;
  120209. /**
  120210. * Gets the impostor for a physics enabled object
  120211. * @param object defines the object impersonated by the impostor
  120212. * @returns the PhysicsImpostor or null if not found
  120213. */
  120214. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  120215. /**
  120216. * Gets the impostor for a physics body object
  120217. * @param body defines physics body used by the impostor
  120218. * @returns the PhysicsImpostor or null if not found
  120219. */
  120220. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  120221. /**
  120222. * Does a raycast in the physics world
  120223. * @param from when should the ray start?
  120224. * @param to when should the ray end?
  120225. * @returns PhysicsRaycastResult
  120226. */
  120227. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  120228. }
  120229. }
  120230. declare module BABYLON {
  120231. /** @hidden */
  120232. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  120233. private _useDeltaForWorldStep;
  120234. world: any;
  120235. name: string;
  120236. private _physicsMaterials;
  120237. private _fixedTimeStep;
  120238. private _cannonRaycastResult;
  120239. private _raycastResult;
  120240. private _physicsBodysToRemoveAfterStep;
  120241. BJSCANNON: any;
  120242. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  120243. setGravity(gravity: Vector3): void;
  120244. setTimeStep(timeStep: number): void;
  120245. getTimeStep(): number;
  120246. executeStep(delta: number): void;
  120247. private _removeMarkedPhysicsBodiesFromWorld;
  120248. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120249. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120250. generatePhysicsBody(impostor: PhysicsImpostor): void;
  120251. private _processChildMeshes;
  120252. removePhysicsBody(impostor: PhysicsImpostor): void;
  120253. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  120254. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  120255. private _addMaterial;
  120256. private _checkWithEpsilon;
  120257. private _createShape;
  120258. private _createHeightmap;
  120259. private _minus90X;
  120260. private _plus90X;
  120261. private _tmpPosition;
  120262. private _tmpDeltaPosition;
  120263. private _tmpUnityRotation;
  120264. private _updatePhysicsBodyTransformation;
  120265. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  120266. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  120267. isSupported(): boolean;
  120268. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120269. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120270. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120271. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120272. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  120273. getBodyMass(impostor: PhysicsImpostor): number;
  120274. getBodyFriction(impostor: PhysicsImpostor): number;
  120275. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  120276. getBodyRestitution(impostor: PhysicsImpostor): number;
  120277. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  120278. sleepBody(impostor: PhysicsImpostor): void;
  120279. wakeUpBody(impostor: PhysicsImpostor): void;
  120280. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  120281. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  120282. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  120283. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  120284. getRadius(impostor: PhysicsImpostor): number;
  120285. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  120286. dispose(): void;
  120287. private _extendNamespace;
  120288. /**
  120289. * Does a raycast in the physics world
  120290. * @param from when should the ray start?
  120291. * @param to when should the ray end?
  120292. * @returns PhysicsRaycastResult
  120293. */
  120294. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  120295. }
  120296. }
  120297. declare module BABYLON {
  120298. /** @hidden */
  120299. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  120300. world: any;
  120301. name: string;
  120302. BJSOIMO: any;
  120303. private _raycastResult;
  120304. constructor(iterations?: number, oimoInjection?: any);
  120305. setGravity(gravity: Vector3): void;
  120306. setTimeStep(timeStep: number): void;
  120307. getTimeStep(): number;
  120308. private _tmpImpostorsArray;
  120309. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  120310. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120311. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120312. generatePhysicsBody(impostor: PhysicsImpostor): void;
  120313. private _tmpPositionVector;
  120314. removePhysicsBody(impostor: PhysicsImpostor): void;
  120315. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  120316. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  120317. isSupported(): boolean;
  120318. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  120319. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  120320. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120321. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120322. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120323. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120324. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  120325. getBodyMass(impostor: PhysicsImpostor): number;
  120326. getBodyFriction(impostor: PhysicsImpostor): number;
  120327. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  120328. getBodyRestitution(impostor: PhysicsImpostor): number;
  120329. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  120330. sleepBody(impostor: PhysicsImpostor): void;
  120331. wakeUpBody(impostor: PhysicsImpostor): void;
  120332. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  120333. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  120334. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  120335. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  120336. getRadius(impostor: PhysicsImpostor): number;
  120337. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  120338. dispose(): void;
  120339. /**
  120340. * Does a raycast in the physics world
  120341. * @param from when should the ray start?
  120342. * @param to when should the ray end?
  120343. * @returns PhysicsRaycastResult
  120344. */
  120345. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  120346. }
  120347. }
  120348. declare module BABYLON {
  120349. /**
  120350. * Class containing static functions to help procedurally build meshes
  120351. */
  120352. export class RibbonBuilder {
  120353. /**
  120354. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  120355. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  120356. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  120357. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  120358. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  120359. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  120360. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  120361. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120362. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  120363. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120364. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  120365. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  120366. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  120367. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  120368. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120369. * @param name defines the name of the mesh
  120370. * @param options defines the options used to create the mesh
  120371. * @param scene defines the hosting scene
  120372. * @returns the ribbon mesh
  120373. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  120374. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120375. */
  120376. static CreateRibbon(name: string, options: {
  120377. pathArray: Vector3[][];
  120378. closeArray?: boolean;
  120379. closePath?: boolean;
  120380. offset?: number;
  120381. updatable?: boolean;
  120382. sideOrientation?: number;
  120383. frontUVs?: Vector4;
  120384. backUVs?: Vector4;
  120385. instance?: Mesh;
  120386. invertUV?: boolean;
  120387. uvs?: Vector2[];
  120388. colors?: Color4[];
  120389. }, scene?: Nullable<Scene>): Mesh;
  120390. }
  120391. }
  120392. declare module BABYLON {
  120393. /**
  120394. * Class containing static functions to help procedurally build meshes
  120395. */
  120396. export class ShapeBuilder {
  120397. /**
  120398. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  120399. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  120400. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  120401. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  120402. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  120403. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  120404. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  120405. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  120406. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120407. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  120408. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  120409. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  120410. * @param name defines the name of the mesh
  120411. * @param options defines the options used to create the mesh
  120412. * @param scene defines the hosting scene
  120413. * @returns the extruded shape mesh
  120414. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120415. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  120416. */
  120417. static ExtrudeShape(name: string, options: {
  120418. shape: Vector3[];
  120419. path: Vector3[];
  120420. scale?: number;
  120421. rotation?: number;
  120422. cap?: number;
  120423. updatable?: boolean;
  120424. sideOrientation?: number;
  120425. frontUVs?: Vector4;
  120426. backUVs?: Vector4;
  120427. instance?: Mesh;
  120428. invertUV?: boolean;
  120429. }, scene?: Nullable<Scene>): Mesh;
  120430. /**
  120431. * Creates an custom extruded shape mesh.
  120432. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  120433. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  120434. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  120435. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  120436. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  120437. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  120438. * * It must returns a float value that will be the scale value applied to the shape on each path point
  120439. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  120440. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  120441. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  120442. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  120443. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  120444. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120445. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  120446. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120447. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120448. * @param name defines the name of the mesh
  120449. * @param options defines the options used to create the mesh
  120450. * @param scene defines the hosting scene
  120451. * @returns the custom extruded shape mesh
  120452. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  120453. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120454. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  120455. */
  120456. static ExtrudeShapeCustom(name: string, options: {
  120457. shape: Vector3[];
  120458. path: Vector3[];
  120459. scaleFunction?: any;
  120460. rotationFunction?: any;
  120461. ribbonCloseArray?: boolean;
  120462. ribbonClosePath?: boolean;
  120463. cap?: number;
  120464. updatable?: boolean;
  120465. sideOrientation?: number;
  120466. frontUVs?: Vector4;
  120467. backUVs?: Vector4;
  120468. instance?: Mesh;
  120469. invertUV?: boolean;
  120470. }, scene?: Nullable<Scene>): Mesh;
  120471. private static _ExtrudeShapeGeneric;
  120472. }
  120473. }
  120474. declare module BABYLON {
  120475. /**
  120476. * AmmoJS Physics plugin
  120477. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  120478. * @see https://github.com/kripken/ammo.js/
  120479. */
  120480. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  120481. private _useDeltaForWorldStep;
  120482. /**
  120483. * Reference to the Ammo library
  120484. */
  120485. bjsAMMO: any;
  120486. /**
  120487. * Created ammoJS world which physics bodies are added to
  120488. */
  120489. world: any;
  120490. /**
  120491. * Name of the plugin
  120492. */
  120493. name: string;
  120494. private _timeStep;
  120495. private _fixedTimeStep;
  120496. private _maxSteps;
  120497. private _tmpQuaternion;
  120498. private _tmpAmmoTransform;
  120499. private _tmpAmmoQuaternion;
  120500. private _tmpAmmoConcreteContactResultCallback;
  120501. private _collisionConfiguration;
  120502. private _dispatcher;
  120503. private _overlappingPairCache;
  120504. private _solver;
  120505. private _softBodySolver;
  120506. private _tmpAmmoVectorA;
  120507. private _tmpAmmoVectorB;
  120508. private _tmpAmmoVectorC;
  120509. private _tmpAmmoVectorD;
  120510. private _tmpContactCallbackResult;
  120511. private _tmpAmmoVectorRCA;
  120512. private _tmpAmmoVectorRCB;
  120513. private _raycastResult;
  120514. private static readonly DISABLE_COLLISION_FLAG;
  120515. private static readonly KINEMATIC_FLAG;
  120516. private static readonly DISABLE_DEACTIVATION_FLAG;
  120517. /**
  120518. * Initializes the ammoJS plugin
  120519. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  120520. * @param ammoInjection can be used to inject your own ammo reference
  120521. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  120522. */
  120523. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  120524. /**
  120525. * Sets the gravity of the physics world (m/(s^2))
  120526. * @param gravity Gravity to set
  120527. */
  120528. setGravity(gravity: Vector3): void;
  120529. /**
  120530. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  120531. * @param timeStep timestep to use in seconds
  120532. */
  120533. setTimeStep(timeStep: number): void;
  120534. /**
  120535. * Increment to step forward in the physics engine (If timeStep is set to 1/60 and fixedTimeStep is set to 1/120 the physics engine should run 2 steps per frame) (Default: 1/60)
  120536. * @param fixedTimeStep fixedTimeStep to use in seconds
  120537. */
  120538. setFixedTimeStep(fixedTimeStep: number): void;
  120539. /**
  120540. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  120541. * @param maxSteps the maximum number of steps by the physics engine per frame
  120542. */
  120543. setMaxSteps(maxSteps: number): void;
  120544. /**
  120545. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  120546. * @returns the current timestep in seconds
  120547. */
  120548. getTimeStep(): number;
  120549. private _isImpostorInContact;
  120550. private _isImpostorPairInContact;
  120551. private _stepSimulation;
  120552. /**
  120553. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  120554. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  120555. * After the step the babylon meshes are set to the position of the physics imposters
  120556. * @param delta amount of time to step forward
  120557. * @param impostors array of imposters to update before/after the step
  120558. */
  120559. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  120560. /**
  120561. * Update babylon mesh to match physics world object
  120562. * @param impostor imposter to match
  120563. */
  120564. private _afterSoftStep;
  120565. /**
  120566. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  120567. * @param impostor imposter to match
  120568. */
  120569. private _ropeStep;
  120570. /**
  120571. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  120572. * @param impostor imposter to match
  120573. */
  120574. private _softbodyOrClothStep;
  120575. private _tmpVector;
  120576. private _tmpMatrix;
  120577. /**
  120578. * Applies an impulse on the imposter
  120579. * @param impostor imposter to apply impulse to
  120580. * @param force amount of force to be applied to the imposter
  120581. * @param contactPoint the location to apply the impulse on the imposter
  120582. */
  120583. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120584. /**
  120585. * Applies a force on the imposter
  120586. * @param impostor imposter to apply force
  120587. * @param force amount of force to be applied to the imposter
  120588. * @param contactPoint the location to apply the force on the imposter
  120589. */
  120590. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120591. /**
  120592. * Creates a physics body using the plugin
  120593. * @param impostor the imposter to create the physics body on
  120594. */
  120595. generatePhysicsBody(impostor: PhysicsImpostor): void;
  120596. /**
  120597. * Removes the physics body from the imposter and disposes of the body's memory
  120598. * @param impostor imposter to remove the physics body from
  120599. */
  120600. removePhysicsBody(impostor: PhysicsImpostor): void;
  120601. /**
  120602. * Generates a joint
  120603. * @param impostorJoint the imposter joint to create the joint with
  120604. */
  120605. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  120606. /**
  120607. * Removes a joint
  120608. * @param impostorJoint the imposter joint to remove the joint from
  120609. */
  120610. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  120611. private _addMeshVerts;
  120612. /**
  120613. * Initialise the soft body vertices to match its object's (mesh) vertices
  120614. * Softbody vertices (nodes) are in world space and to match this
  120615. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  120616. * @param impostor to create the softbody for
  120617. */
  120618. private _softVertexData;
  120619. /**
  120620. * Create an impostor's soft body
  120621. * @param impostor to create the softbody for
  120622. */
  120623. private _createSoftbody;
  120624. /**
  120625. * Create cloth for an impostor
  120626. * @param impostor to create the softbody for
  120627. */
  120628. private _createCloth;
  120629. /**
  120630. * Create rope for an impostor
  120631. * @param impostor to create the softbody for
  120632. */
  120633. private _createRope;
  120634. private _addHullVerts;
  120635. private _createShape;
  120636. /**
  120637. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  120638. * @param impostor imposter containing the physics body and babylon object
  120639. */
  120640. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  120641. /**
  120642. * Sets the babylon object's position/rotation from the physics body's position/rotation
  120643. * @param impostor imposter containing the physics body and babylon object
  120644. * @param newPosition new position
  120645. * @param newRotation new rotation
  120646. */
  120647. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  120648. /**
  120649. * If this plugin is supported
  120650. * @returns true if its supported
  120651. */
  120652. isSupported(): boolean;
  120653. /**
  120654. * Sets the linear velocity of the physics body
  120655. * @param impostor imposter to set the velocity on
  120656. * @param velocity velocity to set
  120657. */
  120658. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120659. /**
  120660. * Sets the angular velocity of the physics body
  120661. * @param impostor imposter to set the velocity on
  120662. * @param velocity velocity to set
  120663. */
  120664. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120665. /**
  120666. * gets the linear velocity
  120667. * @param impostor imposter to get linear velocity from
  120668. * @returns linear velocity
  120669. */
  120670. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120671. /**
  120672. * gets the angular velocity
  120673. * @param impostor imposter to get angular velocity from
  120674. * @returns angular velocity
  120675. */
  120676. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120677. /**
  120678. * Sets the mass of physics body
  120679. * @param impostor imposter to set the mass on
  120680. * @param mass mass to set
  120681. */
  120682. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  120683. /**
  120684. * Gets the mass of the physics body
  120685. * @param impostor imposter to get the mass from
  120686. * @returns mass
  120687. */
  120688. getBodyMass(impostor: PhysicsImpostor): number;
  120689. /**
  120690. * Gets friction of the impostor
  120691. * @param impostor impostor to get friction from
  120692. * @returns friction value
  120693. */
  120694. getBodyFriction(impostor: PhysicsImpostor): number;
  120695. /**
  120696. * Sets friction of the impostor
  120697. * @param impostor impostor to set friction on
  120698. * @param friction friction value
  120699. */
  120700. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  120701. /**
  120702. * Gets restitution of the impostor
  120703. * @param impostor impostor to get restitution from
  120704. * @returns restitution value
  120705. */
  120706. getBodyRestitution(impostor: PhysicsImpostor): number;
  120707. /**
  120708. * Sets resitution of the impostor
  120709. * @param impostor impostor to set resitution on
  120710. * @param restitution resitution value
  120711. */
  120712. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  120713. /**
  120714. * Gets pressure inside the impostor
  120715. * @param impostor impostor to get pressure from
  120716. * @returns pressure value
  120717. */
  120718. getBodyPressure(impostor: PhysicsImpostor): number;
  120719. /**
  120720. * Sets pressure inside a soft body impostor
  120721. * Cloth and rope must remain 0 pressure
  120722. * @param impostor impostor to set pressure on
  120723. * @param pressure pressure value
  120724. */
  120725. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  120726. /**
  120727. * Gets stiffness of the impostor
  120728. * @param impostor impostor to get stiffness from
  120729. * @returns pressure value
  120730. */
  120731. getBodyStiffness(impostor: PhysicsImpostor): number;
  120732. /**
  120733. * Sets stiffness of the impostor
  120734. * @param impostor impostor to set stiffness on
  120735. * @param stiffness stiffness value from 0 to 1
  120736. */
  120737. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  120738. /**
  120739. * Gets velocityIterations of the impostor
  120740. * @param impostor impostor to get velocity iterations from
  120741. * @returns velocityIterations value
  120742. */
  120743. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  120744. /**
  120745. * Sets velocityIterations of the impostor
  120746. * @param impostor impostor to set velocity iterations on
  120747. * @param velocityIterations velocityIterations value
  120748. */
  120749. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  120750. /**
  120751. * Gets positionIterations of the impostor
  120752. * @param impostor impostor to get position iterations from
  120753. * @returns positionIterations value
  120754. */
  120755. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  120756. /**
  120757. * Sets positionIterations of the impostor
  120758. * @param impostor impostor to set position on
  120759. * @param positionIterations positionIterations value
  120760. */
  120761. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  120762. /**
  120763. * Append an anchor to a cloth object
  120764. * @param impostor is the cloth impostor to add anchor to
  120765. * @param otherImpostor is the rigid impostor to anchor to
  120766. * @param width ratio across width from 0 to 1
  120767. * @param height ratio up height from 0 to 1
  120768. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  120769. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  120770. */
  120771. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  120772. /**
  120773. * Append an hook to a rope object
  120774. * @param impostor is the rope impostor to add hook to
  120775. * @param otherImpostor is the rigid impostor to hook to
  120776. * @param length ratio along the rope from 0 to 1
  120777. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  120778. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  120779. */
  120780. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  120781. /**
  120782. * Sleeps the physics body and stops it from being active
  120783. * @param impostor impostor to sleep
  120784. */
  120785. sleepBody(impostor: PhysicsImpostor): void;
  120786. /**
  120787. * Activates the physics body
  120788. * @param impostor impostor to activate
  120789. */
  120790. wakeUpBody(impostor: PhysicsImpostor): void;
  120791. /**
  120792. * Updates the distance parameters of the joint
  120793. * @param joint joint to update
  120794. * @param maxDistance maximum distance of the joint
  120795. * @param minDistance minimum distance of the joint
  120796. */
  120797. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  120798. /**
  120799. * Sets a motor on the joint
  120800. * @param joint joint to set motor on
  120801. * @param speed speed of the motor
  120802. * @param maxForce maximum force of the motor
  120803. * @param motorIndex index of the motor
  120804. */
  120805. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  120806. /**
  120807. * Sets the motors limit
  120808. * @param joint joint to set limit on
  120809. * @param upperLimit upper limit
  120810. * @param lowerLimit lower limit
  120811. */
  120812. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  120813. /**
  120814. * Syncs the position and rotation of a mesh with the impostor
  120815. * @param mesh mesh to sync
  120816. * @param impostor impostor to update the mesh with
  120817. */
  120818. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  120819. /**
  120820. * Gets the radius of the impostor
  120821. * @param impostor impostor to get radius from
  120822. * @returns the radius
  120823. */
  120824. getRadius(impostor: PhysicsImpostor): number;
  120825. /**
  120826. * Gets the box size of the impostor
  120827. * @param impostor impostor to get box size from
  120828. * @param result the resulting box size
  120829. */
  120830. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  120831. /**
  120832. * Disposes of the impostor
  120833. */
  120834. dispose(): void;
  120835. /**
  120836. * Does a raycast in the physics world
  120837. * @param from when should the ray start?
  120838. * @param to when should the ray end?
  120839. * @returns PhysicsRaycastResult
  120840. */
  120841. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  120842. }
  120843. }
  120844. declare module BABYLON {
  120845. interface AbstractScene {
  120846. /**
  120847. * The list of reflection probes added to the scene
  120848. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  120849. */
  120850. reflectionProbes: Array<ReflectionProbe>;
  120851. /**
  120852. * Removes the given reflection probe from this scene.
  120853. * @param toRemove The reflection probe to remove
  120854. * @returns The index of the removed reflection probe
  120855. */
  120856. removeReflectionProbe(toRemove: ReflectionProbe): number;
  120857. /**
  120858. * Adds the given reflection probe to this scene.
  120859. * @param newReflectionProbe The reflection probe to add
  120860. */
  120861. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  120862. }
  120863. /**
  120864. * Class used to generate realtime reflection / refraction cube textures
  120865. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  120866. */
  120867. export class ReflectionProbe {
  120868. /** defines the name of the probe */
  120869. name: string;
  120870. private _scene;
  120871. private _renderTargetTexture;
  120872. private _projectionMatrix;
  120873. private _viewMatrix;
  120874. private _target;
  120875. private _add;
  120876. private _attachedMesh;
  120877. private _invertYAxis;
  120878. /** Gets or sets probe position (center of the cube map) */
  120879. position: Vector3;
  120880. /**
  120881. * Creates a new reflection probe
  120882. * @param name defines the name of the probe
  120883. * @param size defines the texture resolution (for each face)
  120884. * @param scene defines the hosting scene
  120885. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  120886. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  120887. */
  120888. constructor(
  120889. /** defines the name of the probe */
  120890. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  120891. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  120892. samples: number;
  120893. /** Gets or sets the refresh rate to use (on every frame by default) */
  120894. refreshRate: number;
  120895. /**
  120896. * Gets the hosting scene
  120897. * @returns a Scene
  120898. */
  120899. getScene(): Scene;
  120900. /** Gets the internal CubeTexture used to render to */
  120901. readonly cubeTexture: RenderTargetTexture;
  120902. /** Gets the list of meshes to render */
  120903. readonly renderList: Nullable<AbstractMesh[]>;
  120904. /**
  120905. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  120906. * @param mesh defines the mesh to attach to
  120907. */
  120908. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  120909. /**
  120910. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  120911. * @param renderingGroupId The rendering group id corresponding to its index
  120912. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  120913. */
  120914. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  120915. /**
  120916. * Clean all associated resources
  120917. */
  120918. dispose(): void;
  120919. /**
  120920. * Converts the reflection probe information to a readable string for debug purpose.
  120921. * @param fullDetails Supports for multiple levels of logging within scene loading
  120922. * @returns the human readable reflection probe info
  120923. */
  120924. toString(fullDetails?: boolean): string;
  120925. /**
  120926. * Get the class name of the relfection probe.
  120927. * @returns "ReflectionProbe"
  120928. */
  120929. getClassName(): string;
  120930. /**
  120931. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  120932. * @returns The JSON representation of the texture
  120933. */
  120934. serialize(): any;
  120935. /**
  120936. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  120937. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  120938. * @param scene Define the scene the parsed reflection probe should be instantiated in
  120939. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  120940. * @returns The parsed reflection probe if successful
  120941. */
  120942. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  120943. }
  120944. }
  120945. declare module BABYLON {
  120946. /** @hidden */
  120947. export var _BabylonLoaderRegistered: boolean;
  120948. /**
  120949. * Helps setting up some configuration for the babylon file loader.
  120950. */
  120951. export class BabylonFileLoaderConfiguration {
  120952. /**
  120953. * The loader does not allow injecting custom physix engine into the plugins.
  120954. * Unfortunately in ES6, we need to manually inject them into the plugin.
  120955. * So you could set this variable to your engine import to make it work.
  120956. */
  120957. static LoaderInjectedPhysicsEngine: any;
  120958. }
  120959. }
  120960. declare module BABYLON {
  120961. /**
  120962. * The Physically based simple base material of BJS.
  120963. *
  120964. * This enables better naming and convention enforcements on top of the pbrMaterial.
  120965. * It is used as the base class for both the specGloss and metalRough conventions.
  120966. */
  120967. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  120968. /**
  120969. * Number of Simultaneous lights allowed on the material.
  120970. */
  120971. maxSimultaneousLights: number;
  120972. /**
  120973. * If sets to true, disables all the lights affecting the material.
  120974. */
  120975. disableLighting: boolean;
  120976. /**
  120977. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  120978. */
  120979. environmentTexture: BaseTexture;
  120980. /**
  120981. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  120982. */
  120983. invertNormalMapX: boolean;
  120984. /**
  120985. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  120986. */
  120987. invertNormalMapY: boolean;
  120988. /**
  120989. * Normal map used in the model.
  120990. */
  120991. normalTexture: BaseTexture;
  120992. /**
  120993. * Emissivie color used to self-illuminate the model.
  120994. */
  120995. emissiveColor: Color3;
  120996. /**
  120997. * Emissivie texture used to self-illuminate the model.
  120998. */
  120999. emissiveTexture: BaseTexture;
  121000. /**
  121001. * Occlusion Channel Strenght.
  121002. */
  121003. occlusionStrength: number;
  121004. /**
  121005. * Occlusion Texture of the material (adding extra occlusion effects).
  121006. */
  121007. occlusionTexture: BaseTexture;
  121008. /**
  121009. * Defines the alpha limits in alpha test mode.
  121010. */
  121011. alphaCutOff: number;
  121012. /**
  121013. * Gets the current double sided mode.
  121014. */
  121015. /**
  121016. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  121017. */
  121018. doubleSided: boolean;
  121019. /**
  121020. * Stores the pre-calculated light information of a mesh in a texture.
  121021. */
  121022. lightmapTexture: BaseTexture;
  121023. /**
  121024. * If true, the light map contains occlusion information instead of lighting info.
  121025. */
  121026. useLightmapAsShadowmap: boolean;
  121027. /**
  121028. * Instantiates a new PBRMaterial instance.
  121029. *
  121030. * @param name The material name
  121031. * @param scene The scene the material will be use in.
  121032. */
  121033. constructor(name: string, scene: Scene);
  121034. getClassName(): string;
  121035. }
  121036. }
  121037. declare module BABYLON {
  121038. /**
  121039. * The PBR material of BJS following the metal roughness convention.
  121040. *
  121041. * This fits to the PBR convention in the GLTF definition:
  121042. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  121043. */
  121044. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  121045. /**
  121046. * The base color has two different interpretations depending on the value of metalness.
  121047. * When the material is a metal, the base color is the specific measured reflectance value
  121048. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  121049. * of the material.
  121050. */
  121051. baseColor: Color3;
  121052. /**
  121053. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  121054. * well as opacity information in the alpha channel.
  121055. */
  121056. baseTexture: BaseTexture;
  121057. /**
  121058. * Specifies the metallic scalar value of the material.
  121059. * Can also be used to scale the metalness values of the metallic texture.
  121060. */
  121061. metallic: number;
  121062. /**
  121063. * Specifies the roughness scalar value of the material.
  121064. * Can also be used to scale the roughness values of the metallic texture.
  121065. */
  121066. roughness: number;
  121067. /**
  121068. * Texture containing both the metallic value in the B channel and the
  121069. * roughness value in the G channel to keep better precision.
  121070. */
  121071. metallicRoughnessTexture: BaseTexture;
  121072. /**
  121073. * Instantiates a new PBRMetalRoughnessMaterial instance.
  121074. *
  121075. * @param name The material name
  121076. * @param scene The scene the material will be use in.
  121077. */
  121078. constructor(name: string, scene: Scene);
  121079. /**
  121080. * Return the currrent class name of the material.
  121081. */
  121082. getClassName(): string;
  121083. /**
  121084. * Makes a duplicate of the current material.
  121085. * @param name - name to use for the new material.
  121086. */
  121087. clone(name: string): PBRMetallicRoughnessMaterial;
  121088. /**
  121089. * Serialize the material to a parsable JSON object.
  121090. */
  121091. serialize(): any;
  121092. /**
  121093. * Parses a JSON object correponding to the serialize function.
  121094. */
  121095. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  121096. }
  121097. }
  121098. declare module BABYLON {
  121099. /**
  121100. * The PBR material of BJS following the specular glossiness convention.
  121101. *
  121102. * This fits to the PBR convention in the GLTF definition:
  121103. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  121104. */
  121105. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  121106. /**
  121107. * Specifies the diffuse color of the material.
  121108. */
  121109. diffuseColor: Color3;
  121110. /**
  121111. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  121112. * channel.
  121113. */
  121114. diffuseTexture: BaseTexture;
  121115. /**
  121116. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  121117. */
  121118. specularColor: Color3;
  121119. /**
  121120. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  121121. */
  121122. glossiness: number;
  121123. /**
  121124. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  121125. */
  121126. specularGlossinessTexture: BaseTexture;
  121127. /**
  121128. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  121129. *
  121130. * @param name The material name
  121131. * @param scene The scene the material will be use in.
  121132. */
  121133. constructor(name: string, scene: Scene);
  121134. /**
  121135. * Return the currrent class name of the material.
  121136. */
  121137. getClassName(): string;
  121138. /**
  121139. * Makes a duplicate of the current material.
  121140. * @param name - name to use for the new material.
  121141. */
  121142. clone(name: string): PBRSpecularGlossinessMaterial;
  121143. /**
  121144. * Serialize the material to a parsable JSON object.
  121145. */
  121146. serialize(): any;
  121147. /**
  121148. * Parses a JSON object correponding to the serialize function.
  121149. */
  121150. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  121151. }
  121152. }
  121153. declare module BABYLON {
  121154. /**
  121155. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  121156. * It can help converting any input color in a desired output one. This can then be used to create effects
  121157. * from sepia, black and white to sixties or futuristic rendering...
  121158. *
  121159. * The only supported format is currently 3dl.
  121160. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  121161. */
  121162. export class ColorGradingTexture extends BaseTexture {
  121163. /**
  121164. * The current texture matrix. (will always be identity in color grading texture)
  121165. */
  121166. private _textureMatrix;
  121167. /**
  121168. * The texture URL.
  121169. */
  121170. url: string;
  121171. /**
  121172. * Empty line regex stored for GC.
  121173. */
  121174. private static _noneEmptyLineRegex;
  121175. private _engine;
  121176. /**
  121177. * Instantiates a ColorGradingTexture from the following parameters.
  121178. *
  121179. * @param url The location of the color gradind data (currently only supporting 3dl)
  121180. * @param scene The scene the texture will be used in
  121181. */
  121182. constructor(url: string, scene: Scene);
  121183. /**
  121184. * Returns the texture matrix used in most of the material.
  121185. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  121186. */
  121187. getTextureMatrix(): Matrix;
  121188. /**
  121189. * Occurs when the file being loaded is a .3dl LUT file.
  121190. */
  121191. private load3dlTexture;
  121192. /**
  121193. * Starts the loading process of the texture.
  121194. */
  121195. private loadTexture;
  121196. /**
  121197. * Clones the color gradind texture.
  121198. */
  121199. clone(): ColorGradingTexture;
  121200. /**
  121201. * Called during delayed load for textures.
  121202. */
  121203. delayLoad(): void;
  121204. /**
  121205. * Parses a color grading texture serialized by Babylon.
  121206. * @param parsedTexture The texture information being parsedTexture
  121207. * @param scene The scene to load the texture in
  121208. * @param rootUrl The root url of the data assets to load
  121209. * @return A color gradind texture
  121210. */
  121211. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  121212. /**
  121213. * Serializes the LUT texture to json format.
  121214. */
  121215. serialize(): any;
  121216. }
  121217. }
  121218. declare module BABYLON {
  121219. /**
  121220. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  121221. */
  121222. export class EquiRectangularCubeTexture extends BaseTexture {
  121223. /** The six faces of the cube. */
  121224. private static _FacesMapping;
  121225. private _noMipmap;
  121226. private _onLoad;
  121227. private _onError;
  121228. /** The size of the cubemap. */
  121229. private _size;
  121230. /** The buffer of the image. */
  121231. private _buffer;
  121232. /** The width of the input image. */
  121233. private _width;
  121234. /** The height of the input image. */
  121235. private _height;
  121236. /** The URL to the image. */
  121237. url: string;
  121238. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  121239. coordinatesMode: number;
  121240. /**
  121241. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  121242. * @param url The location of the image
  121243. * @param scene The scene the texture will be used in
  121244. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  121245. * @param noMipmap Forces to not generate the mipmap if true
  121246. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  121247. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  121248. * @param onLoad — defines a callback called when texture is loaded
  121249. * @param onError — defines a callback called if there is an error
  121250. */
  121251. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  121252. /**
  121253. * Load the image data, by putting the image on a canvas and extracting its buffer.
  121254. */
  121255. private loadImage;
  121256. /**
  121257. * Convert the image buffer into a cubemap and create a CubeTexture.
  121258. */
  121259. private loadTexture;
  121260. /**
  121261. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  121262. * @param buffer The ArrayBuffer that should be converted.
  121263. * @returns The buffer as Float32Array.
  121264. */
  121265. private getFloat32ArrayFromArrayBuffer;
  121266. /**
  121267. * Get the current class name of the texture useful for serialization or dynamic coding.
  121268. * @returns "EquiRectangularCubeTexture"
  121269. */
  121270. getClassName(): string;
  121271. /**
  121272. * Create a clone of the current EquiRectangularCubeTexture and return it.
  121273. * @returns A clone of the current EquiRectangularCubeTexture.
  121274. */
  121275. clone(): EquiRectangularCubeTexture;
  121276. }
  121277. }
  121278. declare module BABYLON {
  121279. /**
  121280. * Based on jsTGALoader - Javascript loader for TGA file
  121281. * By Vincent Thibault
  121282. * @see http://blog.robrowser.com/javascript-tga-loader.html
  121283. */
  121284. export class TGATools {
  121285. private static _TYPE_INDEXED;
  121286. private static _TYPE_RGB;
  121287. private static _TYPE_GREY;
  121288. private static _TYPE_RLE_INDEXED;
  121289. private static _TYPE_RLE_RGB;
  121290. private static _TYPE_RLE_GREY;
  121291. private static _ORIGIN_MASK;
  121292. private static _ORIGIN_SHIFT;
  121293. private static _ORIGIN_BL;
  121294. private static _ORIGIN_BR;
  121295. private static _ORIGIN_UL;
  121296. private static _ORIGIN_UR;
  121297. /**
  121298. * Gets the header of a TGA file
  121299. * @param data defines the TGA data
  121300. * @returns the header
  121301. */
  121302. static GetTGAHeader(data: Uint8Array): any;
  121303. /**
  121304. * Uploads TGA content to a Babylon Texture
  121305. * @hidden
  121306. */
  121307. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  121308. /** @hidden */
  121309. 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;
  121310. /** @hidden */
  121311. 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;
  121312. /** @hidden */
  121313. 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;
  121314. /** @hidden */
  121315. 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;
  121316. /** @hidden */
  121317. 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;
  121318. /** @hidden */
  121319. 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;
  121320. }
  121321. }
  121322. declare module BABYLON {
  121323. /**
  121324. * Implementation of the TGA Texture Loader.
  121325. * @hidden
  121326. */
  121327. export class _TGATextureLoader implements IInternalTextureLoader {
  121328. /**
  121329. * Defines wether the loader supports cascade loading the different faces.
  121330. */
  121331. readonly supportCascades: boolean;
  121332. /**
  121333. * This returns if the loader support the current file information.
  121334. * @param extension defines the file extension of the file being loaded
  121335. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121336. * @param fallback defines the fallback internal texture if any
  121337. * @param isBase64 defines whether the texture is encoded as a base64
  121338. * @param isBuffer defines whether the texture data are stored as a buffer
  121339. * @returns true if the loader can load the specified file
  121340. */
  121341. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  121342. /**
  121343. * Transform the url before loading if required.
  121344. * @param rootUrl the url of the texture
  121345. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121346. * @returns the transformed texture
  121347. */
  121348. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  121349. /**
  121350. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  121351. * @param rootUrl the url of the texture
  121352. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121353. * @returns the fallback texture
  121354. */
  121355. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  121356. /**
  121357. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  121358. * @param data contains the texture data
  121359. * @param texture defines the BabylonJS internal texture
  121360. * @param createPolynomials will be true if polynomials have been requested
  121361. * @param onLoad defines the callback to trigger once the texture is ready
  121362. * @param onError defines the callback to trigger in case of error
  121363. */
  121364. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  121365. /**
  121366. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  121367. * @param data contains the texture data
  121368. * @param texture defines the BabylonJS internal texture
  121369. * @param callback defines the method to call once ready to upload
  121370. */
  121371. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  121372. }
  121373. }
  121374. declare module BABYLON {
  121375. /**
  121376. * Info about the .basis files
  121377. */
  121378. class BasisFileInfo {
  121379. /**
  121380. * If the file has alpha
  121381. */
  121382. hasAlpha: boolean;
  121383. /**
  121384. * Info about each image of the basis file
  121385. */
  121386. images: Array<{
  121387. levels: Array<{
  121388. width: number;
  121389. height: number;
  121390. transcodedPixels: ArrayBufferView;
  121391. }>;
  121392. }>;
  121393. }
  121394. /**
  121395. * Result of transcoding a basis file
  121396. */
  121397. class TranscodeResult {
  121398. /**
  121399. * Info about the .basis file
  121400. */
  121401. fileInfo: BasisFileInfo;
  121402. /**
  121403. * Format to use when loading the file
  121404. */
  121405. format: number;
  121406. }
  121407. /**
  121408. * Configuration options for the Basis transcoder
  121409. */
  121410. export class BasisTranscodeConfiguration {
  121411. /**
  121412. * Supported compression formats used to determine the supported output format of the transcoder
  121413. */
  121414. supportedCompressionFormats?: {
  121415. /**
  121416. * etc1 compression format
  121417. */
  121418. etc1?: boolean;
  121419. /**
  121420. * s3tc compression format
  121421. */
  121422. s3tc?: boolean;
  121423. /**
  121424. * pvrtc compression format
  121425. */
  121426. pvrtc?: boolean;
  121427. /**
  121428. * etc2 compression format
  121429. */
  121430. etc2?: boolean;
  121431. };
  121432. /**
  121433. * If mipmap levels should be loaded for transcoded images (Default: true)
  121434. */
  121435. loadMipmapLevels?: boolean;
  121436. /**
  121437. * Index of a single image to load (Default: all images)
  121438. */
  121439. loadSingleImage?: number;
  121440. }
  121441. /**
  121442. * Used to load .Basis files
  121443. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  121444. */
  121445. export class BasisTools {
  121446. private static _IgnoreSupportedFormats;
  121447. /**
  121448. * URL to use when loading the basis transcoder
  121449. */
  121450. static JSModuleURL: string;
  121451. /**
  121452. * URL to use when loading the wasm module for the transcoder
  121453. */
  121454. static WasmModuleURL: string;
  121455. /**
  121456. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  121457. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  121458. * @returns internal format corresponding to the Basis format
  121459. */
  121460. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  121461. private static _WorkerPromise;
  121462. private static _Worker;
  121463. private static _actionId;
  121464. private static _CreateWorkerAsync;
  121465. /**
  121466. * Transcodes a loaded image file to compressed pixel data
  121467. * @param imageData image data to transcode
  121468. * @param config configuration options for the transcoding
  121469. * @returns a promise resulting in the transcoded image
  121470. */
  121471. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  121472. /**
  121473. * Loads a texture from the transcode result
  121474. * @param texture texture load to
  121475. * @param transcodeResult the result of transcoding the basis file to load from
  121476. */
  121477. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  121478. }
  121479. }
  121480. declare module BABYLON {
  121481. /**
  121482. * Loader for .basis file format
  121483. */
  121484. export class _BasisTextureLoader implements IInternalTextureLoader {
  121485. /**
  121486. * Defines whether the loader supports cascade loading the different faces.
  121487. */
  121488. readonly supportCascades: boolean;
  121489. /**
  121490. * This returns if the loader support the current file information.
  121491. * @param extension defines the file extension of the file being loaded
  121492. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121493. * @param fallback defines the fallback internal texture if any
  121494. * @param isBase64 defines whether the texture is encoded as a base64
  121495. * @param isBuffer defines whether the texture data are stored as a buffer
  121496. * @returns true if the loader can load the specified file
  121497. */
  121498. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  121499. /**
  121500. * Transform the url before loading if required.
  121501. * @param rootUrl the url of the texture
  121502. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121503. * @returns the transformed texture
  121504. */
  121505. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  121506. /**
  121507. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  121508. * @param rootUrl the url of the texture
  121509. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121510. * @returns the fallback texture
  121511. */
  121512. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  121513. /**
  121514. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  121515. * @param data contains the texture data
  121516. * @param texture defines the BabylonJS internal texture
  121517. * @param createPolynomials will be true if polynomials have been requested
  121518. * @param onLoad defines the callback to trigger once the texture is ready
  121519. * @param onError defines the callback to trigger in case of error
  121520. */
  121521. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  121522. /**
  121523. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  121524. * @param data contains the texture data
  121525. * @param texture defines the BabylonJS internal texture
  121526. * @param callback defines the method to call once ready to upload
  121527. */
  121528. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  121529. }
  121530. }
  121531. declare module BABYLON {
  121532. /**
  121533. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  121534. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  121535. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  121536. */
  121537. export class CustomProceduralTexture extends ProceduralTexture {
  121538. private _animate;
  121539. private _time;
  121540. private _config;
  121541. private _texturePath;
  121542. /**
  121543. * Instantiates a new Custom Procedural Texture.
  121544. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  121545. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  121546. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  121547. * @param name Define the name of the texture
  121548. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  121549. * @param size Define the size of the texture to create
  121550. * @param scene Define the scene the texture belongs to
  121551. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  121552. * @param generateMipMaps Define if the texture should creates mip maps or not
  121553. */
  121554. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  121555. private _loadJson;
  121556. /**
  121557. * Is the texture ready to be used ? (rendered at least once)
  121558. * @returns true if ready, otherwise, false.
  121559. */
  121560. isReady(): boolean;
  121561. /**
  121562. * Render the texture to its associated render target.
  121563. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  121564. */
  121565. render(useCameraPostProcess?: boolean): void;
  121566. /**
  121567. * Update the list of dependant textures samplers in the shader.
  121568. */
  121569. updateTextures(): void;
  121570. /**
  121571. * Update the uniform values of the procedural texture in the shader.
  121572. */
  121573. updateShaderUniforms(): void;
  121574. /**
  121575. * Define if the texture animates or not.
  121576. */
  121577. animate: boolean;
  121578. }
  121579. }
  121580. declare module BABYLON {
  121581. /** @hidden */
  121582. export var noisePixelShader: {
  121583. name: string;
  121584. shader: string;
  121585. };
  121586. }
  121587. declare module BABYLON {
  121588. /**
  121589. * Class used to generate noise procedural textures
  121590. */
  121591. export class NoiseProceduralTexture extends ProceduralTexture {
  121592. private _time;
  121593. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  121594. brightness: number;
  121595. /** Defines the number of octaves to process */
  121596. octaves: number;
  121597. /** Defines the level of persistence (0.8 by default) */
  121598. persistence: number;
  121599. /** Gets or sets animation speed factor (default is 1) */
  121600. animationSpeedFactor: number;
  121601. /**
  121602. * Creates a new NoiseProceduralTexture
  121603. * @param name defines the name fo the texture
  121604. * @param size defines the size of the texture (default is 256)
  121605. * @param scene defines the hosting scene
  121606. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  121607. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  121608. */
  121609. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  121610. private _updateShaderUniforms;
  121611. protected _getDefines(): string;
  121612. /** Generate the current state of the procedural texture */
  121613. render(useCameraPostProcess?: boolean): void;
  121614. /**
  121615. * Serializes this noise procedural texture
  121616. * @returns a serialized noise procedural texture object
  121617. */
  121618. serialize(): any;
  121619. /**
  121620. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  121621. * @param parsedTexture defines parsed texture data
  121622. * @param scene defines the current scene
  121623. * @param rootUrl defines the root URL containing noise procedural texture information
  121624. * @returns a parsed NoiseProceduralTexture
  121625. */
  121626. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  121627. }
  121628. }
  121629. declare module BABYLON {
  121630. /**
  121631. * Raw cube texture where the raw buffers are passed in
  121632. */
  121633. export class RawCubeTexture extends CubeTexture {
  121634. /**
  121635. * Creates a cube texture where the raw buffers are passed in.
  121636. * @param scene defines the scene the texture is attached to
  121637. * @param data defines the array of data to use to create each face
  121638. * @param size defines the size of the textures
  121639. * @param format defines the format of the data
  121640. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  121641. * @param generateMipMaps defines if the engine should generate the mip levels
  121642. * @param invertY defines if data must be stored with Y axis inverted
  121643. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  121644. * @param compression defines the compression used (null by default)
  121645. */
  121646. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  121647. /**
  121648. * Updates the raw cube texture.
  121649. * @param data defines the data to store
  121650. * @param format defines the data format
  121651. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  121652. * @param invertY defines if data must be stored with Y axis inverted
  121653. * @param compression defines the compression used (null by default)
  121654. * @param level defines which level of the texture to update
  121655. */
  121656. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  121657. /**
  121658. * Updates a raw cube texture with RGBD encoded data.
  121659. * @param data defines the array of data [mipmap][face] to use to create each face
  121660. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  121661. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  121662. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  121663. * @returns a promsie that resolves when the operation is complete
  121664. */
  121665. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  121666. /**
  121667. * Clones the raw cube texture.
  121668. * @return a new cube texture
  121669. */
  121670. clone(): CubeTexture;
  121671. /** @hidden */
  121672. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  121673. }
  121674. }
  121675. declare module BABYLON {
  121676. /**
  121677. * Class used to store 3D textures containing user data
  121678. */
  121679. export class RawTexture3D extends Texture {
  121680. /** Gets or sets the texture format to use */
  121681. format: number;
  121682. private _engine;
  121683. /**
  121684. * Create a new RawTexture3D
  121685. * @param data defines the data of the texture
  121686. * @param width defines the width of the texture
  121687. * @param height defines the height of the texture
  121688. * @param depth defines the depth of the texture
  121689. * @param format defines the texture format to use
  121690. * @param scene defines the hosting scene
  121691. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  121692. * @param invertY defines if texture must be stored with Y axis inverted
  121693. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  121694. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  121695. */
  121696. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  121697. /** Gets or sets the texture format to use */
  121698. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  121699. /**
  121700. * Update the texture with new data
  121701. * @param data defines the data to store in the texture
  121702. */
  121703. update(data: ArrayBufferView): void;
  121704. }
  121705. }
  121706. declare module BABYLON {
  121707. /**
  121708. * Class used to store 2D array textures containing user data
  121709. */
  121710. export class RawTexture2DArray extends Texture {
  121711. /** Gets or sets the texture format to use */
  121712. format: number;
  121713. private _engine;
  121714. /**
  121715. * Create a new RawTexture2DArray
  121716. * @param data defines the data of the texture
  121717. * @param width defines the width of the texture
  121718. * @param height defines the height of the texture
  121719. * @param depth defines the number of layers of the texture
  121720. * @param format defines the texture format to use
  121721. * @param scene defines the hosting scene
  121722. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  121723. * @param invertY defines if texture must be stored with Y axis inverted
  121724. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  121725. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  121726. */
  121727. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  121728. /** Gets or sets the texture format to use */
  121729. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  121730. /**
  121731. * Update the texture with new data
  121732. * @param data defines the data to store in the texture
  121733. */
  121734. update(data: ArrayBufferView): void;
  121735. }
  121736. }
  121737. declare module BABYLON {
  121738. /**
  121739. * Creates a refraction texture used by refraction channel of the standard material.
  121740. * It is like a mirror but to see through a material.
  121741. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  121742. */
  121743. export class RefractionTexture extends RenderTargetTexture {
  121744. /**
  121745. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  121746. * It is possible to directly set the refractionPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
  121747. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  121748. */
  121749. refractionPlane: Plane;
  121750. /**
  121751. * Define how deep under the surface we should see.
  121752. */
  121753. depth: number;
  121754. /**
  121755. * Creates a refraction texture used by refraction channel of the standard material.
  121756. * It is like a mirror but to see through a material.
  121757. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  121758. * @param name Define the texture name
  121759. * @param size Define the size of the underlying texture
  121760. * @param scene Define the scene the refraction belongs to
  121761. * @param generateMipMaps Define if we need to generate mips level for the refraction
  121762. */
  121763. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  121764. /**
  121765. * Clone the refraction texture.
  121766. * @returns the cloned texture
  121767. */
  121768. clone(): RefractionTexture;
  121769. /**
  121770. * Serialize the texture to a JSON representation you could use in Parse later on
  121771. * @returns the serialized JSON representation
  121772. */
  121773. serialize(): any;
  121774. }
  121775. }
  121776. declare module BABYLON {
  121777. /**
  121778. * Defines the options related to the creation of an HtmlElementTexture
  121779. */
  121780. export interface IHtmlElementTextureOptions {
  121781. /**
  121782. * Defines wether mip maps should be created or not.
  121783. */
  121784. generateMipMaps?: boolean;
  121785. /**
  121786. * Defines the sampling mode of the texture.
  121787. */
  121788. samplingMode?: number;
  121789. /**
  121790. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  121791. */
  121792. engine: Nullable<ThinEngine>;
  121793. /**
  121794. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  121795. */
  121796. scene: Nullable<Scene>;
  121797. }
  121798. /**
  121799. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  121800. * To be as efficient as possible depending on your constraints nothing aside the first upload
  121801. * is automatically managed.
  121802. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  121803. * in your application.
  121804. *
  121805. * As the update is not automatic, you need to call them manually.
  121806. */
  121807. export class HtmlElementTexture extends BaseTexture {
  121808. /**
  121809. * The texture URL.
  121810. */
  121811. element: HTMLVideoElement | HTMLCanvasElement;
  121812. private static readonly DefaultOptions;
  121813. private _textureMatrix;
  121814. private _engine;
  121815. private _isVideo;
  121816. private _generateMipMaps;
  121817. private _samplingMode;
  121818. /**
  121819. * Instantiates a HtmlElementTexture from the following parameters.
  121820. *
  121821. * @param name Defines the name of the texture
  121822. * @param element Defines the video or canvas the texture is filled with
  121823. * @param options Defines the other none mandatory texture creation options
  121824. */
  121825. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  121826. private _createInternalTexture;
  121827. /**
  121828. * Returns the texture matrix used in most of the material.
  121829. */
  121830. getTextureMatrix(): Matrix;
  121831. /**
  121832. * Updates the content of the texture.
  121833. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  121834. */
  121835. update(invertY?: Nullable<boolean>): void;
  121836. }
  121837. }
  121838. declare module BABYLON {
  121839. /**
  121840. * Enum used to define the target of a block
  121841. */
  121842. export enum NodeMaterialBlockTargets {
  121843. /** Vertex shader */
  121844. Vertex = 1,
  121845. /** Fragment shader */
  121846. Fragment = 2,
  121847. /** Neutral */
  121848. Neutral = 4,
  121849. /** Vertex and Fragment */
  121850. VertexAndFragment = 3
  121851. }
  121852. }
  121853. declare module BABYLON {
  121854. /**
  121855. * Defines the kind of connection point for node based material
  121856. */
  121857. export enum NodeMaterialBlockConnectionPointTypes {
  121858. /** Float */
  121859. Float = 1,
  121860. /** Int */
  121861. Int = 2,
  121862. /** Vector2 */
  121863. Vector2 = 4,
  121864. /** Vector3 */
  121865. Vector3 = 8,
  121866. /** Vector4 */
  121867. Vector4 = 16,
  121868. /** Color3 */
  121869. Color3 = 32,
  121870. /** Color4 */
  121871. Color4 = 64,
  121872. /** Matrix */
  121873. Matrix = 128,
  121874. /** Detect type based on connection */
  121875. AutoDetect = 1024,
  121876. /** Output type that will be defined by input type */
  121877. BasedOnInput = 2048
  121878. }
  121879. }
  121880. declare module BABYLON {
  121881. /**
  121882. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  121883. */
  121884. export enum NodeMaterialBlockConnectionPointMode {
  121885. /** Value is an uniform */
  121886. Uniform = 0,
  121887. /** Value is a mesh attribute */
  121888. Attribute = 1,
  121889. /** Value is a varying between vertex and fragment shaders */
  121890. Varying = 2,
  121891. /** Mode is undefined */
  121892. Undefined = 3
  121893. }
  121894. }
  121895. declare module BABYLON {
  121896. /**
  121897. * Enum used to define system values e.g. values automatically provided by the system
  121898. */
  121899. export enum NodeMaterialSystemValues {
  121900. /** World */
  121901. World = 1,
  121902. /** View */
  121903. View = 2,
  121904. /** Projection */
  121905. Projection = 3,
  121906. /** ViewProjection */
  121907. ViewProjection = 4,
  121908. /** WorldView */
  121909. WorldView = 5,
  121910. /** WorldViewProjection */
  121911. WorldViewProjection = 6,
  121912. /** CameraPosition */
  121913. CameraPosition = 7,
  121914. /** Fog Color */
  121915. FogColor = 8,
  121916. /** Delta time */
  121917. DeltaTime = 9
  121918. }
  121919. }
  121920. declare module BABYLON {
  121921. /**
  121922. * Root class for all node material optimizers
  121923. */
  121924. export class NodeMaterialOptimizer {
  121925. /**
  121926. * Function used to optimize a NodeMaterial graph
  121927. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  121928. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  121929. */
  121930. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  121931. }
  121932. }
  121933. declare module BABYLON {
  121934. /**
  121935. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  121936. */
  121937. export class TransformBlock extends NodeMaterialBlock {
  121938. /**
  121939. * Defines the value to use to complement W value to transform it to a Vector4
  121940. */
  121941. complementW: number;
  121942. /**
  121943. * Defines the value to use to complement z value to transform it to a Vector4
  121944. */
  121945. complementZ: number;
  121946. /**
  121947. * Creates a new TransformBlock
  121948. * @param name defines the block name
  121949. */
  121950. constructor(name: string);
  121951. /**
  121952. * Gets the current class name
  121953. * @returns the class name
  121954. */
  121955. getClassName(): string;
  121956. /**
  121957. * Gets the vector input
  121958. */
  121959. readonly vector: NodeMaterialConnectionPoint;
  121960. /**
  121961. * Gets the output component
  121962. */
  121963. readonly output: NodeMaterialConnectionPoint;
  121964. /**
  121965. * Gets the matrix transform input
  121966. */
  121967. readonly transform: NodeMaterialConnectionPoint;
  121968. protected _buildBlock(state: NodeMaterialBuildState): this;
  121969. serialize(): any;
  121970. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121971. protected _dumpPropertiesCode(): string;
  121972. }
  121973. }
  121974. declare module BABYLON {
  121975. /**
  121976. * Block used to output the vertex position
  121977. */
  121978. export class VertexOutputBlock extends NodeMaterialBlock {
  121979. /**
  121980. * Creates a new VertexOutputBlock
  121981. * @param name defines the block name
  121982. */
  121983. constructor(name: string);
  121984. /**
  121985. * Gets the current class name
  121986. * @returns the class name
  121987. */
  121988. getClassName(): string;
  121989. /**
  121990. * Gets the vector input component
  121991. */
  121992. readonly vector: NodeMaterialConnectionPoint;
  121993. protected _buildBlock(state: NodeMaterialBuildState): this;
  121994. }
  121995. }
  121996. declare module BABYLON {
  121997. /**
  121998. * Block used to output the final color
  121999. */
  122000. export class FragmentOutputBlock extends NodeMaterialBlock {
  122001. /**
  122002. * Create a new FragmentOutputBlock
  122003. * @param name defines the block name
  122004. */
  122005. constructor(name: string);
  122006. /**
  122007. * Gets the current class name
  122008. * @returns the class name
  122009. */
  122010. getClassName(): string;
  122011. /**
  122012. * Gets the rgba input component
  122013. */
  122014. readonly rgba: NodeMaterialConnectionPoint;
  122015. /**
  122016. * Gets the rgb input component
  122017. */
  122018. readonly rgb: NodeMaterialConnectionPoint;
  122019. /**
  122020. * Gets the a input component
  122021. */
  122022. readonly a: NodeMaterialConnectionPoint;
  122023. protected _buildBlock(state: NodeMaterialBuildState): this;
  122024. }
  122025. }
  122026. declare module BABYLON {
  122027. /**
  122028. * Block used to read a reflection texture from a sampler
  122029. */
  122030. export class ReflectionTextureBlock extends NodeMaterialBlock {
  122031. private _define3DName;
  122032. private _defineCubicName;
  122033. private _defineExplicitName;
  122034. private _defineProjectionName;
  122035. private _defineLocalCubicName;
  122036. private _defineSphericalName;
  122037. private _definePlanarName;
  122038. private _defineEquirectangularName;
  122039. private _defineMirroredEquirectangularFixedName;
  122040. private _defineEquirectangularFixedName;
  122041. private _defineSkyboxName;
  122042. private _cubeSamplerName;
  122043. private _2DSamplerName;
  122044. private _positionUVWName;
  122045. private _directionWName;
  122046. private _reflectionCoordsName;
  122047. private _reflection2DCoordsName;
  122048. private _reflectionColorName;
  122049. private _reflectionMatrixName;
  122050. /**
  122051. * Gets or sets the texture associated with the node
  122052. */
  122053. texture: Nullable<BaseTexture>;
  122054. /**
  122055. * Create a new TextureBlock
  122056. * @param name defines the block name
  122057. */
  122058. constructor(name: string);
  122059. /**
  122060. * Gets the current class name
  122061. * @returns the class name
  122062. */
  122063. getClassName(): string;
  122064. /**
  122065. * Gets the world position input component
  122066. */
  122067. readonly position: NodeMaterialConnectionPoint;
  122068. /**
  122069. * Gets the world position input component
  122070. */
  122071. readonly worldPosition: NodeMaterialConnectionPoint;
  122072. /**
  122073. * Gets the world normal input component
  122074. */
  122075. readonly worldNormal: NodeMaterialConnectionPoint;
  122076. /**
  122077. * Gets the world input component
  122078. */
  122079. readonly world: NodeMaterialConnectionPoint;
  122080. /**
  122081. * Gets the camera (or eye) position component
  122082. */
  122083. readonly cameraPosition: NodeMaterialConnectionPoint;
  122084. /**
  122085. * Gets the view input component
  122086. */
  122087. readonly view: NodeMaterialConnectionPoint;
  122088. /**
  122089. * Gets the rgb output component
  122090. */
  122091. readonly rgb: NodeMaterialConnectionPoint;
  122092. /**
  122093. * Gets the r output component
  122094. */
  122095. readonly r: NodeMaterialConnectionPoint;
  122096. /**
  122097. * Gets the g output component
  122098. */
  122099. readonly g: NodeMaterialConnectionPoint;
  122100. /**
  122101. * Gets the b output component
  122102. */
  122103. readonly b: NodeMaterialConnectionPoint;
  122104. autoConfigure(material: NodeMaterial): void;
  122105. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122106. isReady(): boolean;
  122107. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122108. private _injectVertexCode;
  122109. private _writeOutput;
  122110. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  122111. protected _dumpPropertiesCode(): string;
  122112. serialize(): any;
  122113. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122114. }
  122115. }
  122116. declare module BABYLON {
  122117. /**
  122118. * Interface used to configure the node material editor
  122119. */
  122120. export interface INodeMaterialEditorOptions {
  122121. /** Define the URl to load node editor script */
  122122. editorURL?: string;
  122123. }
  122124. /** @hidden */
  122125. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  122126. /** BONES */
  122127. NUM_BONE_INFLUENCERS: number;
  122128. BonesPerMesh: number;
  122129. BONETEXTURE: boolean;
  122130. /** MORPH TARGETS */
  122131. MORPHTARGETS: boolean;
  122132. MORPHTARGETS_NORMAL: boolean;
  122133. MORPHTARGETS_TANGENT: boolean;
  122134. MORPHTARGETS_UV: boolean;
  122135. NUM_MORPH_INFLUENCERS: number;
  122136. /** IMAGE PROCESSING */
  122137. IMAGEPROCESSING: boolean;
  122138. VIGNETTE: boolean;
  122139. VIGNETTEBLENDMODEMULTIPLY: boolean;
  122140. VIGNETTEBLENDMODEOPAQUE: boolean;
  122141. TONEMAPPING: boolean;
  122142. TONEMAPPING_ACES: boolean;
  122143. CONTRAST: boolean;
  122144. EXPOSURE: boolean;
  122145. COLORCURVES: boolean;
  122146. COLORGRADING: boolean;
  122147. COLORGRADING3D: boolean;
  122148. SAMPLER3DGREENDEPTH: boolean;
  122149. SAMPLER3DBGRMAP: boolean;
  122150. IMAGEPROCESSINGPOSTPROCESS: boolean;
  122151. /** MISC. */
  122152. BUMPDIRECTUV: number;
  122153. constructor();
  122154. setValue(name: string, value: boolean): void;
  122155. }
  122156. /**
  122157. * Class used to configure NodeMaterial
  122158. */
  122159. export interface INodeMaterialOptions {
  122160. /**
  122161. * Defines if blocks should emit comments
  122162. */
  122163. emitComments: boolean;
  122164. }
  122165. /**
  122166. * Class used to create a node based material built by assembling shader blocks
  122167. */
  122168. export class NodeMaterial extends PushMaterial {
  122169. private static _BuildIdGenerator;
  122170. private _options;
  122171. private _vertexCompilationState;
  122172. private _fragmentCompilationState;
  122173. private _sharedData;
  122174. private _buildId;
  122175. private _buildWasSuccessful;
  122176. private _cachedWorldViewMatrix;
  122177. private _cachedWorldViewProjectionMatrix;
  122178. private _optimizers;
  122179. private _animationFrame;
  122180. /** Define the URl to load node editor script */
  122181. static EditorURL: string;
  122182. private BJSNODEMATERIALEDITOR;
  122183. /** Get the inspector from bundle or global */
  122184. private _getGlobalNodeMaterialEditor;
  122185. /**
  122186. * Gets or sets data used by visual editor
  122187. * @see https://nme.babylonjs.com
  122188. */
  122189. editorData: any;
  122190. /**
  122191. * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
  122192. */
  122193. ignoreAlpha: boolean;
  122194. /**
  122195. * Defines the maximum number of lights that can be used in the material
  122196. */
  122197. maxSimultaneousLights: number;
  122198. /**
  122199. * Observable raised when the material is built
  122200. */
  122201. onBuildObservable: Observable<NodeMaterial>;
  122202. /**
  122203. * Gets or sets the root nodes of the material vertex shader
  122204. */
  122205. _vertexOutputNodes: NodeMaterialBlock[];
  122206. /**
  122207. * Gets or sets the root nodes of the material fragment (pixel) shader
  122208. */
  122209. _fragmentOutputNodes: NodeMaterialBlock[];
  122210. /** Gets or sets options to control the node material overall behavior */
  122211. options: INodeMaterialOptions;
  122212. /**
  122213. * Default configuration related to image processing available in the standard Material.
  122214. */
  122215. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  122216. /**
  122217. * Gets the image processing configuration used either in this material.
  122218. */
  122219. /**
  122220. * Sets the Default image processing configuration used either in the this material.
  122221. *
  122222. * If sets to null, the scene one is in use.
  122223. */
  122224. imageProcessingConfiguration: ImageProcessingConfiguration;
  122225. /**
  122226. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  122227. */
  122228. attachedBlocks: NodeMaterialBlock[];
  122229. /**
  122230. * Create a new node based material
  122231. * @param name defines the material name
  122232. * @param scene defines the hosting scene
  122233. * @param options defines creation option
  122234. */
  122235. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  122236. /**
  122237. * Gets the current class name of the material e.g. "NodeMaterial"
  122238. * @returns the class name
  122239. */
  122240. getClassName(): string;
  122241. /**
  122242. * Keep track of the image processing observer to allow dispose and replace.
  122243. */
  122244. private _imageProcessingObserver;
  122245. /**
  122246. * Attaches a new image processing configuration to the Standard Material.
  122247. * @param configuration
  122248. */
  122249. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  122250. /**
  122251. * Get a block by its name
  122252. * @param name defines the name of the block to retrieve
  122253. * @returns the required block or null if not found
  122254. */
  122255. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  122256. /**
  122257. * Get a block by its name
  122258. * @param predicate defines the predicate used to find the good candidate
  122259. * @returns the required block or null if not found
  122260. */
  122261. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  122262. /**
  122263. * Get an input block by its name
  122264. * @param predicate defines the predicate used to find the good candidate
  122265. * @returns the required input block or null if not found
  122266. */
  122267. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  122268. /**
  122269. * Gets the list of input blocks attached to this material
  122270. * @returns an array of InputBlocks
  122271. */
  122272. getInputBlocks(): InputBlock[];
  122273. /**
  122274. * Adds a new optimizer to the list of optimizers
  122275. * @param optimizer defines the optimizers to add
  122276. * @returns the current material
  122277. */
  122278. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  122279. /**
  122280. * Remove an optimizer from the list of optimizers
  122281. * @param optimizer defines the optimizers to remove
  122282. * @returns the current material
  122283. */
  122284. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  122285. /**
  122286. * Add a new block to the list of output nodes
  122287. * @param node defines the node to add
  122288. * @returns the current material
  122289. */
  122290. addOutputNode(node: NodeMaterialBlock): this;
  122291. /**
  122292. * Remove a block from the list of root nodes
  122293. * @param node defines the node to remove
  122294. * @returns the current material
  122295. */
  122296. removeOutputNode(node: NodeMaterialBlock): this;
  122297. private _addVertexOutputNode;
  122298. private _removeVertexOutputNode;
  122299. private _addFragmentOutputNode;
  122300. private _removeFragmentOutputNode;
  122301. /**
  122302. * Specifies if the material will require alpha blending
  122303. * @returns a boolean specifying if alpha blending is needed
  122304. */
  122305. needAlphaBlending(): boolean;
  122306. /**
  122307. * Specifies if this material should be rendered in alpha test mode
  122308. * @returns a boolean specifying if an alpha test is needed.
  122309. */
  122310. needAlphaTesting(): boolean;
  122311. private _initializeBlock;
  122312. private _resetDualBlocks;
  122313. /**
  122314. * Build the material and generates the inner effect
  122315. * @param verbose defines if the build should log activity
  122316. */
  122317. build(verbose?: boolean): void;
  122318. /**
  122319. * Runs an otpimization phase to try to improve the shader code
  122320. */
  122321. optimize(): void;
  122322. private _prepareDefinesForAttributes;
  122323. /**
  122324. * Get if the submesh is ready to be used and all its information available.
  122325. * Child classes can use it to update shaders
  122326. * @param mesh defines the mesh to check
  122327. * @param subMesh defines which submesh to check
  122328. * @param useInstances specifies that instances should be used
  122329. * @returns a boolean indicating that the submesh is ready or not
  122330. */
  122331. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  122332. /**
  122333. * Get a string representing the shaders built by the current node graph
  122334. */
  122335. readonly compiledShaders: string;
  122336. /**
  122337. * Binds the world matrix to the material
  122338. * @param world defines the world transformation matrix
  122339. */
  122340. bindOnlyWorldMatrix(world: Matrix): void;
  122341. /**
  122342. * Binds the submesh to this material by preparing the effect and shader to draw
  122343. * @param world defines the world transformation matrix
  122344. * @param mesh defines the mesh containing the submesh
  122345. * @param subMesh defines the submesh to bind the material to
  122346. */
  122347. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  122348. /**
  122349. * Gets the active textures from the material
  122350. * @returns an array of textures
  122351. */
  122352. getActiveTextures(): BaseTexture[];
  122353. /**
  122354. * Gets the list of texture blocks
  122355. * @returns an array of texture blocks
  122356. */
  122357. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  122358. /**
  122359. * Specifies if the material uses a texture
  122360. * @param texture defines the texture to check against the material
  122361. * @returns a boolean specifying if the material uses the texture
  122362. */
  122363. hasTexture(texture: BaseTexture): boolean;
  122364. /**
  122365. * Disposes the material
  122366. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  122367. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  122368. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  122369. */
  122370. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  122371. /** Creates the node editor window. */
  122372. private _createNodeEditor;
  122373. /**
  122374. * Launch the node material editor
  122375. * @param config Define the configuration of the editor
  122376. * @return a promise fulfilled when the node editor is visible
  122377. */
  122378. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  122379. /**
  122380. * Clear the current material
  122381. */
  122382. clear(): void;
  122383. /**
  122384. * Clear the current material and set it to a default state
  122385. */
  122386. setToDefault(): void;
  122387. /**
  122388. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  122389. * @param url defines the url to load from
  122390. * @returns a promise that will fullfil when the material is fully loaded
  122391. */
  122392. loadAsync(url: string): Promise<void>;
  122393. private _gatherBlocks;
  122394. /**
  122395. * Generate a string containing the code declaration required to create an equivalent of this material
  122396. * @returns a string
  122397. */
  122398. generateCode(): string;
  122399. /**
  122400. * Serializes this material in a JSON representation
  122401. * @returns the serialized material object
  122402. */
  122403. serialize(): any;
  122404. private _restoreConnections;
  122405. /**
  122406. * Clear the current graph and load a new one from a serialization object
  122407. * @param source defines the JSON representation of the material
  122408. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  122409. */
  122410. loadFromSerialization(source: any, rootUrl?: string): void;
  122411. /**
  122412. * Creates a node material from parsed material data
  122413. * @param source defines the JSON representation of the material
  122414. * @param scene defines the hosting scene
  122415. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  122416. * @returns a new node material
  122417. */
  122418. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  122419. /**
  122420. * Creates a new node material set to default basic configuration
  122421. * @param name defines the name of the material
  122422. * @param scene defines the hosting scene
  122423. * @returns a new NodeMaterial
  122424. */
  122425. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  122426. }
  122427. }
  122428. declare module BABYLON {
  122429. /**
  122430. * Block used to read a texture from a sampler
  122431. */
  122432. export class TextureBlock extends NodeMaterialBlock {
  122433. private _defineName;
  122434. private _linearDefineName;
  122435. private _tempTextureRead;
  122436. private _samplerName;
  122437. private _transformedUVName;
  122438. private _textureTransformName;
  122439. private _textureInfoName;
  122440. private _mainUVName;
  122441. private _mainUVDefineName;
  122442. /**
  122443. * Gets or sets the texture associated with the node
  122444. */
  122445. texture: Nullable<Texture>;
  122446. /**
  122447. * Create a new TextureBlock
  122448. * @param name defines the block name
  122449. */
  122450. constructor(name: string);
  122451. /**
  122452. * Gets the current class name
  122453. * @returns the class name
  122454. */
  122455. getClassName(): string;
  122456. /**
  122457. * Gets the uv input component
  122458. */
  122459. readonly uv: NodeMaterialConnectionPoint;
  122460. /**
  122461. * Gets the rgba output component
  122462. */
  122463. readonly rgba: NodeMaterialConnectionPoint;
  122464. /**
  122465. * Gets the rgb output component
  122466. */
  122467. readonly rgb: NodeMaterialConnectionPoint;
  122468. /**
  122469. * Gets the r output component
  122470. */
  122471. readonly r: NodeMaterialConnectionPoint;
  122472. /**
  122473. * Gets the g output component
  122474. */
  122475. readonly g: NodeMaterialConnectionPoint;
  122476. /**
  122477. * Gets the b output component
  122478. */
  122479. readonly b: NodeMaterialConnectionPoint;
  122480. /**
  122481. * Gets the a output component
  122482. */
  122483. readonly a: NodeMaterialConnectionPoint;
  122484. readonly target: NodeMaterialBlockTargets;
  122485. autoConfigure(material: NodeMaterial): void;
  122486. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  122487. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122488. isReady(): boolean;
  122489. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122490. private readonly _isMixed;
  122491. private _injectVertexCode;
  122492. private _writeTextureRead;
  122493. private _writeOutput;
  122494. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  122495. protected _dumpPropertiesCode(): string;
  122496. serialize(): any;
  122497. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122498. }
  122499. }
  122500. declare module BABYLON {
  122501. /**
  122502. * Class used to store shared data between 2 NodeMaterialBuildState
  122503. */
  122504. export class NodeMaterialBuildStateSharedData {
  122505. /**
  122506. * Gets the list of emitted varyings
  122507. */
  122508. temps: string[];
  122509. /**
  122510. * Gets the list of emitted varyings
  122511. */
  122512. varyings: string[];
  122513. /**
  122514. * Gets the varying declaration string
  122515. */
  122516. varyingDeclaration: string;
  122517. /**
  122518. * Input blocks
  122519. */
  122520. inputBlocks: InputBlock[];
  122521. /**
  122522. * Input blocks
  122523. */
  122524. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  122525. /**
  122526. * Bindable blocks (Blocks that need to set data to the effect)
  122527. */
  122528. bindableBlocks: NodeMaterialBlock[];
  122529. /**
  122530. * List of blocks that can provide a compilation fallback
  122531. */
  122532. blocksWithFallbacks: NodeMaterialBlock[];
  122533. /**
  122534. * List of blocks that can provide a define update
  122535. */
  122536. blocksWithDefines: NodeMaterialBlock[];
  122537. /**
  122538. * List of blocks that can provide a repeatable content
  122539. */
  122540. repeatableContentBlocks: NodeMaterialBlock[];
  122541. /**
  122542. * List of blocks that can provide a dynamic list of uniforms
  122543. */
  122544. dynamicUniformBlocks: NodeMaterialBlock[];
  122545. /**
  122546. * List of blocks that can block the isReady function for the material
  122547. */
  122548. blockingBlocks: NodeMaterialBlock[];
  122549. /**
  122550. * Gets the list of animated inputs
  122551. */
  122552. animatedInputs: InputBlock[];
  122553. /**
  122554. * Build Id used to avoid multiple recompilations
  122555. */
  122556. buildId: number;
  122557. /** List of emitted variables */
  122558. variableNames: {
  122559. [key: string]: number;
  122560. };
  122561. /** List of emitted defines */
  122562. defineNames: {
  122563. [key: string]: number;
  122564. };
  122565. /** Should emit comments? */
  122566. emitComments: boolean;
  122567. /** Emit build activity */
  122568. verbose: boolean;
  122569. /** Gets or sets the hosting scene */
  122570. scene: Scene;
  122571. /**
  122572. * Gets the compilation hints emitted at compilation time
  122573. */
  122574. hints: {
  122575. needWorldViewMatrix: boolean;
  122576. needWorldViewProjectionMatrix: boolean;
  122577. needAlphaBlending: boolean;
  122578. needAlphaTesting: boolean;
  122579. };
  122580. /**
  122581. * List of compilation checks
  122582. */
  122583. checks: {
  122584. emitVertex: boolean;
  122585. emitFragment: boolean;
  122586. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  122587. };
  122588. /** Creates a new shared data */
  122589. constructor();
  122590. /**
  122591. * Emits console errors and exceptions if there is a failing check
  122592. */
  122593. emitErrors(): void;
  122594. }
  122595. }
  122596. declare module BABYLON {
  122597. /**
  122598. * Class used to store node based material build state
  122599. */
  122600. export class NodeMaterialBuildState {
  122601. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  122602. supportUniformBuffers: boolean;
  122603. /**
  122604. * Gets the list of emitted attributes
  122605. */
  122606. attributes: string[];
  122607. /**
  122608. * Gets the list of emitted uniforms
  122609. */
  122610. uniforms: string[];
  122611. /**
  122612. * Gets the list of emitted constants
  122613. */
  122614. constants: string[];
  122615. /**
  122616. * Gets the list of emitted samplers
  122617. */
  122618. samplers: string[];
  122619. /**
  122620. * Gets the list of emitted functions
  122621. */
  122622. functions: {
  122623. [key: string]: string;
  122624. };
  122625. /**
  122626. * Gets the list of emitted extensions
  122627. */
  122628. extensions: {
  122629. [key: string]: string;
  122630. };
  122631. /**
  122632. * Gets the target of the compilation state
  122633. */
  122634. target: NodeMaterialBlockTargets;
  122635. /**
  122636. * Gets the list of emitted counters
  122637. */
  122638. counters: {
  122639. [key: string]: number;
  122640. };
  122641. /**
  122642. * Shared data between multiple NodeMaterialBuildState instances
  122643. */
  122644. sharedData: NodeMaterialBuildStateSharedData;
  122645. /** @hidden */
  122646. _vertexState: NodeMaterialBuildState;
  122647. /** @hidden */
  122648. _attributeDeclaration: string;
  122649. /** @hidden */
  122650. _uniformDeclaration: string;
  122651. /** @hidden */
  122652. _constantDeclaration: string;
  122653. /** @hidden */
  122654. _samplerDeclaration: string;
  122655. /** @hidden */
  122656. _varyingTransfer: string;
  122657. private _repeatableContentAnchorIndex;
  122658. /** @hidden */
  122659. _builtCompilationString: string;
  122660. /**
  122661. * Gets the emitted compilation strings
  122662. */
  122663. compilationString: string;
  122664. /**
  122665. * Finalize the compilation strings
  122666. * @param state defines the current compilation state
  122667. */
  122668. finalize(state: NodeMaterialBuildState): void;
  122669. /** @hidden */
  122670. readonly _repeatableContentAnchor: string;
  122671. /** @hidden */
  122672. _getFreeVariableName(prefix: string): string;
  122673. /** @hidden */
  122674. _getFreeDefineName(prefix: string): string;
  122675. /** @hidden */
  122676. _excludeVariableName(name: string): void;
  122677. /** @hidden */
  122678. _emit2DSampler(name: string): void;
  122679. /** @hidden */
  122680. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  122681. /** @hidden */
  122682. _emitExtension(name: string, extension: string): void;
  122683. /** @hidden */
  122684. _emitFunction(name: string, code: string, comments: string): void;
  122685. /** @hidden */
  122686. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  122687. replaceStrings?: {
  122688. search: RegExp;
  122689. replace: string;
  122690. }[];
  122691. repeatKey?: string;
  122692. }): string;
  122693. /** @hidden */
  122694. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  122695. repeatKey?: string;
  122696. removeAttributes?: boolean;
  122697. removeUniforms?: boolean;
  122698. removeVaryings?: boolean;
  122699. removeIfDef?: boolean;
  122700. replaceStrings?: {
  122701. search: RegExp;
  122702. replace: string;
  122703. }[];
  122704. }, storeKey?: string): void;
  122705. /** @hidden */
  122706. _registerTempVariable(name: string): boolean;
  122707. /** @hidden */
  122708. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  122709. /** @hidden */
  122710. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  122711. /** @hidden */
  122712. _emitFloat(value: number): string;
  122713. }
  122714. }
  122715. declare module BABYLON {
  122716. /**
  122717. * Defines a block that can be used inside a node based material
  122718. */
  122719. export class NodeMaterialBlock {
  122720. private _buildId;
  122721. private _buildTarget;
  122722. private _target;
  122723. private _isFinalMerger;
  122724. private _isInput;
  122725. protected _isUnique: boolean;
  122726. /** @hidden */
  122727. _codeVariableName: string;
  122728. /** @hidden */
  122729. _inputs: NodeMaterialConnectionPoint[];
  122730. /** @hidden */
  122731. _outputs: NodeMaterialConnectionPoint[];
  122732. /** @hidden */
  122733. _preparationId: number;
  122734. /**
  122735. * Gets or sets the name of the block
  122736. */
  122737. name: string;
  122738. /**
  122739. * Gets or sets the unique id of the node
  122740. */
  122741. uniqueId: number;
  122742. /**
  122743. * Gets a boolean indicating that this block can only be used once per NodeMaterial
  122744. */
  122745. readonly isUnique: boolean;
  122746. /**
  122747. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  122748. */
  122749. readonly isFinalMerger: boolean;
  122750. /**
  122751. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  122752. */
  122753. readonly isInput: boolean;
  122754. /**
  122755. * Gets or sets the build Id
  122756. */
  122757. buildId: number;
  122758. /**
  122759. * Gets or sets the target of the block
  122760. */
  122761. target: NodeMaterialBlockTargets;
  122762. /**
  122763. * Gets the list of input points
  122764. */
  122765. readonly inputs: NodeMaterialConnectionPoint[];
  122766. /** Gets the list of output points */
  122767. readonly outputs: NodeMaterialConnectionPoint[];
  122768. /**
  122769. * Find an input by its name
  122770. * @param name defines the name of the input to look for
  122771. * @returns the input or null if not found
  122772. */
  122773. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  122774. /**
  122775. * Find an output by its name
  122776. * @param name defines the name of the outputto look for
  122777. * @returns the output or null if not found
  122778. */
  122779. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  122780. /**
  122781. * Creates a new NodeMaterialBlock
  122782. * @param name defines the block name
  122783. * @param target defines the target of that block (Vertex by default)
  122784. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  122785. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  122786. */
  122787. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  122788. /**
  122789. * Initialize the block and prepare the context for build
  122790. * @param state defines the state that will be used for the build
  122791. */
  122792. initialize(state: NodeMaterialBuildState): void;
  122793. /**
  122794. * Bind data to effect. Will only be called for blocks with isBindable === true
  122795. * @param effect defines the effect to bind data to
  122796. * @param nodeMaterial defines the hosting NodeMaterial
  122797. * @param mesh defines the mesh that will be rendered
  122798. */
  122799. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122800. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  122801. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  122802. protected _writeFloat(value: number): string;
  122803. /**
  122804. * Gets the current class name e.g. "NodeMaterialBlock"
  122805. * @returns the class name
  122806. */
  122807. getClassName(): string;
  122808. /**
  122809. * Register a new input. Must be called inside a block constructor
  122810. * @param name defines the connection point name
  122811. * @param type defines the connection point type
  122812. * @param isOptional defines a boolean indicating that this input can be omitted
  122813. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  122814. * @returns the current block
  122815. */
  122816. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  122817. /**
  122818. * Register a new output. Must be called inside a block constructor
  122819. * @param name defines the connection point name
  122820. * @param type defines the connection point type
  122821. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  122822. * @returns the current block
  122823. */
  122824. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  122825. /**
  122826. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  122827. * @param forOutput defines an optional connection point to check compatibility with
  122828. * @returns the first available input or null
  122829. */
  122830. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  122831. /**
  122832. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  122833. * @param forBlock defines an optional block to check compatibility with
  122834. * @returns the first available input or null
  122835. */
  122836. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  122837. /**
  122838. * Gets the sibling of the given output
  122839. * @param current defines the current output
  122840. * @returns the next output in the list or null
  122841. */
  122842. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  122843. /**
  122844. * Connect current block with another block
  122845. * @param other defines the block to connect with
  122846. * @param options define the various options to help pick the right connections
  122847. * @returns the current block
  122848. */
  122849. connectTo(other: NodeMaterialBlock, options?: {
  122850. input?: string;
  122851. output?: string;
  122852. outputSwizzle?: string;
  122853. }): this | undefined;
  122854. protected _buildBlock(state: NodeMaterialBuildState): void;
  122855. /**
  122856. * Add uniforms, samplers and uniform buffers at compilation time
  122857. * @param state defines the state to update
  122858. * @param nodeMaterial defines the node material requesting the update
  122859. * @param defines defines the material defines to update
  122860. * @param uniformBuffers defines the list of uniform buffer names
  122861. */
  122862. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  122863. /**
  122864. * Add potential fallbacks if shader compilation fails
  122865. * @param mesh defines the mesh to be rendered
  122866. * @param fallbacks defines the current prioritized list of fallbacks
  122867. */
  122868. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  122869. /**
  122870. * Initialize defines for shader compilation
  122871. * @param mesh defines the mesh to be rendered
  122872. * @param nodeMaterial defines the node material requesting the update
  122873. * @param defines defines the material defines to update
  122874. * @param useInstances specifies that instances should be used
  122875. */
  122876. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  122877. /**
  122878. * Update defines for shader compilation
  122879. * @param mesh defines the mesh to be rendered
  122880. * @param nodeMaterial defines the node material requesting the update
  122881. * @param defines defines the material defines to update
  122882. * @param useInstances specifies that instances should be used
  122883. */
  122884. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  122885. /**
  122886. * Lets the block try to connect some inputs automatically
  122887. * @param material defines the hosting NodeMaterial
  122888. */
  122889. autoConfigure(material: NodeMaterial): void;
  122890. /**
  122891. * Function called when a block is declared as repeatable content generator
  122892. * @param vertexShaderState defines the current compilation state for the vertex shader
  122893. * @param fragmentShaderState defines the current compilation state for the fragment shader
  122894. * @param mesh defines the mesh to be rendered
  122895. * @param defines defines the material defines to update
  122896. */
  122897. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  122898. /**
  122899. * Checks if the block is ready
  122900. * @param mesh defines the mesh to be rendered
  122901. * @param nodeMaterial defines the node material requesting the update
  122902. * @param defines defines the material defines to update
  122903. * @param useInstances specifies that instances should be used
  122904. * @returns true if the block is ready
  122905. */
  122906. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  122907. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  122908. private _processBuild;
  122909. /**
  122910. * Compile the current node and generate the shader code
  122911. * @param state defines the current compilation state (uniforms, samplers, current string)
  122912. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  122913. * @returns true if already built
  122914. */
  122915. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  122916. protected _inputRename(name: string): string;
  122917. protected _outputRename(name: string): string;
  122918. protected _dumpPropertiesCode(): string;
  122919. /** @hidden */
  122920. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  122921. /** @hidden */
  122922. _dumpCodeForOutputConnections(alreadyDumped: NodeMaterialBlock[]): string;
  122923. /**
  122924. * Clone the current block to a new identical block
  122925. * @param scene defines the hosting scene
  122926. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  122927. * @returns a copy of the current block
  122928. */
  122929. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  122930. /**
  122931. * Serializes this block in a JSON representation
  122932. * @returns the serialized block object
  122933. */
  122934. serialize(): any;
  122935. /** @hidden */
  122936. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122937. /**
  122938. * Release resources
  122939. */
  122940. dispose(): void;
  122941. }
  122942. }
  122943. declare module BABYLON {
  122944. /**
  122945. * Enum defining the type of animations supported by InputBlock
  122946. */
  122947. export enum AnimatedInputBlockTypes {
  122948. /** No animation */
  122949. None = 0,
  122950. /** Time based animation. Will only work for floats */
  122951. Time = 1
  122952. }
  122953. }
  122954. declare module BABYLON {
  122955. /**
  122956. * Block used to expose an input value
  122957. */
  122958. export class InputBlock extends NodeMaterialBlock {
  122959. private _mode;
  122960. private _associatedVariableName;
  122961. private _storedValue;
  122962. private _valueCallback;
  122963. private _type;
  122964. private _animationType;
  122965. /** Gets or set a value used to limit the range of float values */
  122966. min: number;
  122967. /** Gets or set a value used to limit the range of float values */
  122968. max: number;
  122969. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  122970. matrixMode: number;
  122971. /** @hidden */
  122972. _systemValue: Nullable<NodeMaterialSystemValues>;
  122973. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  122974. visibleInInspector: boolean;
  122975. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  122976. isConstant: boolean;
  122977. /**
  122978. * Gets or sets the connection point type (default is float)
  122979. */
  122980. readonly type: NodeMaterialBlockConnectionPointTypes;
  122981. /**
  122982. * Creates a new InputBlock
  122983. * @param name defines the block name
  122984. * @param target defines the target of that block (Vertex by default)
  122985. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  122986. */
  122987. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  122988. /**
  122989. * Gets the output component
  122990. */
  122991. readonly output: NodeMaterialConnectionPoint;
  122992. /**
  122993. * Set the source of this connection point to a vertex attribute
  122994. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  122995. * @returns the current connection point
  122996. */
  122997. setAsAttribute(attributeName?: string): InputBlock;
  122998. /**
  122999. * Set the source of this connection point to a system value
  123000. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  123001. * @returns the current connection point
  123002. */
  123003. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  123004. /**
  123005. * Gets or sets the value of that point.
  123006. * Please note that this value will be ignored if valueCallback is defined
  123007. */
  123008. value: any;
  123009. /**
  123010. * Gets or sets a callback used to get the value of that point.
  123011. * Please note that setting this value will force the connection point to ignore the value property
  123012. */
  123013. valueCallback: () => any;
  123014. /**
  123015. * Gets or sets the associated variable name in the shader
  123016. */
  123017. associatedVariableName: string;
  123018. /** Gets or sets the type of animation applied to the input */
  123019. animationType: AnimatedInputBlockTypes;
  123020. /**
  123021. * Gets a boolean indicating that this connection point not defined yet
  123022. */
  123023. readonly isUndefined: boolean;
  123024. /**
  123025. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  123026. * In this case the connection point name must be the name of the uniform to use.
  123027. * Can only be set on inputs
  123028. */
  123029. isUniform: boolean;
  123030. /**
  123031. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  123032. * In this case the connection point name must be the name of the attribute to use
  123033. * Can only be set on inputs
  123034. */
  123035. isAttribute: boolean;
  123036. /**
  123037. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  123038. * Can only be set on exit points
  123039. */
  123040. isVarying: boolean;
  123041. /**
  123042. * Gets a boolean indicating that the current connection point is a system value
  123043. */
  123044. readonly isSystemValue: boolean;
  123045. /**
  123046. * Gets or sets the current well known value or null if not defined as a system value
  123047. */
  123048. systemValue: Nullable<NodeMaterialSystemValues>;
  123049. /**
  123050. * Gets the current class name
  123051. * @returns the class name
  123052. */
  123053. getClassName(): string;
  123054. /**
  123055. * Animate the input if animationType !== None
  123056. * @param scene defines the rendering scene
  123057. */
  123058. animate(scene: Scene): void;
  123059. private _emitDefine;
  123060. initialize(state: NodeMaterialBuildState): void;
  123061. /**
  123062. * Set the input block to its default value (based on its type)
  123063. */
  123064. setDefaultValue(): void;
  123065. private _emitConstant;
  123066. private _emit;
  123067. /** @hidden */
  123068. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  123069. /** @hidden */
  123070. _transmit(effect: Effect, scene: Scene): void;
  123071. protected _buildBlock(state: NodeMaterialBuildState): void;
  123072. protected _dumpPropertiesCode(): string;
  123073. serialize(): any;
  123074. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123075. }
  123076. }
  123077. declare module BABYLON {
  123078. /**
  123079. * Enum used to define the compatibility state between two connection points
  123080. */
  123081. export enum NodeMaterialConnectionPointCompatibilityStates {
  123082. /** Points are compatibles */
  123083. Compatible = 0,
  123084. /** Points are incompatible because of their types */
  123085. TypeIncompatible = 1,
  123086. /** Points are incompatible because of their targets (vertex vs fragment) */
  123087. TargetIncompatible = 2
  123088. }
  123089. /**
  123090. * Defines a connection point for a block
  123091. */
  123092. export class NodeMaterialConnectionPoint {
  123093. /** @hidden */
  123094. _ownerBlock: NodeMaterialBlock;
  123095. /** @hidden */
  123096. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  123097. private _endpoints;
  123098. private _associatedVariableName;
  123099. /** @hidden */
  123100. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  123101. /** @hidden */
  123102. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  123103. private _type;
  123104. /** @hidden */
  123105. _enforceAssociatedVariableName: boolean;
  123106. /**
  123107. * Gets or sets the additional types supported by this connection point
  123108. */
  123109. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  123110. /**
  123111. * Gets or sets the additional types excluded by this connection point
  123112. */
  123113. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  123114. /**
  123115. * Observable triggered when this point is connected
  123116. */
  123117. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  123118. /**
  123119. * Gets or sets the associated variable name in the shader
  123120. */
  123121. associatedVariableName: string;
  123122. /**
  123123. * Gets or sets the connection point type (default is float)
  123124. */
  123125. type: NodeMaterialBlockConnectionPointTypes;
  123126. /**
  123127. * Gets or sets the connection point name
  123128. */
  123129. name: string;
  123130. /**
  123131. * Gets or sets a boolean indicating that this connection point can be omitted
  123132. */
  123133. isOptional: boolean;
  123134. /**
  123135. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  123136. */
  123137. define: string;
  123138. /** @hidden */
  123139. _prioritizeVertex: boolean;
  123140. private _target;
  123141. /** Gets or sets the target of that connection point */
  123142. target: NodeMaterialBlockTargets;
  123143. /**
  123144. * Gets a boolean indicating that the current point is connected
  123145. */
  123146. readonly isConnected: boolean;
  123147. /**
  123148. * Gets a boolean indicating that the current point is connected to an input block
  123149. */
  123150. readonly isConnectedToInputBlock: boolean;
  123151. /**
  123152. * Gets a the connected input block (if any)
  123153. */
  123154. readonly connectInputBlock: Nullable<InputBlock>;
  123155. /** Get the other side of the connection (if any) */
  123156. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  123157. /** Get the block that owns this connection point */
  123158. readonly ownerBlock: NodeMaterialBlock;
  123159. /** Get the block connected on the other side of this connection (if any) */
  123160. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  123161. /** Get the block connected on the endpoints of this connection (if any) */
  123162. readonly connectedBlocks: Array<NodeMaterialBlock>;
  123163. /** Gets the list of connected endpoints */
  123164. readonly endpoints: NodeMaterialConnectionPoint[];
  123165. /** Gets a boolean indicating if that output point is connected to at least one input */
  123166. readonly hasEndpoints: boolean;
  123167. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  123168. readonly isConnectedInVertexShader: boolean;
  123169. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  123170. readonly isConnectedInFragmentShader: boolean;
  123171. /**
  123172. * Creates a new connection point
  123173. * @param name defines the connection point name
  123174. * @param ownerBlock defines the block hosting this connection point
  123175. */
  123176. constructor(name: string, ownerBlock: NodeMaterialBlock);
  123177. /**
  123178. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  123179. * @returns the class name
  123180. */
  123181. getClassName(): string;
  123182. /**
  123183. * Gets a boolean indicating if the current point can be connected to another point
  123184. * @param connectionPoint defines the other connection point
  123185. * @returns a boolean
  123186. */
  123187. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  123188. /**
  123189. * Gets a number indicating if the current point can be connected to another point
  123190. * @param connectionPoint defines the other connection point
  123191. * @returns a number defining the compatibility state
  123192. */
  123193. checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates;
  123194. /**
  123195. * Connect this point to another connection point
  123196. * @param connectionPoint defines the other connection point
  123197. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  123198. * @returns the current connection point
  123199. */
  123200. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  123201. /**
  123202. * Disconnect this point from one of his endpoint
  123203. * @param endpoint defines the other connection point
  123204. * @returns the current connection point
  123205. */
  123206. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  123207. /**
  123208. * Serializes this point in a JSON representation
  123209. * @returns the serialized point object
  123210. */
  123211. serialize(): any;
  123212. /**
  123213. * Release resources
  123214. */
  123215. dispose(): void;
  123216. }
  123217. }
  123218. declare module BABYLON {
  123219. /**
  123220. * Block used to add support for vertex skinning (bones)
  123221. */
  123222. export class BonesBlock extends NodeMaterialBlock {
  123223. /**
  123224. * Creates a new BonesBlock
  123225. * @param name defines the block name
  123226. */
  123227. constructor(name: string);
  123228. /**
  123229. * Initialize the block and prepare the context for build
  123230. * @param state defines the state that will be used for the build
  123231. */
  123232. initialize(state: NodeMaterialBuildState): void;
  123233. /**
  123234. * Gets the current class name
  123235. * @returns the class name
  123236. */
  123237. getClassName(): string;
  123238. /**
  123239. * Gets the matrix indices input component
  123240. */
  123241. readonly matricesIndices: NodeMaterialConnectionPoint;
  123242. /**
  123243. * Gets the matrix weights input component
  123244. */
  123245. readonly matricesWeights: NodeMaterialConnectionPoint;
  123246. /**
  123247. * Gets the extra matrix indices input component
  123248. */
  123249. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  123250. /**
  123251. * Gets the extra matrix weights input component
  123252. */
  123253. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  123254. /**
  123255. * Gets the world input component
  123256. */
  123257. readonly world: NodeMaterialConnectionPoint;
  123258. /**
  123259. * Gets the output component
  123260. */
  123261. readonly output: NodeMaterialConnectionPoint;
  123262. autoConfigure(material: NodeMaterial): void;
  123263. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  123264. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123265. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123266. protected _buildBlock(state: NodeMaterialBuildState): this;
  123267. }
  123268. }
  123269. declare module BABYLON {
  123270. /**
  123271. * Block used to add support for instances
  123272. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  123273. */
  123274. export class InstancesBlock extends NodeMaterialBlock {
  123275. /**
  123276. * Creates a new InstancesBlock
  123277. * @param name defines the block name
  123278. */
  123279. constructor(name: string);
  123280. /**
  123281. * Gets the current class name
  123282. * @returns the class name
  123283. */
  123284. getClassName(): string;
  123285. /**
  123286. * Gets the first world row input component
  123287. */
  123288. readonly world0: NodeMaterialConnectionPoint;
  123289. /**
  123290. * Gets the second world row input component
  123291. */
  123292. readonly world1: NodeMaterialConnectionPoint;
  123293. /**
  123294. * Gets the third world row input component
  123295. */
  123296. readonly world2: NodeMaterialConnectionPoint;
  123297. /**
  123298. * Gets the forth world row input component
  123299. */
  123300. readonly world3: NodeMaterialConnectionPoint;
  123301. /**
  123302. * Gets the world input component
  123303. */
  123304. readonly world: NodeMaterialConnectionPoint;
  123305. /**
  123306. * Gets the output component
  123307. */
  123308. readonly output: NodeMaterialConnectionPoint;
  123309. autoConfigure(material: NodeMaterial): void;
  123310. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  123311. protected _buildBlock(state: NodeMaterialBuildState): this;
  123312. }
  123313. }
  123314. declare module BABYLON {
  123315. /**
  123316. * Block used to add morph targets support to vertex shader
  123317. */
  123318. export class MorphTargetsBlock extends NodeMaterialBlock {
  123319. private _repeatableContentAnchor;
  123320. private _repeatebleContentGenerated;
  123321. /**
  123322. * Create a new MorphTargetsBlock
  123323. * @param name defines the block name
  123324. */
  123325. constructor(name: string);
  123326. /**
  123327. * Gets the current class name
  123328. * @returns the class name
  123329. */
  123330. getClassName(): string;
  123331. /**
  123332. * Gets the position input component
  123333. */
  123334. readonly position: NodeMaterialConnectionPoint;
  123335. /**
  123336. * Gets the normal input component
  123337. */
  123338. readonly normal: NodeMaterialConnectionPoint;
  123339. /**
  123340. * Gets the tangent input component
  123341. */
  123342. readonly tangent: NodeMaterialConnectionPoint;
  123343. /**
  123344. * Gets the tangent input component
  123345. */
  123346. readonly uv: NodeMaterialConnectionPoint;
  123347. /**
  123348. * Gets the position output component
  123349. */
  123350. readonly positionOutput: NodeMaterialConnectionPoint;
  123351. /**
  123352. * Gets the normal output component
  123353. */
  123354. readonly normalOutput: NodeMaterialConnectionPoint;
  123355. /**
  123356. * Gets the tangent output component
  123357. */
  123358. readonly tangentOutput: NodeMaterialConnectionPoint;
  123359. /**
  123360. * Gets the tangent output component
  123361. */
  123362. readonly uvOutput: NodeMaterialConnectionPoint;
  123363. initialize(state: NodeMaterialBuildState): void;
  123364. autoConfigure(material: NodeMaterial): void;
  123365. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123366. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123367. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  123368. protected _buildBlock(state: NodeMaterialBuildState): this;
  123369. }
  123370. }
  123371. declare module BABYLON {
  123372. /**
  123373. * Block used to get data information from a light
  123374. */
  123375. export class LightInformationBlock extends NodeMaterialBlock {
  123376. private _lightDataUniformName;
  123377. private _lightColorUniformName;
  123378. private _lightTypeDefineName;
  123379. /**
  123380. * Gets or sets the light associated with this block
  123381. */
  123382. light: Nullable<Light>;
  123383. /**
  123384. * Creates a new LightInformationBlock
  123385. * @param name defines the block name
  123386. */
  123387. constructor(name: string);
  123388. /**
  123389. * Gets the current class name
  123390. * @returns the class name
  123391. */
  123392. getClassName(): string;
  123393. /**
  123394. * Gets the world position input component
  123395. */
  123396. readonly worldPosition: NodeMaterialConnectionPoint;
  123397. /**
  123398. * Gets the direction output component
  123399. */
  123400. readonly direction: NodeMaterialConnectionPoint;
  123401. /**
  123402. * Gets the direction output component
  123403. */
  123404. readonly color: NodeMaterialConnectionPoint;
  123405. /**
  123406. * Gets the direction output component
  123407. */
  123408. readonly intensity: NodeMaterialConnectionPoint;
  123409. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123410. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123411. protected _buildBlock(state: NodeMaterialBuildState): this;
  123412. serialize(): any;
  123413. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123414. }
  123415. }
  123416. declare module BABYLON {
  123417. /**
  123418. * Block used to add image processing support to fragment shader
  123419. */
  123420. export class ImageProcessingBlock extends NodeMaterialBlock {
  123421. /**
  123422. * Create a new ImageProcessingBlock
  123423. * @param name defines the block name
  123424. */
  123425. constructor(name: string);
  123426. /**
  123427. * Gets the current class name
  123428. * @returns the class name
  123429. */
  123430. getClassName(): string;
  123431. /**
  123432. * Gets the color input component
  123433. */
  123434. readonly color: NodeMaterialConnectionPoint;
  123435. /**
  123436. * Gets the output component
  123437. */
  123438. readonly output: NodeMaterialConnectionPoint;
  123439. /**
  123440. * Initialize the block and prepare the context for build
  123441. * @param state defines the state that will be used for the build
  123442. */
  123443. initialize(state: NodeMaterialBuildState): void;
  123444. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  123445. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123446. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123447. protected _buildBlock(state: NodeMaterialBuildState): this;
  123448. }
  123449. }
  123450. declare module BABYLON {
  123451. /**
  123452. * Block used to pertub normals based on a normal map
  123453. */
  123454. export class PerturbNormalBlock extends NodeMaterialBlock {
  123455. private _tangentSpaceParameterName;
  123456. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  123457. invertX: boolean;
  123458. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  123459. invertY: boolean;
  123460. /**
  123461. * Create a new PerturbNormalBlock
  123462. * @param name defines the block name
  123463. */
  123464. constructor(name: string);
  123465. /**
  123466. * Gets the current class name
  123467. * @returns the class name
  123468. */
  123469. getClassName(): string;
  123470. /**
  123471. * Gets the world position input component
  123472. */
  123473. readonly worldPosition: NodeMaterialConnectionPoint;
  123474. /**
  123475. * Gets the world normal input component
  123476. */
  123477. readonly worldNormal: NodeMaterialConnectionPoint;
  123478. /**
  123479. * Gets the uv input component
  123480. */
  123481. readonly uv: NodeMaterialConnectionPoint;
  123482. /**
  123483. * Gets the normal map color input component
  123484. */
  123485. readonly normalMapColor: NodeMaterialConnectionPoint;
  123486. /**
  123487. * Gets the strength input component
  123488. */
  123489. readonly strength: NodeMaterialConnectionPoint;
  123490. /**
  123491. * Gets the output component
  123492. */
  123493. readonly output: NodeMaterialConnectionPoint;
  123494. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123495. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123496. autoConfigure(material: NodeMaterial): void;
  123497. protected _buildBlock(state: NodeMaterialBuildState): this;
  123498. protected _dumpPropertiesCode(): string;
  123499. serialize(): any;
  123500. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123501. }
  123502. }
  123503. declare module BABYLON {
  123504. /**
  123505. * Block used to discard a pixel if a value is smaller than a cutoff
  123506. */
  123507. export class DiscardBlock extends NodeMaterialBlock {
  123508. /**
  123509. * Create a new DiscardBlock
  123510. * @param name defines the block name
  123511. */
  123512. constructor(name: string);
  123513. /**
  123514. * Gets the current class name
  123515. * @returns the class name
  123516. */
  123517. getClassName(): string;
  123518. /**
  123519. * Gets the color input component
  123520. */
  123521. readonly value: NodeMaterialConnectionPoint;
  123522. /**
  123523. * Gets the cutoff input component
  123524. */
  123525. readonly cutoff: NodeMaterialConnectionPoint;
  123526. protected _buildBlock(state: NodeMaterialBuildState): this;
  123527. }
  123528. }
  123529. declare module BABYLON {
  123530. /**
  123531. * Block used to test if the fragment shader is front facing
  123532. */
  123533. export class FrontFacingBlock extends NodeMaterialBlock {
  123534. /**
  123535. * Creates a new FrontFacingBlock
  123536. * @param name defines the block name
  123537. */
  123538. constructor(name: string);
  123539. /**
  123540. * Gets the current class name
  123541. * @returns the class name
  123542. */
  123543. getClassName(): string;
  123544. /**
  123545. * Gets the output component
  123546. */
  123547. readonly output: NodeMaterialConnectionPoint;
  123548. protected _buildBlock(state: NodeMaterialBuildState): this;
  123549. }
  123550. }
  123551. declare module BABYLON {
  123552. /**
  123553. * Block used to get the derivative value on x and y of a given input
  123554. */
  123555. export class DerivativeBlock extends NodeMaterialBlock {
  123556. /**
  123557. * Create a new DerivativeBlock
  123558. * @param name defines the block name
  123559. */
  123560. constructor(name: string);
  123561. /**
  123562. * Gets the current class name
  123563. * @returns the class name
  123564. */
  123565. getClassName(): string;
  123566. /**
  123567. * Gets the input component
  123568. */
  123569. readonly input: NodeMaterialConnectionPoint;
  123570. /**
  123571. * Gets the derivative output on x
  123572. */
  123573. readonly dx: NodeMaterialConnectionPoint;
  123574. /**
  123575. * Gets the derivative output on y
  123576. */
  123577. readonly dy: NodeMaterialConnectionPoint;
  123578. protected _buildBlock(state: NodeMaterialBuildState): this;
  123579. }
  123580. }
  123581. declare module BABYLON {
  123582. /**
  123583. * Block used to add support for scene fog
  123584. */
  123585. export class FogBlock extends NodeMaterialBlock {
  123586. private _fogDistanceName;
  123587. private _fogParameters;
  123588. /**
  123589. * Create a new FogBlock
  123590. * @param name defines the block name
  123591. */
  123592. constructor(name: string);
  123593. /**
  123594. * Gets the current class name
  123595. * @returns the class name
  123596. */
  123597. getClassName(): string;
  123598. /**
  123599. * Gets the world position input component
  123600. */
  123601. readonly worldPosition: NodeMaterialConnectionPoint;
  123602. /**
  123603. * Gets the view input component
  123604. */
  123605. readonly view: NodeMaterialConnectionPoint;
  123606. /**
  123607. * Gets the color input component
  123608. */
  123609. readonly input: NodeMaterialConnectionPoint;
  123610. /**
  123611. * Gets the fog color input component
  123612. */
  123613. readonly fogColor: NodeMaterialConnectionPoint;
  123614. /**
  123615. * Gets the output component
  123616. */
  123617. readonly output: NodeMaterialConnectionPoint;
  123618. autoConfigure(material: NodeMaterial): void;
  123619. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123620. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123621. protected _buildBlock(state: NodeMaterialBuildState): this;
  123622. }
  123623. }
  123624. declare module BABYLON {
  123625. /**
  123626. * Block used to add light in the fragment shader
  123627. */
  123628. export class LightBlock extends NodeMaterialBlock {
  123629. private _lightId;
  123630. /**
  123631. * Gets or sets the light associated with this block
  123632. */
  123633. light: Nullable<Light>;
  123634. /**
  123635. * Create a new LightBlock
  123636. * @param name defines the block name
  123637. */
  123638. constructor(name: string);
  123639. /**
  123640. * Gets the current class name
  123641. * @returns the class name
  123642. */
  123643. getClassName(): string;
  123644. /**
  123645. * Gets the world position input component
  123646. */
  123647. readonly worldPosition: NodeMaterialConnectionPoint;
  123648. /**
  123649. * Gets the world normal input component
  123650. */
  123651. readonly worldNormal: NodeMaterialConnectionPoint;
  123652. /**
  123653. * Gets the camera (or eye) position component
  123654. */
  123655. readonly cameraPosition: NodeMaterialConnectionPoint;
  123656. /**
  123657. * Gets the glossiness component
  123658. */
  123659. readonly glossiness: NodeMaterialConnectionPoint;
  123660. /**
  123661. * Gets the glossinness power component
  123662. */
  123663. readonly glossPower: NodeMaterialConnectionPoint;
  123664. /**
  123665. * Gets the diffuse color component
  123666. */
  123667. readonly diffuseColor: NodeMaterialConnectionPoint;
  123668. /**
  123669. * Gets the specular color component
  123670. */
  123671. readonly specularColor: NodeMaterialConnectionPoint;
  123672. /**
  123673. * Gets the diffuse output component
  123674. */
  123675. readonly diffuseOutput: NodeMaterialConnectionPoint;
  123676. /**
  123677. * Gets the specular output component
  123678. */
  123679. readonly specularOutput: NodeMaterialConnectionPoint;
  123680. autoConfigure(material: NodeMaterial): void;
  123681. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123682. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  123683. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123684. private _injectVertexCode;
  123685. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  123686. serialize(): any;
  123687. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123688. }
  123689. }
  123690. declare module BABYLON {
  123691. /**
  123692. * Block used to multiply 2 values
  123693. */
  123694. export class MultiplyBlock extends NodeMaterialBlock {
  123695. /**
  123696. * Creates a new MultiplyBlock
  123697. * @param name defines the block name
  123698. */
  123699. constructor(name: string);
  123700. /**
  123701. * Gets the current class name
  123702. * @returns the class name
  123703. */
  123704. getClassName(): string;
  123705. /**
  123706. * Gets the left operand input component
  123707. */
  123708. readonly left: NodeMaterialConnectionPoint;
  123709. /**
  123710. * Gets the right operand input component
  123711. */
  123712. readonly right: NodeMaterialConnectionPoint;
  123713. /**
  123714. * Gets the output component
  123715. */
  123716. readonly output: NodeMaterialConnectionPoint;
  123717. protected _buildBlock(state: NodeMaterialBuildState): this;
  123718. }
  123719. }
  123720. declare module BABYLON {
  123721. /**
  123722. * Block used to add 2 vectors
  123723. */
  123724. export class AddBlock extends NodeMaterialBlock {
  123725. /**
  123726. * Creates a new AddBlock
  123727. * @param name defines the block name
  123728. */
  123729. constructor(name: string);
  123730. /**
  123731. * Gets the current class name
  123732. * @returns the class name
  123733. */
  123734. getClassName(): string;
  123735. /**
  123736. * Gets the left operand input component
  123737. */
  123738. readonly left: NodeMaterialConnectionPoint;
  123739. /**
  123740. * Gets the right operand input component
  123741. */
  123742. readonly right: NodeMaterialConnectionPoint;
  123743. /**
  123744. * Gets the output component
  123745. */
  123746. readonly output: NodeMaterialConnectionPoint;
  123747. protected _buildBlock(state: NodeMaterialBuildState): this;
  123748. }
  123749. }
  123750. declare module BABYLON {
  123751. /**
  123752. * Block used to scale a vector by a float
  123753. */
  123754. export class ScaleBlock extends NodeMaterialBlock {
  123755. /**
  123756. * Creates a new ScaleBlock
  123757. * @param name defines the block name
  123758. */
  123759. constructor(name: string);
  123760. /**
  123761. * Gets the current class name
  123762. * @returns the class name
  123763. */
  123764. getClassName(): string;
  123765. /**
  123766. * Gets the input component
  123767. */
  123768. readonly input: NodeMaterialConnectionPoint;
  123769. /**
  123770. * Gets the factor input component
  123771. */
  123772. readonly factor: NodeMaterialConnectionPoint;
  123773. /**
  123774. * Gets the output component
  123775. */
  123776. readonly output: NodeMaterialConnectionPoint;
  123777. protected _buildBlock(state: NodeMaterialBuildState): this;
  123778. }
  123779. }
  123780. declare module BABYLON {
  123781. /**
  123782. * Block used to clamp a float
  123783. */
  123784. export class ClampBlock extends NodeMaterialBlock {
  123785. /** Gets or sets the minimum range */
  123786. minimum: number;
  123787. /** Gets or sets the maximum range */
  123788. maximum: number;
  123789. /**
  123790. * Creates a new ClampBlock
  123791. * @param name defines the block name
  123792. */
  123793. constructor(name: string);
  123794. /**
  123795. * Gets the current class name
  123796. * @returns the class name
  123797. */
  123798. getClassName(): string;
  123799. /**
  123800. * Gets the value input component
  123801. */
  123802. readonly value: NodeMaterialConnectionPoint;
  123803. /**
  123804. * Gets the output component
  123805. */
  123806. readonly output: NodeMaterialConnectionPoint;
  123807. protected _buildBlock(state: NodeMaterialBuildState): this;
  123808. protected _dumpPropertiesCode(): string;
  123809. serialize(): any;
  123810. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123811. }
  123812. }
  123813. declare module BABYLON {
  123814. /**
  123815. * Block used to apply a cross product between 2 vectors
  123816. */
  123817. export class CrossBlock extends NodeMaterialBlock {
  123818. /**
  123819. * Creates a new CrossBlock
  123820. * @param name defines the block name
  123821. */
  123822. constructor(name: string);
  123823. /**
  123824. * Gets the current class name
  123825. * @returns the class name
  123826. */
  123827. getClassName(): string;
  123828. /**
  123829. * Gets the left operand input component
  123830. */
  123831. readonly left: NodeMaterialConnectionPoint;
  123832. /**
  123833. * Gets the right operand input component
  123834. */
  123835. readonly right: NodeMaterialConnectionPoint;
  123836. /**
  123837. * Gets the output component
  123838. */
  123839. readonly output: NodeMaterialConnectionPoint;
  123840. protected _buildBlock(state: NodeMaterialBuildState): this;
  123841. }
  123842. }
  123843. declare module BABYLON {
  123844. /**
  123845. * Block used to apply a dot product between 2 vectors
  123846. */
  123847. export class DotBlock extends NodeMaterialBlock {
  123848. /**
  123849. * Creates a new DotBlock
  123850. * @param name defines the block name
  123851. */
  123852. constructor(name: string);
  123853. /**
  123854. * Gets the current class name
  123855. * @returns the class name
  123856. */
  123857. getClassName(): string;
  123858. /**
  123859. * Gets the left operand input component
  123860. */
  123861. readonly left: NodeMaterialConnectionPoint;
  123862. /**
  123863. * Gets the right operand input component
  123864. */
  123865. readonly right: NodeMaterialConnectionPoint;
  123866. /**
  123867. * Gets the output component
  123868. */
  123869. readonly output: NodeMaterialConnectionPoint;
  123870. protected _buildBlock(state: NodeMaterialBuildState): this;
  123871. }
  123872. }
  123873. declare module BABYLON {
  123874. /**
  123875. * Block used to remap a float from a range to a new one
  123876. */
  123877. export class RemapBlock extends NodeMaterialBlock {
  123878. /**
  123879. * Gets or sets the source range
  123880. */
  123881. sourceRange: Vector2;
  123882. /**
  123883. * Gets or sets the target range
  123884. */
  123885. targetRange: Vector2;
  123886. /**
  123887. * Creates a new RemapBlock
  123888. * @param name defines the block name
  123889. */
  123890. constructor(name: string);
  123891. /**
  123892. * Gets the current class name
  123893. * @returns the class name
  123894. */
  123895. getClassName(): string;
  123896. /**
  123897. * Gets the input component
  123898. */
  123899. readonly input: NodeMaterialConnectionPoint;
  123900. /**
  123901. * Gets the source min input component
  123902. */
  123903. readonly sourceMin: NodeMaterialConnectionPoint;
  123904. /**
  123905. * Gets the source max input component
  123906. */
  123907. readonly sourceMax: NodeMaterialConnectionPoint;
  123908. /**
  123909. * Gets the target min input component
  123910. */
  123911. readonly targetMin: NodeMaterialConnectionPoint;
  123912. /**
  123913. * Gets the target max input component
  123914. */
  123915. readonly targetMax: NodeMaterialConnectionPoint;
  123916. /**
  123917. * Gets the output component
  123918. */
  123919. readonly output: NodeMaterialConnectionPoint;
  123920. protected _buildBlock(state: NodeMaterialBuildState): this;
  123921. protected _dumpPropertiesCode(): string;
  123922. serialize(): any;
  123923. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123924. }
  123925. }
  123926. declare module BABYLON {
  123927. /**
  123928. * Block used to normalize a vector
  123929. */
  123930. export class NormalizeBlock extends NodeMaterialBlock {
  123931. /**
  123932. * Creates a new NormalizeBlock
  123933. * @param name defines the block name
  123934. */
  123935. constructor(name: string);
  123936. /**
  123937. * Gets the current class name
  123938. * @returns the class name
  123939. */
  123940. getClassName(): string;
  123941. /**
  123942. * Gets the input component
  123943. */
  123944. readonly input: NodeMaterialConnectionPoint;
  123945. /**
  123946. * Gets the output component
  123947. */
  123948. readonly output: NodeMaterialConnectionPoint;
  123949. protected _buildBlock(state: NodeMaterialBuildState): this;
  123950. }
  123951. }
  123952. declare module BABYLON {
  123953. /**
  123954. * Operations supported by the Trigonometry block
  123955. */
  123956. export enum TrigonometryBlockOperations {
  123957. /** Cos */
  123958. Cos = 0,
  123959. /** Sin */
  123960. Sin = 1,
  123961. /** Abs */
  123962. Abs = 2,
  123963. /** Exp */
  123964. Exp = 3,
  123965. /** Exp2 */
  123966. Exp2 = 4,
  123967. /** Round */
  123968. Round = 5,
  123969. /** Floor */
  123970. Floor = 6,
  123971. /** Ceiling */
  123972. Ceiling = 7,
  123973. /** Square root */
  123974. Sqrt = 8,
  123975. /** Log */
  123976. Log = 9,
  123977. /** Tangent */
  123978. Tan = 10,
  123979. /** Arc tangent */
  123980. ArcTan = 11,
  123981. /** Arc cosinus */
  123982. ArcCos = 12,
  123983. /** Arc sinus */
  123984. ArcSin = 13,
  123985. /** Fraction */
  123986. Fract = 14,
  123987. /** Sign */
  123988. Sign = 15,
  123989. /** To radians (from degrees) */
  123990. Radians = 16,
  123991. /** To degrees (from radians) */
  123992. Degrees = 17
  123993. }
  123994. /**
  123995. * Block used to apply trigonometry operation to floats
  123996. */
  123997. export class TrigonometryBlock extends NodeMaterialBlock {
  123998. /**
  123999. * Gets or sets the operation applied by the block
  124000. */
  124001. operation: TrigonometryBlockOperations;
  124002. /**
  124003. * Creates a new TrigonometryBlock
  124004. * @param name defines the block name
  124005. */
  124006. constructor(name: string);
  124007. /**
  124008. * Gets the current class name
  124009. * @returns the class name
  124010. */
  124011. getClassName(): string;
  124012. /**
  124013. * Gets the input component
  124014. */
  124015. readonly input: NodeMaterialConnectionPoint;
  124016. /**
  124017. * Gets the output component
  124018. */
  124019. readonly output: NodeMaterialConnectionPoint;
  124020. protected _buildBlock(state: NodeMaterialBuildState): this;
  124021. serialize(): any;
  124022. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  124023. protected _dumpPropertiesCode(): string;
  124024. }
  124025. }
  124026. declare module BABYLON {
  124027. /**
  124028. * Block used to create a Color3/4 out of individual inputs (one for each component)
  124029. */
  124030. export class ColorMergerBlock extends NodeMaterialBlock {
  124031. /**
  124032. * Create a new ColorMergerBlock
  124033. * @param name defines the block name
  124034. */
  124035. constructor(name: string);
  124036. /**
  124037. * Gets the current class name
  124038. * @returns the class name
  124039. */
  124040. getClassName(): string;
  124041. /**
  124042. * Gets the r component (input)
  124043. */
  124044. readonly r: NodeMaterialConnectionPoint;
  124045. /**
  124046. * Gets the g component (input)
  124047. */
  124048. readonly g: NodeMaterialConnectionPoint;
  124049. /**
  124050. * Gets the b component (input)
  124051. */
  124052. readonly b: NodeMaterialConnectionPoint;
  124053. /**
  124054. * Gets the a component (input)
  124055. */
  124056. readonly a: NodeMaterialConnectionPoint;
  124057. /**
  124058. * Gets the rgba component (output)
  124059. */
  124060. readonly rgba: NodeMaterialConnectionPoint;
  124061. /**
  124062. * Gets the rgb component (output)
  124063. */
  124064. readonly rgb: NodeMaterialConnectionPoint;
  124065. protected _buildBlock(state: NodeMaterialBuildState): this;
  124066. }
  124067. }
  124068. declare module BABYLON {
  124069. /**
  124070. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  124071. */
  124072. export class VectorMergerBlock extends NodeMaterialBlock {
  124073. /**
  124074. * Create a new VectorMergerBlock
  124075. * @param name defines the block name
  124076. */
  124077. constructor(name: string);
  124078. /**
  124079. * Gets the current class name
  124080. * @returns the class name
  124081. */
  124082. getClassName(): string;
  124083. /**
  124084. * Gets the x component (input)
  124085. */
  124086. readonly x: NodeMaterialConnectionPoint;
  124087. /**
  124088. * Gets the y component (input)
  124089. */
  124090. readonly y: NodeMaterialConnectionPoint;
  124091. /**
  124092. * Gets the z component (input)
  124093. */
  124094. readonly z: NodeMaterialConnectionPoint;
  124095. /**
  124096. * Gets the w component (input)
  124097. */
  124098. readonly w: NodeMaterialConnectionPoint;
  124099. /**
  124100. * Gets the xyzw component (output)
  124101. */
  124102. readonly xyzw: NodeMaterialConnectionPoint;
  124103. /**
  124104. * Gets the xyz component (output)
  124105. */
  124106. readonly xyz: NodeMaterialConnectionPoint;
  124107. /**
  124108. * Gets the xy component (output)
  124109. */
  124110. readonly xy: NodeMaterialConnectionPoint;
  124111. protected _buildBlock(state: NodeMaterialBuildState): this;
  124112. }
  124113. }
  124114. declare module BABYLON {
  124115. /**
  124116. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  124117. */
  124118. export class ColorSplitterBlock extends NodeMaterialBlock {
  124119. /**
  124120. * Create a new ColorSplitterBlock
  124121. * @param name defines the block name
  124122. */
  124123. constructor(name: string);
  124124. /**
  124125. * Gets the current class name
  124126. * @returns the class name
  124127. */
  124128. getClassName(): string;
  124129. /**
  124130. * Gets the rgba component (input)
  124131. */
  124132. readonly rgba: NodeMaterialConnectionPoint;
  124133. /**
  124134. * Gets the rgb component (input)
  124135. */
  124136. readonly rgbIn: NodeMaterialConnectionPoint;
  124137. /**
  124138. * Gets the rgb component (output)
  124139. */
  124140. readonly rgbOut: NodeMaterialConnectionPoint;
  124141. /**
  124142. * Gets the r component (output)
  124143. */
  124144. readonly r: NodeMaterialConnectionPoint;
  124145. /**
  124146. * Gets the g component (output)
  124147. */
  124148. readonly g: NodeMaterialConnectionPoint;
  124149. /**
  124150. * Gets the b component (output)
  124151. */
  124152. readonly b: NodeMaterialConnectionPoint;
  124153. /**
  124154. * Gets the a component (output)
  124155. */
  124156. readonly a: NodeMaterialConnectionPoint;
  124157. protected _inputRename(name: string): string;
  124158. protected _outputRename(name: string): string;
  124159. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  124160. }
  124161. }
  124162. declare module BABYLON {
  124163. /**
  124164. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  124165. */
  124166. export class VectorSplitterBlock extends NodeMaterialBlock {
  124167. /**
  124168. * Create a new VectorSplitterBlock
  124169. * @param name defines the block name
  124170. */
  124171. constructor(name: string);
  124172. /**
  124173. * Gets the current class name
  124174. * @returns the class name
  124175. */
  124176. getClassName(): string;
  124177. /**
  124178. * Gets the xyzw component (input)
  124179. */
  124180. readonly xyzw: NodeMaterialConnectionPoint;
  124181. /**
  124182. * Gets the xyz component (input)
  124183. */
  124184. readonly xyzIn: NodeMaterialConnectionPoint;
  124185. /**
  124186. * Gets the xy component (input)
  124187. */
  124188. readonly xyIn: NodeMaterialConnectionPoint;
  124189. /**
  124190. * Gets the xyz component (output)
  124191. */
  124192. readonly xyzOut: NodeMaterialConnectionPoint;
  124193. /**
  124194. * Gets the xy component (output)
  124195. */
  124196. readonly xyOut: NodeMaterialConnectionPoint;
  124197. /**
  124198. * Gets the x component (output)
  124199. */
  124200. readonly x: NodeMaterialConnectionPoint;
  124201. /**
  124202. * Gets the y component (output)
  124203. */
  124204. readonly y: NodeMaterialConnectionPoint;
  124205. /**
  124206. * Gets the z component (output)
  124207. */
  124208. readonly z: NodeMaterialConnectionPoint;
  124209. /**
  124210. * Gets the w component (output)
  124211. */
  124212. readonly w: NodeMaterialConnectionPoint;
  124213. protected _inputRename(name: string): string;
  124214. protected _outputRename(name: string): string;
  124215. protected _buildBlock(state: NodeMaterialBuildState): this;
  124216. }
  124217. }
  124218. declare module BABYLON {
  124219. /**
  124220. * Block used to lerp between 2 values
  124221. */
  124222. export class LerpBlock extends NodeMaterialBlock {
  124223. /**
  124224. * Creates a new LerpBlock
  124225. * @param name defines the block name
  124226. */
  124227. constructor(name: string);
  124228. /**
  124229. * Gets the current class name
  124230. * @returns the class name
  124231. */
  124232. getClassName(): string;
  124233. /**
  124234. * Gets the left operand input component
  124235. */
  124236. readonly left: NodeMaterialConnectionPoint;
  124237. /**
  124238. * Gets the right operand input component
  124239. */
  124240. readonly right: NodeMaterialConnectionPoint;
  124241. /**
  124242. * Gets the gradient operand input component
  124243. */
  124244. readonly gradient: NodeMaterialConnectionPoint;
  124245. /**
  124246. * Gets the output component
  124247. */
  124248. readonly output: NodeMaterialConnectionPoint;
  124249. protected _buildBlock(state: NodeMaterialBuildState): this;
  124250. }
  124251. }
  124252. declare module BABYLON {
  124253. /**
  124254. * Block used to divide 2 vectors
  124255. */
  124256. export class DivideBlock extends NodeMaterialBlock {
  124257. /**
  124258. * Creates a new DivideBlock
  124259. * @param name defines the block name
  124260. */
  124261. constructor(name: string);
  124262. /**
  124263. * Gets the current class name
  124264. * @returns the class name
  124265. */
  124266. getClassName(): string;
  124267. /**
  124268. * Gets the left operand input component
  124269. */
  124270. readonly left: NodeMaterialConnectionPoint;
  124271. /**
  124272. * Gets the right operand input component
  124273. */
  124274. readonly right: NodeMaterialConnectionPoint;
  124275. /**
  124276. * Gets the output component
  124277. */
  124278. readonly output: NodeMaterialConnectionPoint;
  124279. protected _buildBlock(state: NodeMaterialBuildState): this;
  124280. }
  124281. }
  124282. declare module BABYLON {
  124283. /**
  124284. * Block used to subtract 2 vectors
  124285. */
  124286. export class SubtractBlock extends NodeMaterialBlock {
  124287. /**
  124288. * Creates a new SubtractBlock
  124289. * @param name defines the block name
  124290. */
  124291. constructor(name: string);
  124292. /**
  124293. * Gets the current class name
  124294. * @returns the class name
  124295. */
  124296. getClassName(): string;
  124297. /**
  124298. * Gets the left operand input component
  124299. */
  124300. readonly left: NodeMaterialConnectionPoint;
  124301. /**
  124302. * Gets the right operand input component
  124303. */
  124304. readonly right: NodeMaterialConnectionPoint;
  124305. /**
  124306. * Gets the output component
  124307. */
  124308. readonly output: NodeMaterialConnectionPoint;
  124309. protected _buildBlock(state: NodeMaterialBuildState): this;
  124310. }
  124311. }
  124312. declare module BABYLON {
  124313. /**
  124314. * Block used to step a value
  124315. */
  124316. export class StepBlock extends NodeMaterialBlock {
  124317. /**
  124318. * Creates a new StepBlock
  124319. * @param name defines the block name
  124320. */
  124321. constructor(name: string);
  124322. /**
  124323. * Gets the current class name
  124324. * @returns the class name
  124325. */
  124326. getClassName(): string;
  124327. /**
  124328. * Gets the value operand input component
  124329. */
  124330. readonly value: NodeMaterialConnectionPoint;
  124331. /**
  124332. * Gets the edge operand input component
  124333. */
  124334. readonly edge: NodeMaterialConnectionPoint;
  124335. /**
  124336. * Gets the output component
  124337. */
  124338. readonly output: NodeMaterialConnectionPoint;
  124339. protected _buildBlock(state: NodeMaterialBuildState): this;
  124340. }
  124341. }
  124342. declare module BABYLON {
  124343. /**
  124344. * Block used to get the opposite (1 - x) of a value
  124345. */
  124346. export class OneMinusBlock extends NodeMaterialBlock {
  124347. /**
  124348. * Creates a new OneMinusBlock
  124349. * @param name defines the block name
  124350. */
  124351. constructor(name: string);
  124352. /**
  124353. * Gets the current class name
  124354. * @returns the class name
  124355. */
  124356. getClassName(): string;
  124357. /**
  124358. * Gets the input component
  124359. */
  124360. readonly input: NodeMaterialConnectionPoint;
  124361. /**
  124362. * Gets the output component
  124363. */
  124364. readonly output: NodeMaterialConnectionPoint;
  124365. protected _buildBlock(state: NodeMaterialBuildState): this;
  124366. }
  124367. }
  124368. declare module BABYLON {
  124369. /**
  124370. * Block used to get the view direction
  124371. */
  124372. export class ViewDirectionBlock extends NodeMaterialBlock {
  124373. /**
  124374. * Creates a new ViewDirectionBlock
  124375. * @param name defines the block name
  124376. */
  124377. constructor(name: string);
  124378. /**
  124379. * Gets the current class name
  124380. * @returns the class name
  124381. */
  124382. getClassName(): string;
  124383. /**
  124384. * Gets the world position component
  124385. */
  124386. readonly worldPosition: NodeMaterialConnectionPoint;
  124387. /**
  124388. * Gets the camera position component
  124389. */
  124390. readonly cameraPosition: NodeMaterialConnectionPoint;
  124391. /**
  124392. * Gets the output component
  124393. */
  124394. readonly output: NodeMaterialConnectionPoint;
  124395. autoConfigure(material: NodeMaterial): void;
  124396. protected _buildBlock(state: NodeMaterialBuildState): this;
  124397. }
  124398. }
  124399. declare module BABYLON {
  124400. /**
  124401. * Block used to compute fresnel value
  124402. */
  124403. export class FresnelBlock extends NodeMaterialBlock {
  124404. /**
  124405. * Create a new FresnelBlock
  124406. * @param name defines the block name
  124407. */
  124408. constructor(name: string);
  124409. /**
  124410. * Gets the current class name
  124411. * @returns the class name
  124412. */
  124413. getClassName(): string;
  124414. /**
  124415. * Gets the world normal input component
  124416. */
  124417. readonly worldNormal: NodeMaterialConnectionPoint;
  124418. /**
  124419. * Gets the view direction input component
  124420. */
  124421. readonly viewDirection: NodeMaterialConnectionPoint;
  124422. /**
  124423. * Gets the bias input component
  124424. */
  124425. readonly bias: NodeMaterialConnectionPoint;
  124426. /**
  124427. * Gets the camera (or eye) position component
  124428. */
  124429. readonly power: NodeMaterialConnectionPoint;
  124430. /**
  124431. * Gets the fresnel output component
  124432. */
  124433. readonly fresnel: NodeMaterialConnectionPoint;
  124434. autoConfigure(material: NodeMaterial): void;
  124435. protected _buildBlock(state: NodeMaterialBuildState): this;
  124436. }
  124437. }
  124438. declare module BABYLON {
  124439. /**
  124440. * Block used to get the max of 2 values
  124441. */
  124442. export class MaxBlock extends NodeMaterialBlock {
  124443. /**
  124444. * Creates a new MaxBlock
  124445. * @param name defines the block name
  124446. */
  124447. constructor(name: string);
  124448. /**
  124449. * Gets the current class name
  124450. * @returns the class name
  124451. */
  124452. getClassName(): string;
  124453. /**
  124454. * Gets the left operand input component
  124455. */
  124456. readonly left: NodeMaterialConnectionPoint;
  124457. /**
  124458. * Gets the right operand input component
  124459. */
  124460. readonly right: NodeMaterialConnectionPoint;
  124461. /**
  124462. * Gets the output component
  124463. */
  124464. readonly output: NodeMaterialConnectionPoint;
  124465. protected _buildBlock(state: NodeMaterialBuildState): this;
  124466. }
  124467. }
  124468. declare module BABYLON {
  124469. /**
  124470. * Block used to get the min of 2 values
  124471. */
  124472. export class MinBlock extends NodeMaterialBlock {
  124473. /**
  124474. * Creates a new MinBlock
  124475. * @param name defines the block name
  124476. */
  124477. constructor(name: string);
  124478. /**
  124479. * Gets the current class name
  124480. * @returns the class name
  124481. */
  124482. getClassName(): string;
  124483. /**
  124484. * Gets the left operand input component
  124485. */
  124486. readonly left: NodeMaterialConnectionPoint;
  124487. /**
  124488. * Gets the right operand input component
  124489. */
  124490. readonly right: NodeMaterialConnectionPoint;
  124491. /**
  124492. * Gets the output component
  124493. */
  124494. readonly output: NodeMaterialConnectionPoint;
  124495. protected _buildBlock(state: NodeMaterialBuildState): this;
  124496. }
  124497. }
  124498. declare module BABYLON {
  124499. /**
  124500. * Block used to get the distance between 2 values
  124501. */
  124502. export class DistanceBlock extends NodeMaterialBlock {
  124503. /**
  124504. * Creates a new DistanceBlock
  124505. * @param name defines the block name
  124506. */
  124507. constructor(name: string);
  124508. /**
  124509. * Gets the current class name
  124510. * @returns the class name
  124511. */
  124512. getClassName(): string;
  124513. /**
  124514. * Gets the left operand input component
  124515. */
  124516. readonly left: NodeMaterialConnectionPoint;
  124517. /**
  124518. * Gets the right operand input component
  124519. */
  124520. readonly right: NodeMaterialConnectionPoint;
  124521. /**
  124522. * Gets the output component
  124523. */
  124524. readonly output: NodeMaterialConnectionPoint;
  124525. protected _buildBlock(state: NodeMaterialBuildState): this;
  124526. }
  124527. }
  124528. declare module BABYLON {
  124529. /**
  124530. * Block used to get the length of a vector
  124531. */
  124532. export class LengthBlock extends NodeMaterialBlock {
  124533. /**
  124534. * Creates a new LengthBlock
  124535. * @param name defines the block name
  124536. */
  124537. constructor(name: string);
  124538. /**
  124539. * Gets the current class name
  124540. * @returns the class name
  124541. */
  124542. getClassName(): string;
  124543. /**
  124544. * Gets the value input component
  124545. */
  124546. readonly value: NodeMaterialConnectionPoint;
  124547. /**
  124548. * Gets the output component
  124549. */
  124550. readonly output: NodeMaterialConnectionPoint;
  124551. protected _buildBlock(state: NodeMaterialBuildState): this;
  124552. }
  124553. }
  124554. declare module BABYLON {
  124555. /**
  124556. * Block used to get negative version of a value (i.e. x * -1)
  124557. */
  124558. export class NegateBlock extends NodeMaterialBlock {
  124559. /**
  124560. * Creates a new NegateBlock
  124561. * @param name defines the block name
  124562. */
  124563. constructor(name: string);
  124564. /**
  124565. * Gets the current class name
  124566. * @returns the class name
  124567. */
  124568. getClassName(): string;
  124569. /**
  124570. * Gets the value input component
  124571. */
  124572. readonly value: NodeMaterialConnectionPoint;
  124573. /**
  124574. * Gets the output component
  124575. */
  124576. readonly output: NodeMaterialConnectionPoint;
  124577. protected _buildBlock(state: NodeMaterialBuildState): this;
  124578. }
  124579. }
  124580. declare module BABYLON {
  124581. /**
  124582. * Block used to get the value of the first parameter raised to the power of the second
  124583. */
  124584. export class PowBlock extends NodeMaterialBlock {
  124585. /**
  124586. * Creates a new PowBlock
  124587. * @param name defines the block name
  124588. */
  124589. constructor(name: string);
  124590. /**
  124591. * Gets the current class name
  124592. * @returns the class name
  124593. */
  124594. getClassName(): string;
  124595. /**
  124596. * Gets the value operand input component
  124597. */
  124598. readonly value: NodeMaterialConnectionPoint;
  124599. /**
  124600. * Gets the power operand input component
  124601. */
  124602. readonly power: NodeMaterialConnectionPoint;
  124603. /**
  124604. * Gets the output component
  124605. */
  124606. readonly output: NodeMaterialConnectionPoint;
  124607. protected _buildBlock(state: NodeMaterialBuildState): this;
  124608. }
  124609. }
  124610. declare module BABYLON {
  124611. /**
  124612. * Block used to get a random number
  124613. */
  124614. export class RandomNumberBlock extends NodeMaterialBlock {
  124615. /**
  124616. * Creates a new RandomNumberBlock
  124617. * @param name defines the block name
  124618. */
  124619. constructor(name: string);
  124620. /**
  124621. * Gets the current class name
  124622. * @returns the class name
  124623. */
  124624. getClassName(): string;
  124625. /**
  124626. * Gets the seed input component
  124627. */
  124628. readonly seed: NodeMaterialConnectionPoint;
  124629. /**
  124630. * Gets the output component
  124631. */
  124632. readonly output: NodeMaterialConnectionPoint;
  124633. protected _buildBlock(state: NodeMaterialBuildState): this;
  124634. }
  124635. }
  124636. declare module BABYLON {
  124637. /**
  124638. * Block used to compute arc tangent of 2 values
  124639. */
  124640. export class ArcTan2Block extends NodeMaterialBlock {
  124641. /**
  124642. * Creates a new ArcTan2Block
  124643. * @param name defines the block name
  124644. */
  124645. constructor(name: string);
  124646. /**
  124647. * Gets the current class name
  124648. * @returns the class name
  124649. */
  124650. getClassName(): string;
  124651. /**
  124652. * Gets the x operand input component
  124653. */
  124654. readonly x: NodeMaterialConnectionPoint;
  124655. /**
  124656. * Gets the y operand input component
  124657. */
  124658. readonly y: NodeMaterialConnectionPoint;
  124659. /**
  124660. * Gets the output component
  124661. */
  124662. readonly output: NodeMaterialConnectionPoint;
  124663. protected _buildBlock(state: NodeMaterialBuildState): this;
  124664. }
  124665. }
  124666. declare module BABYLON {
  124667. /**
  124668. * Block used to smooth step a value
  124669. */
  124670. export class SmoothStepBlock extends NodeMaterialBlock {
  124671. /**
  124672. * Creates a new SmoothStepBlock
  124673. * @param name defines the block name
  124674. */
  124675. constructor(name: string);
  124676. /**
  124677. * Gets the current class name
  124678. * @returns the class name
  124679. */
  124680. getClassName(): string;
  124681. /**
  124682. * Gets the value operand input component
  124683. */
  124684. readonly value: NodeMaterialConnectionPoint;
  124685. /**
  124686. * Gets the first edge operand input component
  124687. */
  124688. readonly edge0: NodeMaterialConnectionPoint;
  124689. /**
  124690. * Gets the second edge operand input component
  124691. */
  124692. readonly edge1: NodeMaterialConnectionPoint;
  124693. /**
  124694. * Gets the output component
  124695. */
  124696. readonly output: NodeMaterialConnectionPoint;
  124697. protected _buildBlock(state: NodeMaterialBuildState): this;
  124698. }
  124699. }
  124700. declare module BABYLON {
  124701. /**
  124702. * Block used to get the reciprocal (1 / x) of a value
  124703. */
  124704. export class ReciprocalBlock extends NodeMaterialBlock {
  124705. /**
  124706. * Creates a new ReciprocalBlock
  124707. * @param name defines the block name
  124708. */
  124709. constructor(name: string);
  124710. /**
  124711. * Gets the current class name
  124712. * @returns the class name
  124713. */
  124714. getClassName(): string;
  124715. /**
  124716. * Gets the input component
  124717. */
  124718. readonly input: NodeMaterialConnectionPoint;
  124719. /**
  124720. * Gets the output component
  124721. */
  124722. readonly output: NodeMaterialConnectionPoint;
  124723. protected _buildBlock(state: NodeMaterialBuildState): this;
  124724. }
  124725. }
  124726. declare module BABYLON {
  124727. /**
  124728. * Block used to replace a color by another one
  124729. */
  124730. export class ReplaceColorBlock extends NodeMaterialBlock {
  124731. /**
  124732. * Creates a new ReplaceColorBlock
  124733. * @param name defines the block name
  124734. */
  124735. constructor(name: string);
  124736. /**
  124737. * Gets the current class name
  124738. * @returns the class name
  124739. */
  124740. getClassName(): string;
  124741. /**
  124742. * Gets the value input component
  124743. */
  124744. readonly value: NodeMaterialConnectionPoint;
  124745. /**
  124746. * Gets the reference input component
  124747. */
  124748. readonly reference: NodeMaterialConnectionPoint;
  124749. /**
  124750. * Gets the distance input component
  124751. */
  124752. readonly distance: NodeMaterialConnectionPoint;
  124753. /**
  124754. * Gets the replacement input component
  124755. */
  124756. readonly replacement: NodeMaterialConnectionPoint;
  124757. /**
  124758. * Gets the output component
  124759. */
  124760. readonly output: NodeMaterialConnectionPoint;
  124761. protected _buildBlock(state: NodeMaterialBuildState): this;
  124762. }
  124763. }
  124764. declare module BABYLON {
  124765. /**
  124766. * Block used to posterize a value
  124767. * @see https://en.wikipedia.org/wiki/Posterization
  124768. */
  124769. export class PosterizeBlock extends NodeMaterialBlock {
  124770. /**
  124771. * Creates a new PosterizeBlock
  124772. * @param name defines the block name
  124773. */
  124774. constructor(name: string);
  124775. /**
  124776. * Gets the current class name
  124777. * @returns the class name
  124778. */
  124779. getClassName(): string;
  124780. /**
  124781. * Gets the value input component
  124782. */
  124783. readonly value: NodeMaterialConnectionPoint;
  124784. /**
  124785. * Gets the steps input component
  124786. */
  124787. readonly steps: NodeMaterialConnectionPoint;
  124788. /**
  124789. * Gets the output component
  124790. */
  124791. readonly output: NodeMaterialConnectionPoint;
  124792. protected _buildBlock(state: NodeMaterialBuildState): this;
  124793. }
  124794. }
  124795. declare module BABYLON {
  124796. /**
  124797. * Operations supported by the Wave block
  124798. */
  124799. export enum WaveBlockKind {
  124800. /** SawTooth */
  124801. SawTooth = 0,
  124802. /** Square */
  124803. Square = 1,
  124804. /** Triangle */
  124805. Triangle = 2
  124806. }
  124807. /**
  124808. * Block used to apply wave operation to floats
  124809. */
  124810. export class WaveBlock extends NodeMaterialBlock {
  124811. /**
  124812. * Gets or sets the kibnd of wave to be applied by the block
  124813. */
  124814. kind: WaveBlockKind;
  124815. /**
  124816. * Creates a new WaveBlock
  124817. * @param name defines the block name
  124818. */
  124819. constructor(name: string);
  124820. /**
  124821. * Gets the current class name
  124822. * @returns the class name
  124823. */
  124824. getClassName(): string;
  124825. /**
  124826. * Gets the input component
  124827. */
  124828. readonly input: NodeMaterialConnectionPoint;
  124829. /**
  124830. * Gets the output component
  124831. */
  124832. readonly output: NodeMaterialConnectionPoint;
  124833. protected _buildBlock(state: NodeMaterialBuildState): this;
  124834. serialize(): any;
  124835. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  124836. }
  124837. }
  124838. declare module BABYLON {
  124839. /**
  124840. * Class used to store a color step for the GradientBlock
  124841. */
  124842. export class GradientBlockColorStep {
  124843. /**
  124844. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  124845. */
  124846. step: number;
  124847. /**
  124848. * Gets or sets the color associated with this step
  124849. */
  124850. color: Color3;
  124851. /**
  124852. * Creates a new GradientBlockColorStep
  124853. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  124854. * @param color defines the color associated with this step
  124855. */
  124856. constructor(
  124857. /**
  124858. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  124859. */
  124860. step: number,
  124861. /**
  124862. * Gets or sets the color associated with this step
  124863. */
  124864. color: Color3);
  124865. }
  124866. /**
  124867. * Block used to return a color from a gradient based on an input value between 0 and 1
  124868. */
  124869. export class GradientBlock extends NodeMaterialBlock {
  124870. /**
  124871. * Gets or sets the list of color steps
  124872. */
  124873. colorSteps: GradientBlockColorStep[];
  124874. /**
  124875. * Creates a new GradientBlock
  124876. * @param name defines the block name
  124877. */
  124878. constructor(name: string);
  124879. /**
  124880. * Gets the current class name
  124881. * @returns the class name
  124882. */
  124883. getClassName(): string;
  124884. /**
  124885. * Gets the gradient input component
  124886. */
  124887. readonly gradient: NodeMaterialConnectionPoint;
  124888. /**
  124889. * Gets the output component
  124890. */
  124891. readonly output: NodeMaterialConnectionPoint;
  124892. private _writeColorConstant;
  124893. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  124894. serialize(): any;
  124895. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  124896. protected _dumpPropertiesCode(): string;
  124897. }
  124898. }
  124899. declare module BABYLON {
  124900. /**
  124901. * Block used to normalize lerp between 2 values
  124902. */
  124903. export class NLerpBlock extends NodeMaterialBlock {
  124904. /**
  124905. * Creates a new NLerpBlock
  124906. * @param name defines the block name
  124907. */
  124908. constructor(name: string);
  124909. /**
  124910. * Gets the current class name
  124911. * @returns the class name
  124912. */
  124913. getClassName(): string;
  124914. /**
  124915. * Gets the left operand input component
  124916. */
  124917. readonly left: NodeMaterialConnectionPoint;
  124918. /**
  124919. * Gets the right operand input component
  124920. */
  124921. readonly right: NodeMaterialConnectionPoint;
  124922. /**
  124923. * Gets the gradient operand input component
  124924. */
  124925. readonly gradient: NodeMaterialConnectionPoint;
  124926. /**
  124927. * Gets the output component
  124928. */
  124929. readonly output: NodeMaterialConnectionPoint;
  124930. protected _buildBlock(state: NodeMaterialBuildState): this;
  124931. }
  124932. }
  124933. declare module BABYLON {
  124934. /**
  124935. * block used to Generate a Worley Noise 3D Noise Pattern
  124936. */
  124937. export class WorleyNoise3DBlock extends NodeMaterialBlock {
  124938. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  124939. manhattanDistance: boolean;
  124940. /**
  124941. * Creates a new WorleyNoise3DBlock
  124942. * @param name defines the block name
  124943. */
  124944. constructor(name: string);
  124945. /**
  124946. * Gets the current class name
  124947. * @returns the class name
  124948. */
  124949. getClassName(): string;
  124950. /**
  124951. * Gets the seed input component
  124952. */
  124953. readonly seed: NodeMaterialConnectionPoint;
  124954. /**
  124955. * Gets the jitter input component
  124956. */
  124957. readonly jitter: NodeMaterialConnectionPoint;
  124958. /**
  124959. * Gets the output component
  124960. */
  124961. readonly output: NodeMaterialConnectionPoint;
  124962. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  124963. /**
  124964. * Exposes the properties to the UI?
  124965. */
  124966. protected _dumpPropertiesCode(): string;
  124967. /**
  124968. * Exposes the properties to the Seralize?
  124969. */
  124970. serialize(): any;
  124971. /**
  124972. * Exposes the properties to the deseralize?
  124973. */
  124974. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  124975. }
  124976. }
  124977. declare module BABYLON {
  124978. /**
  124979. * block used to Generate a Simplex Perlin 3d Noise Pattern
  124980. */
  124981. export class SimplexPerlin3DBlock extends NodeMaterialBlock {
  124982. /**
  124983. * Creates a new SimplexPerlin3DBlock
  124984. * @param name defines the block name
  124985. */
  124986. constructor(name: string);
  124987. /**
  124988. * Gets the current class name
  124989. * @returns the class name
  124990. */
  124991. getClassName(): string;
  124992. /**
  124993. * Gets the seed operand input component
  124994. */
  124995. readonly seed: NodeMaterialConnectionPoint;
  124996. /**
  124997. * Gets the output component
  124998. */
  124999. readonly output: NodeMaterialConnectionPoint;
  125000. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  125001. }
  125002. }
  125003. declare module BABYLON {
  125004. /**
  125005. * Block used to blend normals
  125006. */
  125007. export class NormalBlendBlock extends NodeMaterialBlock {
  125008. /**
  125009. * Creates a new NormalBlendBlock
  125010. * @param name defines the block name
  125011. */
  125012. constructor(name: string);
  125013. /**
  125014. * Gets the current class name
  125015. * @returns the class name
  125016. */
  125017. getClassName(): string;
  125018. /**
  125019. * Gets the first input component
  125020. */
  125021. readonly input0: NodeMaterialConnectionPoint;
  125022. /**
  125023. * Gets the second input component
  125024. */
  125025. readonly input1: NodeMaterialConnectionPoint;
  125026. /**
  125027. * Gets the output component
  125028. */
  125029. readonly output: NodeMaterialConnectionPoint;
  125030. protected _buildBlock(state: NodeMaterialBuildState): this;
  125031. }
  125032. }
  125033. declare module BABYLON {
  125034. /**
  125035. * Block used to rotate a 2d vector by a given angle
  125036. */
  125037. export class Rotate2dBlock extends NodeMaterialBlock {
  125038. /**
  125039. * Creates a new Rotate2dBlock
  125040. * @param name defines the block name
  125041. */
  125042. constructor(name: string);
  125043. /**
  125044. * Gets the current class name
  125045. * @returns the class name
  125046. */
  125047. getClassName(): string;
  125048. /**
  125049. * Gets the input vector
  125050. */
  125051. readonly input: NodeMaterialConnectionPoint;
  125052. /**
  125053. * Gets the input angle
  125054. */
  125055. readonly angle: NodeMaterialConnectionPoint;
  125056. /**
  125057. * Gets the output component
  125058. */
  125059. readonly output: NodeMaterialConnectionPoint;
  125060. autoConfigure(material: NodeMaterial): void;
  125061. protected _buildBlock(state: NodeMaterialBuildState): this;
  125062. }
  125063. }
  125064. declare module BABYLON {
  125065. /**
  125066. * Effect Render Options
  125067. */
  125068. export interface IEffectRendererOptions {
  125069. /**
  125070. * Defines the vertices positions.
  125071. */
  125072. positions?: number[];
  125073. /**
  125074. * Defines the indices.
  125075. */
  125076. indices?: number[];
  125077. }
  125078. /**
  125079. * Helper class to render one or more effects
  125080. */
  125081. export class EffectRenderer {
  125082. private engine;
  125083. private static _DefaultOptions;
  125084. private _vertexBuffers;
  125085. private _indexBuffer;
  125086. private _ringBufferIndex;
  125087. private _ringScreenBuffer;
  125088. private _fullscreenViewport;
  125089. private _getNextFrameBuffer;
  125090. /**
  125091. * Creates an effect renderer
  125092. * @param engine the engine to use for rendering
  125093. * @param options defines the options of the effect renderer
  125094. */
  125095. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  125096. /**
  125097. * Sets the current viewport in normalized coordinates 0-1
  125098. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  125099. */
  125100. setViewport(viewport?: Viewport): void;
  125101. /**
  125102. * Binds the embedded attributes buffer to the effect.
  125103. * @param effect Defines the effect to bind the attributes for
  125104. */
  125105. bindBuffers(effect: Effect): void;
  125106. /**
  125107. * Sets the current effect wrapper to use during draw.
  125108. * The effect needs to be ready before calling this api.
  125109. * This also sets the default full screen position attribute.
  125110. * @param effectWrapper Defines the effect to draw with
  125111. */
  125112. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  125113. /**
  125114. * Draws a full screen quad.
  125115. */
  125116. draw(): void;
  125117. /**
  125118. * renders one or more effects to a specified texture
  125119. * @param effectWrappers list of effects to renderer
  125120. * @param outputTexture texture to draw to, if null it will render to the screen
  125121. */
  125122. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  125123. /**
  125124. * Disposes of the effect renderer
  125125. */
  125126. dispose(): void;
  125127. }
  125128. /**
  125129. * Options to create an EffectWrapper
  125130. */
  125131. interface EffectWrapperCreationOptions {
  125132. /**
  125133. * Engine to use to create the effect
  125134. */
  125135. engine: ThinEngine;
  125136. /**
  125137. * Fragment shader for the effect
  125138. */
  125139. fragmentShader: string;
  125140. /**
  125141. * Vertex shader for the effect
  125142. */
  125143. vertexShader?: string;
  125144. /**
  125145. * Attributes to use in the shader
  125146. */
  125147. attributeNames?: Array<string>;
  125148. /**
  125149. * Uniforms to use in the shader
  125150. */
  125151. uniformNames?: Array<string>;
  125152. /**
  125153. * Texture sampler names to use in the shader
  125154. */
  125155. samplerNames?: Array<string>;
  125156. /**
  125157. * The friendly name of the effect displayed in Spector.
  125158. */
  125159. name?: string;
  125160. }
  125161. /**
  125162. * Wraps an effect to be used for rendering
  125163. */
  125164. export class EffectWrapper {
  125165. /**
  125166. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  125167. */
  125168. onApplyObservable: Observable<{}>;
  125169. /**
  125170. * The underlying effect
  125171. */
  125172. effect: Effect;
  125173. /**
  125174. * Creates an effect to be renderer
  125175. * @param creationOptions options to create the effect
  125176. */
  125177. constructor(creationOptions: EffectWrapperCreationOptions);
  125178. /**
  125179. * Disposes of the effect wrapper
  125180. */
  125181. dispose(): void;
  125182. }
  125183. }
  125184. declare module BABYLON {
  125185. /**
  125186. * Helper class to push actions to a pool of workers.
  125187. */
  125188. export class WorkerPool implements IDisposable {
  125189. private _workerInfos;
  125190. private _pendingActions;
  125191. /**
  125192. * Constructor
  125193. * @param workers Array of workers to use for actions
  125194. */
  125195. constructor(workers: Array<Worker>);
  125196. /**
  125197. * Terminates all workers and clears any pending actions.
  125198. */
  125199. dispose(): void;
  125200. /**
  125201. * Pushes an action to the worker pool. If all the workers are active, the action will be
  125202. * pended until a worker has completed its action.
  125203. * @param action The action to perform. Call onComplete when the action is complete.
  125204. */
  125205. push(action: (worker: Worker, onComplete: () => void) => void): void;
  125206. private _execute;
  125207. }
  125208. }
  125209. declare module BABYLON {
  125210. /**
  125211. * Configuration for Draco compression
  125212. */
  125213. export interface IDracoCompressionConfiguration {
  125214. /**
  125215. * Configuration for the decoder.
  125216. */
  125217. decoder: {
  125218. /**
  125219. * The url to the WebAssembly module.
  125220. */
  125221. wasmUrl?: string;
  125222. /**
  125223. * The url to the WebAssembly binary.
  125224. */
  125225. wasmBinaryUrl?: string;
  125226. /**
  125227. * The url to the fallback JavaScript module.
  125228. */
  125229. fallbackUrl?: string;
  125230. };
  125231. }
  125232. /**
  125233. * Draco compression (https://google.github.io/draco/)
  125234. *
  125235. * This class wraps the Draco module.
  125236. *
  125237. * **Encoder**
  125238. *
  125239. * The encoder is not currently implemented.
  125240. *
  125241. * **Decoder**
  125242. *
  125243. * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.
  125244. *
  125245. * To update the configuration, use the following code:
  125246. * ```javascript
  125247. * DracoCompression.Configuration = {
  125248. * decoder: {
  125249. * wasmUrl: "<url to the WebAssembly library>",
  125250. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  125251. * fallbackUrl: "<url to the fallback JavaScript library>",
  125252. * }
  125253. * };
  125254. * ```
  125255. *
  125256. * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support Webssembly or only support the JavaScript version.
  125257. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  125258. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  125259. *
  125260. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  125261. * ```javascript
  125262. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  125263. * ```
  125264. *
  125265. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  125266. */
  125267. export class DracoCompression implements IDisposable {
  125268. private _workerPoolPromise?;
  125269. private _decoderModulePromise?;
  125270. /**
  125271. * The configuration. Defaults to the following urls:
  125272. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  125273. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  125274. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  125275. */
  125276. static Configuration: IDracoCompressionConfiguration;
  125277. /**
  125278. * Returns true if the decoder configuration is available.
  125279. */
  125280. static readonly DecoderAvailable: boolean;
  125281. /**
  125282. * Default number of workers to create when creating the draco compression object.
  125283. */
  125284. static DefaultNumWorkers: number;
  125285. private static GetDefaultNumWorkers;
  125286. private static _Default;
  125287. /**
  125288. * Default instance for the draco compression object.
  125289. */
  125290. static readonly Default: DracoCompression;
  125291. /**
  125292. * Constructor
  125293. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  125294. */
  125295. constructor(numWorkers?: number);
  125296. /**
  125297. * Stop all async operations and release resources.
  125298. */
  125299. dispose(): void;
  125300. /**
  125301. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  125302. * @returns a promise that resolves when ready
  125303. */
  125304. whenReadyAsync(): Promise<void>;
  125305. /**
  125306. * Decode Draco compressed mesh data to vertex data.
  125307. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  125308. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  125309. * @returns A promise that resolves with the decoded vertex data
  125310. */
  125311. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  125312. [kind: string]: number;
  125313. }): Promise<VertexData>;
  125314. }
  125315. }
  125316. declare module BABYLON {
  125317. /**
  125318. * Class for building Constructive Solid Geometry
  125319. */
  125320. export class CSG {
  125321. private polygons;
  125322. /**
  125323. * The world matrix
  125324. */
  125325. matrix: Matrix;
  125326. /**
  125327. * Stores the position
  125328. */
  125329. position: Vector3;
  125330. /**
  125331. * Stores the rotation
  125332. */
  125333. rotation: Vector3;
  125334. /**
  125335. * Stores the rotation quaternion
  125336. */
  125337. rotationQuaternion: Nullable<Quaternion>;
  125338. /**
  125339. * Stores the scaling vector
  125340. */
  125341. scaling: Vector3;
  125342. /**
  125343. * Convert the Mesh to CSG
  125344. * @param mesh The Mesh to convert to CSG
  125345. * @returns A new CSG from the Mesh
  125346. */
  125347. static FromMesh(mesh: Mesh): CSG;
  125348. /**
  125349. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  125350. * @param polygons Polygons used to construct a CSG solid
  125351. */
  125352. private static FromPolygons;
  125353. /**
  125354. * Clones, or makes a deep copy, of the CSG
  125355. * @returns A new CSG
  125356. */
  125357. clone(): CSG;
  125358. /**
  125359. * Unions this CSG with another CSG
  125360. * @param csg The CSG to union against this CSG
  125361. * @returns The unioned CSG
  125362. */
  125363. union(csg: CSG): CSG;
  125364. /**
  125365. * Unions this CSG with another CSG in place
  125366. * @param csg The CSG to union against this CSG
  125367. */
  125368. unionInPlace(csg: CSG): void;
  125369. /**
  125370. * Subtracts this CSG with another CSG
  125371. * @param csg The CSG to subtract against this CSG
  125372. * @returns A new CSG
  125373. */
  125374. subtract(csg: CSG): CSG;
  125375. /**
  125376. * Subtracts this CSG with another CSG in place
  125377. * @param csg The CSG to subtact against this CSG
  125378. */
  125379. subtractInPlace(csg: CSG): void;
  125380. /**
  125381. * Intersect this CSG with another CSG
  125382. * @param csg The CSG to intersect against this CSG
  125383. * @returns A new CSG
  125384. */
  125385. intersect(csg: CSG): CSG;
  125386. /**
  125387. * Intersects this CSG with another CSG in place
  125388. * @param csg The CSG to intersect against this CSG
  125389. */
  125390. intersectInPlace(csg: CSG): void;
  125391. /**
  125392. * Return a new CSG solid with solid and empty space switched. This solid is
  125393. * not modified.
  125394. * @returns A new CSG solid with solid and empty space switched
  125395. */
  125396. inverse(): CSG;
  125397. /**
  125398. * Inverses the CSG in place
  125399. */
  125400. inverseInPlace(): void;
  125401. /**
  125402. * This is used to keep meshes transformations so they can be restored
  125403. * when we build back a Babylon Mesh
  125404. * NB : All CSG operations are performed in world coordinates
  125405. * @param csg The CSG to copy the transform attributes from
  125406. * @returns This CSG
  125407. */
  125408. copyTransformAttributes(csg: CSG): CSG;
  125409. /**
  125410. * Build Raw mesh from CSG
  125411. * Coordinates here are in world space
  125412. * @param name The name of the mesh geometry
  125413. * @param scene The Scene
  125414. * @param keepSubMeshes Specifies if the submeshes should be kept
  125415. * @returns A new Mesh
  125416. */
  125417. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  125418. /**
  125419. * Build Mesh from CSG taking material and transforms into account
  125420. * @param name The name of the Mesh
  125421. * @param material The material of the Mesh
  125422. * @param scene The Scene
  125423. * @param keepSubMeshes Specifies if submeshes should be kept
  125424. * @returns The new Mesh
  125425. */
  125426. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  125427. }
  125428. }
  125429. declare module BABYLON {
  125430. /**
  125431. * Class used to create a trail following a mesh
  125432. */
  125433. export class TrailMesh extends Mesh {
  125434. private _generator;
  125435. private _autoStart;
  125436. private _running;
  125437. private _diameter;
  125438. private _length;
  125439. private _sectionPolygonPointsCount;
  125440. private _sectionVectors;
  125441. private _sectionNormalVectors;
  125442. private _beforeRenderObserver;
  125443. /**
  125444. * @constructor
  125445. * @param name The value used by scene.getMeshByName() to do a lookup.
  125446. * @param generator The mesh to generate a trail.
  125447. * @param scene The scene to add this mesh to.
  125448. * @param diameter Diameter of trailing mesh. Default is 1.
  125449. * @param length Length of trailing mesh. Default is 60.
  125450. * @param autoStart Automatically start trailing mesh. Default true.
  125451. */
  125452. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  125453. /**
  125454. * "TrailMesh"
  125455. * @returns "TrailMesh"
  125456. */
  125457. getClassName(): string;
  125458. private _createMesh;
  125459. /**
  125460. * Start trailing mesh.
  125461. */
  125462. start(): void;
  125463. /**
  125464. * Stop trailing mesh.
  125465. */
  125466. stop(): void;
  125467. /**
  125468. * Update trailing mesh geometry.
  125469. */
  125470. update(): void;
  125471. /**
  125472. * Returns a new TrailMesh object.
  125473. * @param name is a string, the name given to the new mesh
  125474. * @param newGenerator use new generator object for cloned trail mesh
  125475. * @returns a new mesh
  125476. */
  125477. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  125478. /**
  125479. * Serializes this trail mesh
  125480. * @param serializationObject object to write serialization to
  125481. */
  125482. serialize(serializationObject: any): void;
  125483. /**
  125484. * Parses a serialized trail mesh
  125485. * @param parsedMesh the serialized mesh
  125486. * @param scene the scene to create the trail mesh in
  125487. * @returns the created trail mesh
  125488. */
  125489. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  125490. }
  125491. }
  125492. declare module BABYLON {
  125493. /**
  125494. * Class containing static functions to help procedurally build meshes
  125495. */
  125496. export class TiledBoxBuilder {
  125497. /**
  125498. * Creates a box mesh
  125499. * faceTiles sets the pattern, tile size and number of tiles for a face * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  125500. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  125501. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125502. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  125503. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125504. * @param name defines the name of the mesh
  125505. * @param options defines the options used to create the mesh
  125506. * @param scene defines the hosting scene
  125507. * @returns the box mesh
  125508. */
  125509. static CreateTiledBox(name: string, options: {
  125510. pattern?: number;
  125511. width?: number;
  125512. height?: number;
  125513. depth?: number;
  125514. tileSize?: number;
  125515. tileWidth?: number;
  125516. tileHeight?: number;
  125517. alignHorizontal?: number;
  125518. alignVertical?: number;
  125519. faceUV?: Vector4[];
  125520. faceColors?: Color4[];
  125521. sideOrientation?: number;
  125522. updatable?: boolean;
  125523. }, scene?: Nullable<Scene>): Mesh;
  125524. }
  125525. }
  125526. declare module BABYLON {
  125527. /**
  125528. * Class containing static functions to help procedurally build meshes
  125529. */
  125530. export class TorusKnotBuilder {
  125531. /**
  125532. * Creates a torus knot mesh
  125533. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  125534. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  125535. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  125536. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  125537. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125538. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  125539. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125540. * @param name defines the name of the mesh
  125541. * @param options defines the options used to create the mesh
  125542. * @param scene defines the hosting scene
  125543. * @returns the torus knot mesh
  125544. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  125545. */
  125546. static CreateTorusKnot(name: string, options: {
  125547. radius?: number;
  125548. tube?: number;
  125549. radialSegments?: number;
  125550. tubularSegments?: number;
  125551. p?: number;
  125552. q?: number;
  125553. updatable?: boolean;
  125554. sideOrientation?: number;
  125555. frontUVs?: Vector4;
  125556. backUVs?: Vector4;
  125557. }, scene: any): Mesh;
  125558. }
  125559. }
  125560. declare module BABYLON {
  125561. /**
  125562. * Polygon
  125563. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  125564. */
  125565. export class Polygon {
  125566. /**
  125567. * Creates a rectangle
  125568. * @param xmin bottom X coord
  125569. * @param ymin bottom Y coord
  125570. * @param xmax top X coord
  125571. * @param ymax top Y coord
  125572. * @returns points that make the resulting rectation
  125573. */
  125574. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  125575. /**
  125576. * Creates a circle
  125577. * @param radius radius of circle
  125578. * @param cx scale in x
  125579. * @param cy scale in y
  125580. * @param numberOfSides number of sides that make up the circle
  125581. * @returns points that make the resulting circle
  125582. */
  125583. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  125584. /**
  125585. * Creates a polygon from input string
  125586. * @param input Input polygon data
  125587. * @returns the parsed points
  125588. */
  125589. static Parse(input: string): Vector2[];
  125590. /**
  125591. * Starts building a polygon from x and y coordinates
  125592. * @param x x coordinate
  125593. * @param y y coordinate
  125594. * @returns the started path2
  125595. */
  125596. static StartingAt(x: number, y: number): Path2;
  125597. }
  125598. /**
  125599. * Builds a polygon
  125600. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  125601. */
  125602. export class PolygonMeshBuilder {
  125603. private _points;
  125604. private _outlinepoints;
  125605. private _holes;
  125606. private _name;
  125607. private _scene;
  125608. private _epoints;
  125609. private _eholes;
  125610. private _addToepoint;
  125611. /**
  125612. * Babylon reference to the earcut plugin.
  125613. */
  125614. bjsEarcut: any;
  125615. /**
  125616. * Creates a PolygonMeshBuilder
  125617. * @param name name of the builder
  125618. * @param contours Path of the polygon
  125619. * @param scene scene to add to when creating the mesh
  125620. * @param earcutInjection can be used to inject your own earcut reference
  125621. */
  125622. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  125623. /**
  125624. * Adds a whole within the polygon
  125625. * @param hole Array of points defining the hole
  125626. * @returns this
  125627. */
  125628. addHole(hole: Vector2[]): PolygonMeshBuilder;
  125629. /**
  125630. * Creates the polygon
  125631. * @param updatable If the mesh should be updatable
  125632. * @param depth The depth of the mesh created
  125633. * @returns the created mesh
  125634. */
  125635. build(updatable?: boolean, depth?: number): Mesh;
  125636. /**
  125637. * Creates the polygon
  125638. * @param depth The depth of the mesh created
  125639. * @returns the created VertexData
  125640. */
  125641. buildVertexData(depth?: number): VertexData;
  125642. /**
  125643. * Adds a side to the polygon
  125644. * @param positions points that make the polygon
  125645. * @param normals normals of the polygon
  125646. * @param uvs uvs of the polygon
  125647. * @param indices indices of the polygon
  125648. * @param bounds bounds of the polygon
  125649. * @param points points of the polygon
  125650. * @param depth depth of the polygon
  125651. * @param flip flip of the polygon
  125652. */
  125653. private addSide;
  125654. }
  125655. }
  125656. declare module BABYLON {
  125657. /**
  125658. * Class containing static functions to help procedurally build meshes
  125659. */
  125660. export class PolygonBuilder {
  125661. /**
  125662. * Creates a polygon mesh
  125663. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  125664. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  125665. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  125666. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125667. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  125668. * * Remember you can only change the shape positions, not their number when updating a polygon
  125669. * @param name defines the name of the mesh
  125670. * @param options defines the options used to create the mesh
  125671. * @param scene defines the hosting scene
  125672. * @param earcutInjection can be used to inject your own earcut reference
  125673. * @returns the polygon mesh
  125674. */
  125675. static CreatePolygon(name: string, options: {
  125676. shape: Vector3[];
  125677. holes?: Vector3[][];
  125678. depth?: number;
  125679. faceUV?: Vector4[];
  125680. faceColors?: Color4[];
  125681. updatable?: boolean;
  125682. sideOrientation?: number;
  125683. frontUVs?: Vector4;
  125684. backUVs?: Vector4;
  125685. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  125686. /**
  125687. * Creates an extruded polygon mesh, with depth in the Y direction.
  125688. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  125689. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  125690. * @param name defines the name of the mesh
  125691. * @param options defines the options used to create the mesh
  125692. * @param scene defines the hosting scene
  125693. * @param earcutInjection can be used to inject your own earcut reference
  125694. * @returns the polygon mesh
  125695. */
  125696. static ExtrudePolygon(name: string, options: {
  125697. shape: Vector3[];
  125698. holes?: Vector3[][];
  125699. depth?: number;
  125700. faceUV?: Vector4[];
  125701. faceColors?: Color4[];
  125702. updatable?: boolean;
  125703. sideOrientation?: number;
  125704. frontUVs?: Vector4;
  125705. backUVs?: Vector4;
  125706. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  125707. }
  125708. }
  125709. declare module BABYLON {
  125710. /**
  125711. * Class containing static functions to help procedurally build meshes
  125712. */
  125713. export class LatheBuilder {
  125714. /**
  125715. * Creates lathe mesh.
  125716. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  125717. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  125718. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  125719. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  125720. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  125721. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  125722. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  125723. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  125724. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125725. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  125726. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125727. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125728. * @param name defines the name of the mesh
  125729. * @param options defines the options used to create the mesh
  125730. * @param scene defines the hosting scene
  125731. * @returns the lathe mesh
  125732. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  125733. */
  125734. static CreateLathe(name: string, options: {
  125735. shape: Vector3[];
  125736. radius?: number;
  125737. tessellation?: number;
  125738. clip?: number;
  125739. arc?: number;
  125740. closed?: boolean;
  125741. updatable?: boolean;
  125742. sideOrientation?: number;
  125743. frontUVs?: Vector4;
  125744. backUVs?: Vector4;
  125745. cap?: number;
  125746. invertUV?: boolean;
  125747. }, scene?: Nullable<Scene>): Mesh;
  125748. }
  125749. }
  125750. declare module BABYLON {
  125751. /**
  125752. * Class containing static functions to help procedurally build meshes
  125753. */
  125754. export class TiledPlaneBuilder {
  125755. /**
  125756. * Creates a tiled plane mesh
  125757. * * The parameter `pattern` will, depending on value, do nothing or
  125758. * * * flip (reflect about central vertical) alternate tiles across and up
  125759. * * * flip every tile on alternate rows
  125760. * * * rotate (180 degs) alternate tiles across and up
  125761. * * * rotate every tile on alternate rows
  125762. * * * flip and rotate alternate tiles across and up
  125763. * * * flip and rotate every tile on alternate rows
  125764. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  125765. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  125766. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  125767. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  125768. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  125769. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  125770. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  125771. * @param name defines the name of the mesh
  125772. * @param options defines the options used to create the mesh
  125773. * @param scene defines the hosting scene
  125774. * @returns the box mesh
  125775. */
  125776. static CreateTiledPlane(name: string, options: {
  125777. pattern?: number;
  125778. tileSize?: number;
  125779. tileWidth?: number;
  125780. tileHeight?: number;
  125781. size?: number;
  125782. width?: number;
  125783. height?: number;
  125784. alignHorizontal?: number;
  125785. alignVertical?: number;
  125786. sideOrientation?: number;
  125787. frontUVs?: Vector4;
  125788. backUVs?: Vector4;
  125789. updatable?: boolean;
  125790. }, scene?: Nullable<Scene>): Mesh;
  125791. }
  125792. }
  125793. declare module BABYLON {
  125794. /**
  125795. * Class containing static functions to help procedurally build meshes
  125796. */
  125797. export class TubeBuilder {
  125798. /**
  125799. * Creates a tube mesh.
  125800. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  125801. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  125802. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  125803. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  125804. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  125805. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  125806. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  125807. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  125808. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  125809. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125810. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  125811. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125812. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125813. * @param name defines the name of the mesh
  125814. * @param options defines the options used to create the mesh
  125815. * @param scene defines the hosting scene
  125816. * @returns the tube mesh
  125817. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  125818. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  125819. */
  125820. static CreateTube(name: string, options: {
  125821. path: Vector3[];
  125822. radius?: number;
  125823. tessellation?: number;
  125824. radiusFunction?: {
  125825. (i: number, distance: number): number;
  125826. };
  125827. cap?: number;
  125828. arc?: number;
  125829. updatable?: boolean;
  125830. sideOrientation?: number;
  125831. frontUVs?: Vector4;
  125832. backUVs?: Vector4;
  125833. instance?: Mesh;
  125834. invertUV?: boolean;
  125835. }, scene?: Nullable<Scene>): Mesh;
  125836. }
  125837. }
  125838. declare module BABYLON {
  125839. /**
  125840. * Class containing static functions to help procedurally build meshes
  125841. */
  125842. export class IcoSphereBuilder {
  125843. /**
  125844. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  125845. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  125846. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  125847. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  125848. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  125849. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125850. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  125851. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125852. * @param name defines the name of the mesh
  125853. * @param options defines the options used to create the mesh
  125854. * @param scene defines the hosting scene
  125855. * @returns the icosahedron mesh
  125856. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  125857. */
  125858. static CreateIcoSphere(name: string, options: {
  125859. radius?: number;
  125860. radiusX?: number;
  125861. radiusY?: number;
  125862. radiusZ?: number;
  125863. flat?: boolean;
  125864. subdivisions?: number;
  125865. sideOrientation?: number;
  125866. frontUVs?: Vector4;
  125867. backUVs?: Vector4;
  125868. updatable?: boolean;
  125869. }, scene?: Nullable<Scene>): Mesh;
  125870. }
  125871. }
  125872. declare module BABYLON {
  125873. /**
  125874. * Class containing static functions to help procedurally build meshes
  125875. */
  125876. export class DecalBuilder {
  125877. /**
  125878. * Creates a decal mesh.
  125879. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  125880. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  125881. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  125882. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  125883. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  125884. * @param name defines the name of the mesh
  125885. * @param sourceMesh defines the mesh where the decal must be applied
  125886. * @param options defines the options used to create the mesh
  125887. * @param scene defines the hosting scene
  125888. * @returns the decal mesh
  125889. * @see https://doc.babylonjs.com/how_to/decals
  125890. */
  125891. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  125892. position?: Vector3;
  125893. normal?: Vector3;
  125894. size?: Vector3;
  125895. angle?: number;
  125896. }): Mesh;
  125897. }
  125898. }
  125899. declare module BABYLON {
  125900. /**
  125901. * Class containing static functions to help procedurally build meshes
  125902. */
  125903. export class MeshBuilder {
  125904. /**
  125905. * Creates a box mesh
  125906. * * The parameter `size` sets the size (float) of each box side (default 1)
  125907. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  125908. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  125909. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  125910. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125911. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  125912. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125913. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  125914. * @param name defines the name of the mesh
  125915. * @param options defines the options used to create the mesh
  125916. * @param scene defines the hosting scene
  125917. * @returns the box mesh
  125918. */
  125919. static CreateBox(name: string, options: {
  125920. size?: number;
  125921. width?: number;
  125922. height?: number;
  125923. depth?: number;
  125924. faceUV?: Vector4[];
  125925. faceColors?: Color4[];
  125926. sideOrientation?: number;
  125927. frontUVs?: Vector4;
  125928. backUVs?: Vector4;
  125929. updatable?: boolean;
  125930. }, scene?: Nullable<Scene>): Mesh;
  125931. /**
  125932. * Creates a tiled box mesh
  125933. * * faceTiles sets the pattern, tile size and number of tiles for a face
  125934. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125935. * @param name defines the name of the mesh
  125936. * @param options defines the options used to create the mesh
  125937. * @param scene defines the hosting scene
  125938. * @returns the tiled box mesh
  125939. */
  125940. static CreateTiledBox(name: string, options: {
  125941. pattern?: number;
  125942. size?: number;
  125943. width?: number;
  125944. height?: number;
  125945. depth: number;
  125946. tileSize?: number;
  125947. tileWidth?: number;
  125948. tileHeight?: number;
  125949. faceUV?: Vector4[];
  125950. faceColors?: Color4[];
  125951. alignHorizontal?: number;
  125952. alignVertical?: number;
  125953. sideOrientation?: number;
  125954. updatable?: boolean;
  125955. }, scene?: Nullable<Scene>): Mesh;
  125956. /**
  125957. * Creates a sphere mesh
  125958. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  125959. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  125960. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  125961. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  125962. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  125963. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125964. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  125965. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125966. * @param name defines the name of the mesh
  125967. * @param options defines the options used to create the mesh
  125968. * @param scene defines the hosting scene
  125969. * @returns the sphere mesh
  125970. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  125971. */
  125972. static CreateSphere(name: string, options: {
  125973. segments?: number;
  125974. diameter?: number;
  125975. diameterX?: number;
  125976. diameterY?: number;
  125977. diameterZ?: number;
  125978. arc?: number;
  125979. slice?: number;
  125980. sideOrientation?: number;
  125981. frontUVs?: Vector4;
  125982. backUVs?: Vector4;
  125983. updatable?: boolean;
  125984. }, scene?: Nullable<Scene>): Mesh;
  125985. /**
  125986. * Creates a plane polygonal mesh. By default, this is a disc
  125987. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  125988. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  125989. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  125990. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125991. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  125992. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125993. * @param name defines the name of the mesh
  125994. * @param options defines the options used to create the mesh
  125995. * @param scene defines the hosting scene
  125996. * @returns the plane polygonal mesh
  125997. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  125998. */
  125999. static CreateDisc(name: string, options: {
  126000. radius?: number;
  126001. tessellation?: number;
  126002. arc?: number;
  126003. updatable?: boolean;
  126004. sideOrientation?: number;
  126005. frontUVs?: Vector4;
  126006. backUVs?: Vector4;
  126007. }, scene?: Nullable<Scene>): Mesh;
  126008. /**
  126009. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  126010. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  126011. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  126012. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  126013. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  126014. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126015. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126016. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126017. * @param name defines the name of the mesh
  126018. * @param options defines the options used to create the mesh
  126019. * @param scene defines the hosting scene
  126020. * @returns the icosahedron mesh
  126021. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  126022. */
  126023. static CreateIcoSphere(name: string, options: {
  126024. radius?: number;
  126025. radiusX?: number;
  126026. radiusY?: number;
  126027. radiusZ?: number;
  126028. flat?: boolean;
  126029. subdivisions?: number;
  126030. sideOrientation?: number;
  126031. frontUVs?: Vector4;
  126032. backUVs?: Vector4;
  126033. updatable?: boolean;
  126034. }, scene?: Nullable<Scene>): Mesh;
  126035. /**
  126036. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  126037. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  126038. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  126039. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  126040. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  126041. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  126042. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  126043. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126044. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126045. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  126046. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  126047. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  126048. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  126049. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  126050. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126051. * @param name defines the name of the mesh
  126052. * @param options defines the options used to create the mesh
  126053. * @param scene defines the hosting scene
  126054. * @returns the ribbon mesh
  126055. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  126056. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  126057. */
  126058. static CreateRibbon(name: string, options: {
  126059. pathArray: Vector3[][];
  126060. closeArray?: boolean;
  126061. closePath?: boolean;
  126062. offset?: number;
  126063. updatable?: boolean;
  126064. sideOrientation?: number;
  126065. frontUVs?: Vector4;
  126066. backUVs?: Vector4;
  126067. instance?: Mesh;
  126068. invertUV?: boolean;
  126069. uvs?: Vector2[];
  126070. colors?: Color4[];
  126071. }, scene?: Nullable<Scene>): Mesh;
  126072. /**
  126073. * Creates a cylinder or a cone mesh
  126074. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  126075. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  126076. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  126077. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  126078. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  126079. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  126080. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  126081. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  126082. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  126083. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  126084. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  126085. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  126086. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  126087. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  126088. * * If `enclose` is false, a ring surface is one element.
  126089. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  126090. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  126091. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126092. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126093. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126094. * @param name defines the name of the mesh
  126095. * @param options defines the options used to create the mesh
  126096. * @param scene defines the hosting scene
  126097. * @returns the cylinder mesh
  126098. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  126099. */
  126100. static CreateCylinder(name: string, options: {
  126101. height?: number;
  126102. diameterTop?: number;
  126103. diameterBottom?: number;
  126104. diameter?: number;
  126105. tessellation?: number;
  126106. subdivisions?: number;
  126107. arc?: number;
  126108. faceColors?: Color4[];
  126109. faceUV?: Vector4[];
  126110. updatable?: boolean;
  126111. hasRings?: boolean;
  126112. enclose?: boolean;
  126113. cap?: number;
  126114. sideOrientation?: number;
  126115. frontUVs?: Vector4;
  126116. backUVs?: Vector4;
  126117. }, scene?: Nullable<Scene>): Mesh;
  126118. /**
  126119. * Creates a torus mesh
  126120. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  126121. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  126122. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  126123. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126124. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126125. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126126. * @param name defines the name of the mesh
  126127. * @param options defines the options used to create the mesh
  126128. * @param scene defines the hosting scene
  126129. * @returns the torus mesh
  126130. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  126131. */
  126132. static CreateTorus(name: string, options: {
  126133. diameter?: number;
  126134. thickness?: number;
  126135. tessellation?: number;
  126136. updatable?: boolean;
  126137. sideOrientation?: number;
  126138. frontUVs?: Vector4;
  126139. backUVs?: Vector4;
  126140. }, scene?: Nullable<Scene>): Mesh;
  126141. /**
  126142. * Creates a torus knot mesh
  126143. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  126144. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  126145. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  126146. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  126147. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126148. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126149. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126150. * @param name defines the name of the mesh
  126151. * @param options defines the options used to create the mesh
  126152. * @param scene defines the hosting scene
  126153. * @returns the torus knot mesh
  126154. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  126155. */
  126156. static CreateTorusKnot(name: string, options: {
  126157. radius?: number;
  126158. tube?: number;
  126159. radialSegments?: number;
  126160. tubularSegments?: number;
  126161. p?: number;
  126162. q?: number;
  126163. updatable?: boolean;
  126164. sideOrientation?: number;
  126165. frontUVs?: Vector4;
  126166. backUVs?: Vector4;
  126167. }, scene?: Nullable<Scene>): Mesh;
  126168. /**
  126169. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  126170. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  126171. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  126172. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  126173. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  126174. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  126175. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  126176. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  126177. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  126178. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126179. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  126180. * @param name defines the name of the new line system
  126181. * @param options defines the options used to create the line system
  126182. * @param scene defines the hosting scene
  126183. * @returns a new line system mesh
  126184. */
  126185. static CreateLineSystem(name: string, options: {
  126186. lines: Vector3[][];
  126187. updatable?: boolean;
  126188. instance?: Nullable<LinesMesh>;
  126189. colors?: Nullable<Color4[][]>;
  126190. useVertexAlpha?: boolean;
  126191. }, scene: Nullable<Scene>): LinesMesh;
  126192. /**
  126193. * Creates a line mesh
  126194. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  126195. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  126196. * * The parameter `points` is an array successive Vector3
  126197. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  126198. * * The optional parameter `colors` is an array of successive Color4, one per line point
  126199. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  126200. * * When updating an instance, remember that only point positions can change, not the number of points
  126201. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126202. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  126203. * @param name defines the name of the new line system
  126204. * @param options defines the options used to create the line system
  126205. * @param scene defines the hosting scene
  126206. * @returns a new line mesh
  126207. */
  126208. static CreateLines(name: string, options: {
  126209. points: Vector3[];
  126210. updatable?: boolean;
  126211. instance?: Nullable<LinesMesh>;
  126212. colors?: Color4[];
  126213. useVertexAlpha?: boolean;
  126214. }, scene?: Nullable<Scene>): LinesMesh;
  126215. /**
  126216. * Creates a dashed line mesh
  126217. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  126218. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  126219. * * The parameter `points` is an array successive Vector3
  126220. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  126221. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  126222. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  126223. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  126224. * * When updating an instance, remember that only point positions can change, not the number of points
  126225. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126226. * @param name defines the name of the mesh
  126227. * @param options defines the options used to create the mesh
  126228. * @param scene defines the hosting scene
  126229. * @returns the dashed line mesh
  126230. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  126231. */
  126232. static CreateDashedLines(name: string, options: {
  126233. points: Vector3[];
  126234. dashSize?: number;
  126235. gapSize?: number;
  126236. dashNb?: number;
  126237. updatable?: boolean;
  126238. instance?: LinesMesh;
  126239. }, scene?: Nullable<Scene>): LinesMesh;
  126240. /**
  126241. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  126242. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  126243. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  126244. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  126245. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  126246. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  126247. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  126248. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  126249. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126250. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126251. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  126252. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126253. * @param name defines the name of the mesh
  126254. * @param options defines the options used to create the mesh
  126255. * @param scene defines the hosting scene
  126256. * @returns the extruded shape mesh
  126257. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  126258. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  126259. */
  126260. static ExtrudeShape(name: string, options: {
  126261. shape: Vector3[];
  126262. path: Vector3[];
  126263. scale?: number;
  126264. rotation?: number;
  126265. cap?: number;
  126266. updatable?: boolean;
  126267. sideOrientation?: number;
  126268. frontUVs?: Vector4;
  126269. backUVs?: Vector4;
  126270. instance?: Mesh;
  126271. invertUV?: boolean;
  126272. }, scene?: Nullable<Scene>): Mesh;
  126273. /**
  126274. * Creates an custom extruded shape mesh.
  126275. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  126276. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  126277. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  126278. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  126279. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  126280. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  126281. * * It must returns a float value that will be the scale value applied to the shape on each path point
  126282. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  126283. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  126284. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  126285. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  126286. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  126287. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126288. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126289. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  126290. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126291. * @param name defines the name of the mesh
  126292. * @param options defines the options used to create the mesh
  126293. * @param scene defines the hosting scene
  126294. * @returns the custom extruded shape mesh
  126295. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  126296. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  126297. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  126298. */
  126299. static ExtrudeShapeCustom(name: string, options: {
  126300. shape: Vector3[];
  126301. path: Vector3[];
  126302. scaleFunction?: any;
  126303. rotationFunction?: any;
  126304. ribbonCloseArray?: boolean;
  126305. ribbonClosePath?: boolean;
  126306. cap?: number;
  126307. updatable?: boolean;
  126308. sideOrientation?: number;
  126309. frontUVs?: Vector4;
  126310. backUVs?: Vector4;
  126311. instance?: Mesh;
  126312. invertUV?: boolean;
  126313. }, scene?: Nullable<Scene>): Mesh;
  126314. /**
  126315. * Creates lathe mesh.
  126316. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  126317. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  126318. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  126319. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  126320. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  126321. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  126322. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  126323. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  126324. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126325. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126326. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  126327. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126328. * @param name defines the name of the mesh
  126329. * @param options defines the options used to create the mesh
  126330. * @param scene defines the hosting scene
  126331. * @returns the lathe mesh
  126332. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  126333. */
  126334. static CreateLathe(name: string, options: {
  126335. shape: Vector3[];
  126336. radius?: number;
  126337. tessellation?: number;
  126338. clip?: number;
  126339. arc?: number;
  126340. closed?: boolean;
  126341. updatable?: boolean;
  126342. sideOrientation?: number;
  126343. frontUVs?: Vector4;
  126344. backUVs?: Vector4;
  126345. cap?: number;
  126346. invertUV?: boolean;
  126347. }, scene?: Nullable<Scene>): Mesh;
  126348. /**
  126349. * Creates a tiled plane mesh
  126350. * * You can set a limited pattern arrangement with the tiles
  126351. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126352. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126353. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126354. * @param name defines the name of the mesh
  126355. * @param options defines the options used to create the mesh
  126356. * @param scene defines the hosting scene
  126357. * @returns the plane mesh
  126358. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  126359. */
  126360. static CreateTiledPlane(name: string, options: {
  126361. pattern?: number;
  126362. tileSize?: number;
  126363. tileWidth?: number;
  126364. tileHeight?: number;
  126365. size?: number;
  126366. width?: number;
  126367. height?: number;
  126368. alignHorizontal?: number;
  126369. alignVertical?: number;
  126370. sideOrientation?: number;
  126371. frontUVs?: Vector4;
  126372. backUVs?: Vector4;
  126373. updatable?: boolean;
  126374. }, scene?: Nullable<Scene>): Mesh;
  126375. /**
  126376. * Creates a plane mesh
  126377. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  126378. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  126379. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  126380. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126381. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126382. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126383. * @param name defines the name of the mesh
  126384. * @param options defines the options used to create the mesh
  126385. * @param scene defines the hosting scene
  126386. * @returns the plane mesh
  126387. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  126388. */
  126389. static CreatePlane(name: string, options: {
  126390. size?: number;
  126391. width?: number;
  126392. height?: number;
  126393. sideOrientation?: number;
  126394. frontUVs?: Vector4;
  126395. backUVs?: Vector4;
  126396. updatable?: boolean;
  126397. sourcePlane?: Plane;
  126398. }, scene?: Nullable<Scene>): Mesh;
  126399. /**
  126400. * Creates a ground mesh
  126401. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  126402. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  126403. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126404. * @param name defines the name of the mesh
  126405. * @param options defines the options used to create the mesh
  126406. * @param scene defines the hosting scene
  126407. * @returns the ground mesh
  126408. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  126409. */
  126410. static CreateGround(name: string, options: {
  126411. width?: number;
  126412. height?: number;
  126413. subdivisions?: number;
  126414. subdivisionsX?: number;
  126415. subdivisionsY?: number;
  126416. updatable?: boolean;
  126417. }, scene?: Nullable<Scene>): Mesh;
  126418. /**
  126419. * Creates a tiled ground mesh
  126420. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  126421. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  126422. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  126423. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  126424. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126425. * @param name defines the name of the mesh
  126426. * @param options defines the options used to create the mesh
  126427. * @param scene defines the hosting scene
  126428. * @returns the tiled ground mesh
  126429. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  126430. */
  126431. static CreateTiledGround(name: string, options: {
  126432. xmin: number;
  126433. zmin: number;
  126434. xmax: number;
  126435. zmax: number;
  126436. subdivisions?: {
  126437. w: number;
  126438. h: number;
  126439. };
  126440. precision?: {
  126441. w: number;
  126442. h: number;
  126443. };
  126444. updatable?: boolean;
  126445. }, scene?: Nullable<Scene>): Mesh;
  126446. /**
  126447. * Creates a ground mesh from a height map
  126448. * * The parameter `url` sets the URL of the height map image resource.
  126449. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  126450. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  126451. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  126452. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  126453. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  126454. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  126455. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  126456. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126457. * @param name defines the name of the mesh
  126458. * @param url defines the url to the height map
  126459. * @param options defines the options used to create the mesh
  126460. * @param scene defines the hosting scene
  126461. * @returns the ground mesh
  126462. * @see https://doc.babylonjs.com/babylon101/height_map
  126463. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  126464. */
  126465. static CreateGroundFromHeightMap(name: string, url: string, options: {
  126466. width?: number;
  126467. height?: number;
  126468. subdivisions?: number;
  126469. minHeight?: number;
  126470. maxHeight?: number;
  126471. colorFilter?: Color3;
  126472. alphaFilter?: number;
  126473. updatable?: boolean;
  126474. onReady?: (mesh: GroundMesh) => void;
  126475. }, scene?: Nullable<Scene>): GroundMesh;
  126476. /**
  126477. * Creates a polygon mesh
  126478. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  126479. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  126480. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  126481. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126482. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  126483. * * Remember you can only change the shape positions, not their number when updating a polygon
  126484. * @param name defines the name of the mesh
  126485. * @param options defines the options used to create the mesh
  126486. * @param scene defines the hosting scene
  126487. * @param earcutInjection can be used to inject your own earcut reference
  126488. * @returns the polygon mesh
  126489. */
  126490. static CreatePolygon(name: string, options: {
  126491. shape: Vector3[];
  126492. holes?: Vector3[][];
  126493. depth?: number;
  126494. faceUV?: Vector4[];
  126495. faceColors?: Color4[];
  126496. updatable?: boolean;
  126497. sideOrientation?: number;
  126498. frontUVs?: Vector4;
  126499. backUVs?: Vector4;
  126500. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  126501. /**
  126502. * Creates an extruded polygon mesh, with depth in the Y direction.
  126503. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  126504. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  126505. * @param name defines the name of the mesh
  126506. * @param options defines the options used to create the mesh
  126507. * @param scene defines the hosting scene
  126508. * @param earcutInjection can be used to inject your own earcut reference
  126509. * @returns the polygon mesh
  126510. */
  126511. static ExtrudePolygon(name: string, options: {
  126512. shape: Vector3[];
  126513. holes?: Vector3[][];
  126514. depth?: number;
  126515. faceUV?: Vector4[];
  126516. faceColors?: Color4[];
  126517. updatable?: boolean;
  126518. sideOrientation?: number;
  126519. frontUVs?: Vector4;
  126520. backUVs?: Vector4;
  126521. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  126522. /**
  126523. * Creates a tube mesh.
  126524. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  126525. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  126526. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  126527. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  126528. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  126529. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  126530. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  126531. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  126532. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  126533. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126534. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126535. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  126536. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126537. * @param name defines the name of the mesh
  126538. * @param options defines the options used to create the mesh
  126539. * @param scene defines the hosting scene
  126540. * @returns the tube mesh
  126541. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  126542. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  126543. */
  126544. static CreateTube(name: string, options: {
  126545. path: Vector3[];
  126546. radius?: number;
  126547. tessellation?: number;
  126548. radiusFunction?: {
  126549. (i: number, distance: number): number;
  126550. };
  126551. cap?: number;
  126552. arc?: number;
  126553. updatable?: boolean;
  126554. sideOrientation?: number;
  126555. frontUVs?: Vector4;
  126556. backUVs?: Vector4;
  126557. instance?: Mesh;
  126558. invertUV?: boolean;
  126559. }, scene?: Nullable<Scene>): Mesh;
  126560. /**
  126561. * Creates a polyhedron mesh
  126562. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  126563. * * The parameter `size` (positive float, default 1) sets the polygon size
  126564. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  126565. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  126566. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  126567. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  126568. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  126569. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  126570. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126571. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  126572. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126573. * @param name defines the name of the mesh
  126574. * @param options defines the options used to create the mesh
  126575. * @param scene defines the hosting scene
  126576. * @returns the polyhedron mesh
  126577. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  126578. */
  126579. static CreatePolyhedron(name: string, options: {
  126580. type?: number;
  126581. size?: number;
  126582. sizeX?: number;
  126583. sizeY?: number;
  126584. sizeZ?: number;
  126585. custom?: any;
  126586. faceUV?: Vector4[];
  126587. faceColors?: Color4[];
  126588. flat?: boolean;
  126589. updatable?: boolean;
  126590. sideOrientation?: number;
  126591. frontUVs?: Vector4;
  126592. backUVs?: Vector4;
  126593. }, scene?: Nullable<Scene>): Mesh;
  126594. /**
  126595. * Creates a decal mesh.
  126596. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  126597. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  126598. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  126599. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  126600. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  126601. * @param name defines the name of the mesh
  126602. * @param sourceMesh defines the mesh where the decal must be applied
  126603. * @param options defines the options used to create the mesh
  126604. * @param scene defines the hosting scene
  126605. * @returns the decal mesh
  126606. * @see https://doc.babylonjs.com/how_to/decals
  126607. */
  126608. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  126609. position?: Vector3;
  126610. normal?: Vector3;
  126611. size?: Vector3;
  126612. angle?: number;
  126613. }): Mesh;
  126614. }
  126615. }
  126616. declare module BABYLON {
  126617. /**
  126618. * A simplifier interface for future simplification implementations
  126619. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126620. */
  126621. export interface ISimplifier {
  126622. /**
  126623. * Simplification of a given mesh according to the given settings.
  126624. * Since this requires computation, it is assumed that the function runs async.
  126625. * @param settings The settings of the simplification, including quality and distance
  126626. * @param successCallback A callback that will be called after the mesh was simplified.
  126627. * @param errorCallback in case of an error, this callback will be called. optional.
  126628. */
  126629. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  126630. }
  126631. /**
  126632. * Expected simplification settings.
  126633. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  126634. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126635. */
  126636. export interface ISimplificationSettings {
  126637. /**
  126638. * Gets or sets the expected quality
  126639. */
  126640. quality: number;
  126641. /**
  126642. * Gets or sets the distance when this optimized version should be used
  126643. */
  126644. distance: number;
  126645. /**
  126646. * Gets an already optimized mesh
  126647. */
  126648. optimizeMesh?: boolean;
  126649. }
  126650. /**
  126651. * Class used to specify simplification options
  126652. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126653. */
  126654. export class SimplificationSettings implements ISimplificationSettings {
  126655. /** expected quality */
  126656. quality: number;
  126657. /** distance when this optimized version should be used */
  126658. distance: number;
  126659. /** already optimized mesh */
  126660. optimizeMesh?: boolean | undefined;
  126661. /**
  126662. * Creates a SimplificationSettings
  126663. * @param quality expected quality
  126664. * @param distance distance when this optimized version should be used
  126665. * @param optimizeMesh already optimized mesh
  126666. */
  126667. constructor(
  126668. /** expected quality */
  126669. quality: number,
  126670. /** distance when this optimized version should be used */
  126671. distance: number,
  126672. /** already optimized mesh */
  126673. optimizeMesh?: boolean | undefined);
  126674. }
  126675. /**
  126676. * Interface used to define a simplification task
  126677. */
  126678. export interface ISimplificationTask {
  126679. /**
  126680. * Array of settings
  126681. */
  126682. settings: Array<ISimplificationSettings>;
  126683. /**
  126684. * Simplification type
  126685. */
  126686. simplificationType: SimplificationType;
  126687. /**
  126688. * Mesh to simplify
  126689. */
  126690. mesh: Mesh;
  126691. /**
  126692. * Callback called on success
  126693. */
  126694. successCallback?: () => void;
  126695. /**
  126696. * Defines if parallel processing can be used
  126697. */
  126698. parallelProcessing: boolean;
  126699. }
  126700. /**
  126701. * Queue used to order the simplification tasks
  126702. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126703. */
  126704. export class SimplificationQueue {
  126705. private _simplificationArray;
  126706. /**
  126707. * Gets a boolean indicating that the process is still running
  126708. */
  126709. running: boolean;
  126710. /**
  126711. * Creates a new queue
  126712. */
  126713. constructor();
  126714. /**
  126715. * Adds a new simplification task
  126716. * @param task defines a task to add
  126717. */
  126718. addTask(task: ISimplificationTask): void;
  126719. /**
  126720. * Execute next task
  126721. */
  126722. executeNext(): void;
  126723. /**
  126724. * Execute a simplification task
  126725. * @param task defines the task to run
  126726. */
  126727. runSimplification(task: ISimplificationTask): void;
  126728. private getSimplifier;
  126729. }
  126730. /**
  126731. * The implemented types of simplification
  126732. * At the moment only Quadratic Error Decimation is implemented
  126733. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126734. */
  126735. export enum SimplificationType {
  126736. /** Quadratic error decimation */
  126737. QUADRATIC = 0
  126738. }
  126739. }
  126740. declare module BABYLON {
  126741. interface Scene {
  126742. /** @hidden (Backing field) */
  126743. _simplificationQueue: SimplificationQueue;
  126744. /**
  126745. * Gets or sets the simplification queue attached to the scene
  126746. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126747. */
  126748. simplificationQueue: SimplificationQueue;
  126749. }
  126750. interface Mesh {
  126751. /**
  126752. * Simplify the mesh according to the given array of settings.
  126753. * Function will return immediately and will simplify async
  126754. * @param settings a collection of simplification settings
  126755. * @param parallelProcessing should all levels calculate parallel or one after the other
  126756. * @param simplificationType the type of simplification to run
  126757. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  126758. * @returns the current mesh
  126759. */
  126760. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  126761. }
  126762. /**
  126763. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  126764. * created in a scene
  126765. */
  126766. export class SimplicationQueueSceneComponent implements ISceneComponent {
  126767. /**
  126768. * The component name helpfull to identify the component in the list of scene components.
  126769. */
  126770. readonly name: string;
  126771. /**
  126772. * The scene the component belongs to.
  126773. */
  126774. scene: Scene;
  126775. /**
  126776. * Creates a new instance of the component for the given scene
  126777. * @param scene Defines the scene to register the component in
  126778. */
  126779. constructor(scene: Scene);
  126780. /**
  126781. * Registers the component in a given scene
  126782. */
  126783. register(): void;
  126784. /**
  126785. * Rebuilds the elements related to this component in case of
  126786. * context lost for instance.
  126787. */
  126788. rebuild(): void;
  126789. /**
  126790. * Disposes the component and the associated ressources
  126791. */
  126792. dispose(): void;
  126793. private _beforeCameraUpdate;
  126794. }
  126795. }
  126796. declare module BABYLON {
  126797. /**
  126798. * Navigation plugin interface to add navigation constrained by a navigation mesh
  126799. */
  126800. export interface INavigationEnginePlugin {
  126801. /**
  126802. * plugin name
  126803. */
  126804. name: string;
  126805. /**
  126806. * Creates a navigation mesh
  126807. * @param meshes array of all the geometry used to compute the navigatio mesh
  126808. * @param parameters bunch of parameters used to filter geometry
  126809. */
  126810. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  126811. /**
  126812. * Create a navigation mesh debug mesh
  126813. * @param scene is where the mesh will be added
  126814. * @returns debug display mesh
  126815. */
  126816. createDebugNavMesh(scene: Scene): Mesh;
  126817. /**
  126818. * Get a navigation mesh constrained position, closest to the parameter position
  126819. * @param position world position
  126820. * @returns the closest point to position constrained by the navigation mesh
  126821. */
  126822. getClosestPoint(position: Vector3): Vector3;
  126823. /**
  126824. * Get a navigation mesh constrained position, within a particular radius
  126825. * @param position world position
  126826. * @param maxRadius the maximum distance to the constrained world position
  126827. * @returns the closest point to position constrained by the navigation mesh
  126828. */
  126829. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  126830. /**
  126831. * Compute the final position from a segment made of destination-position
  126832. * @param position world position
  126833. * @param destination world position
  126834. * @returns the resulting point along the navmesh
  126835. */
  126836. moveAlong(position: Vector3, destination: Vector3): Vector3;
  126837. /**
  126838. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  126839. * @param start world position
  126840. * @param end world position
  126841. * @returns array containing world position composing the path
  126842. */
  126843. computePath(start: Vector3, end: Vector3): Vector3[];
  126844. /**
  126845. * If this plugin is supported
  126846. * @returns true if plugin is supported
  126847. */
  126848. isSupported(): boolean;
  126849. /**
  126850. * Create a new Crowd so you can add agents
  126851. * @param maxAgents the maximum agent count in the crowd
  126852. * @param maxAgentRadius the maximum radius an agent can have
  126853. * @param scene to attach the crowd to
  126854. * @returns the crowd you can add agents to
  126855. */
  126856. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  126857. /**
  126858. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  126859. * The queries will try to find a solution within those bounds
  126860. * default is (1,1,1)
  126861. * @param extent x,y,z value that define the extent around the queries point of reference
  126862. */
  126863. setDefaultQueryExtent(extent: Vector3): void;
  126864. /**
  126865. * Get the Bounding box extent specified by setDefaultQueryExtent
  126866. * @returns the box extent values
  126867. */
  126868. getDefaultQueryExtent(): Vector3;
  126869. /**
  126870. * Release all resources
  126871. */
  126872. dispose(): void;
  126873. }
  126874. /**
  126875. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  126876. */
  126877. export interface ICrowd {
  126878. /**
  126879. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  126880. * You can attach anything to that node. The node position is updated in the scene update tick.
  126881. * @param pos world position that will be constrained by the navigation mesh
  126882. * @param parameters agent parameters
  126883. * @param transform hooked to the agent that will be update by the scene
  126884. * @returns agent index
  126885. */
  126886. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  126887. /**
  126888. * Returns the agent position in world space
  126889. * @param index agent index returned by addAgent
  126890. * @returns world space position
  126891. */
  126892. getAgentPosition(index: number): Vector3;
  126893. /**
  126894. * Gets the agent velocity in world space
  126895. * @param index agent index returned by addAgent
  126896. * @returns world space velocity
  126897. */
  126898. getAgentVelocity(index: number): Vector3;
  126899. /**
  126900. * remove a particular agent previously created
  126901. * @param index agent index returned by addAgent
  126902. */
  126903. removeAgent(index: number): void;
  126904. /**
  126905. * get the list of all agents attached to this crowd
  126906. * @returns list of agent indices
  126907. */
  126908. getAgents(): number[];
  126909. /**
  126910. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  126911. * @param deltaTime in seconds
  126912. */
  126913. update(deltaTime: number): void;
  126914. /**
  126915. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  126916. * @param index agent index returned by addAgent
  126917. * @param destination targeted world position
  126918. */
  126919. agentGoto(index: number, destination: Vector3): void;
  126920. /**
  126921. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  126922. * The queries will try to find a solution within those bounds
  126923. * default is (1,1,1)
  126924. * @param extent x,y,z value that define the extent around the queries point of reference
  126925. */
  126926. setDefaultQueryExtent(extent: Vector3): void;
  126927. /**
  126928. * Get the Bounding box extent specified by setDefaultQueryExtent
  126929. * @returns the box extent values
  126930. */
  126931. getDefaultQueryExtent(): Vector3;
  126932. /**
  126933. * Release all resources
  126934. */
  126935. dispose(): void;
  126936. }
  126937. /**
  126938. * Configures an agent
  126939. */
  126940. export interface IAgentParameters {
  126941. /**
  126942. * Agent radius. [Limit: >= 0]
  126943. */
  126944. radius: number;
  126945. /**
  126946. * Agent height. [Limit: > 0]
  126947. */
  126948. height: number;
  126949. /**
  126950. * Maximum allowed acceleration. [Limit: >= 0]
  126951. */
  126952. maxAcceleration: number;
  126953. /**
  126954. * Maximum allowed speed. [Limit: >= 0]
  126955. */
  126956. maxSpeed: number;
  126957. /**
  126958. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  126959. */
  126960. collisionQueryRange: number;
  126961. /**
  126962. * The path visibility optimization range. [Limit: > 0]
  126963. */
  126964. pathOptimizationRange: number;
  126965. /**
  126966. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  126967. */
  126968. separationWeight: number;
  126969. }
  126970. /**
  126971. * Configures the navigation mesh creation
  126972. */
  126973. export interface INavMeshParameters {
  126974. /**
  126975. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  126976. */
  126977. cs: number;
  126978. /**
  126979. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  126980. */
  126981. ch: number;
  126982. /**
  126983. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  126984. */
  126985. walkableSlopeAngle: number;
  126986. /**
  126987. * Minimum floor to 'ceiling' height that will still allow the floor area to
  126988. * be considered walkable. [Limit: >= 3] [Units: vx]
  126989. */
  126990. walkableHeight: number;
  126991. /**
  126992. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  126993. */
  126994. walkableClimb: number;
  126995. /**
  126996. * The distance to erode/shrink the walkable area of the heightfield away from
  126997. * obstructions. [Limit: >=0] [Units: vx]
  126998. */
  126999. walkableRadius: number;
  127000. /**
  127001. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  127002. */
  127003. maxEdgeLen: number;
  127004. /**
  127005. * The maximum distance a simplfied contour's border edges should deviate
  127006. * the original raw contour. [Limit: >=0] [Units: vx]
  127007. */
  127008. maxSimplificationError: number;
  127009. /**
  127010. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  127011. */
  127012. minRegionArea: number;
  127013. /**
  127014. * Any regions with a span count smaller than this value will, if possible,
  127015. * be merged with larger regions. [Limit: >=0] [Units: vx]
  127016. */
  127017. mergeRegionArea: number;
  127018. /**
  127019. * The maximum number of vertices allowed for polygons generated during the
  127020. * contour to polygon conversion process. [Limit: >= 3]
  127021. */
  127022. maxVertsPerPoly: number;
  127023. /**
  127024. * Sets the sampling distance to use when generating the detail mesh.
  127025. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  127026. */
  127027. detailSampleDist: number;
  127028. /**
  127029. * The maximum distance the detail mesh surface should deviate from heightfield
  127030. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  127031. */
  127032. detailSampleMaxError: number;
  127033. }
  127034. }
  127035. declare module BABYLON {
  127036. /**
  127037. * RecastJS navigation plugin
  127038. */
  127039. export class RecastJSPlugin implements INavigationEnginePlugin {
  127040. /**
  127041. * Reference to the Recast library
  127042. */
  127043. bjsRECAST: any;
  127044. /**
  127045. * plugin name
  127046. */
  127047. name: string;
  127048. /**
  127049. * the first navmesh created. We might extend this to support multiple navmeshes
  127050. */
  127051. navMesh: any;
  127052. /**
  127053. * Initializes the recastJS plugin
  127054. * @param recastInjection can be used to inject your own recast reference
  127055. */
  127056. constructor(recastInjection?: any);
  127057. /**
  127058. * Creates a navigation mesh
  127059. * @param meshes array of all the geometry used to compute the navigatio mesh
  127060. * @param parameters bunch of parameters used to filter geometry
  127061. */
  127062. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  127063. /**
  127064. * Create a navigation mesh debug mesh
  127065. * @param scene is where the mesh will be added
  127066. * @returns debug display mesh
  127067. */
  127068. createDebugNavMesh(scene: Scene): Mesh;
  127069. /**
  127070. * Get a navigation mesh constrained position, closest to the parameter position
  127071. * @param position world position
  127072. * @returns the closest point to position constrained by the navigation mesh
  127073. */
  127074. getClosestPoint(position: Vector3): Vector3;
  127075. /**
  127076. * Get a navigation mesh constrained position, within a particular radius
  127077. * @param position world position
  127078. * @param maxRadius the maximum distance to the constrained world position
  127079. * @returns the closest point to position constrained by the navigation mesh
  127080. */
  127081. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  127082. /**
  127083. * Compute the final position from a segment made of destination-position
  127084. * @param position world position
  127085. * @param destination world position
  127086. * @returns the resulting point along the navmesh
  127087. */
  127088. moveAlong(position: Vector3, destination: Vector3): Vector3;
  127089. /**
  127090. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  127091. * @param start world position
  127092. * @param end world position
  127093. * @returns array containing world position composing the path
  127094. */
  127095. computePath(start: Vector3, end: Vector3): Vector3[];
  127096. /**
  127097. * Create a new Crowd so you can add agents
  127098. * @param maxAgents the maximum agent count in the crowd
  127099. * @param maxAgentRadius the maximum radius an agent can have
  127100. * @param scene to attach the crowd to
  127101. * @returns the crowd you can add agents to
  127102. */
  127103. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  127104. /**
  127105. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  127106. * The queries will try to find a solution within those bounds
  127107. * default is (1,1,1)
  127108. * @param extent x,y,z value that define the extent around the queries point of reference
  127109. */
  127110. setDefaultQueryExtent(extent: Vector3): void;
  127111. /**
  127112. * Get the Bounding box extent specified by setDefaultQueryExtent
  127113. * @returns the box extent values
  127114. */
  127115. getDefaultQueryExtent(): Vector3;
  127116. /**
  127117. * Disposes
  127118. */
  127119. dispose(): void;
  127120. /**
  127121. * If this plugin is supported
  127122. * @returns true if plugin is supported
  127123. */
  127124. isSupported(): boolean;
  127125. }
  127126. /**
  127127. * Recast detour crowd implementation
  127128. */
  127129. export class RecastJSCrowd implements ICrowd {
  127130. /**
  127131. * Recast/detour plugin
  127132. */
  127133. bjsRECASTPlugin: RecastJSPlugin;
  127134. /**
  127135. * Link to the detour crowd
  127136. */
  127137. recastCrowd: any;
  127138. /**
  127139. * One transform per agent
  127140. */
  127141. transforms: TransformNode[];
  127142. /**
  127143. * All agents created
  127144. */
  127145. agents: number[];
  127146. /**
  127147. * Link to the scene is kept to unregister the crowd from the scene
  127148. */
  127149. private _scene;
  127150. /**
  127151. * Observer for crowd updates
  127152. */
  127153. private _onBeforeAnimationsObserver;
  127154. /**
  127155. * Constructor
  127156. * @param plugin recastJS plugin
  127157. * @param maxAgents the maximum agent count in the crowd
  127158. * @param maxAgentRadius the maximum radius an agent can have
  127159. * @param scene to attach the crowd to
  127160. * @returns the crowd you can add agents to
  127161. */
  127162. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  127163. /**
  127164. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  127165. * You can attach anything to that node. The node position is updated in the scene update tick.
  127166. * @param pos world position that will be constrained by the navigation mesh
  127167. * @param parameters agent parameters
  127168. * @param transform hooked to the agent that will be update by the scene
  127169. * @returns agent index
  127170. */
  127171. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  127172. /**
  127173. * Returns the agent position in world space
  127174. * @param index agent index returned by addAgent
  127175. * @returns world space position
  127176. */
  127177. getAgentPosition(index: number): Vector3;
  127178. /**
  127179. * Returns the agent velocity in world space
  127180. * @param index agent index returned by addAgent
  127181. * @returns world space velocity
  127182. */
  127183. getAgentVelocity(index: number): Vector3;
  127184. /**
  127185. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  127186. * @param index agent index returned by addAgent
  127187. * @param destination targeted world position
  127188. */
  127189. agentGoto(index: number, destination: Vector3): void;
  127190. /**
  127191. * remove a particular agent previously created
  127192. * @param index agent index returned by addAgent
  127193. */
  127194. removeAgent(index: number): void;
  127195. /**
  127196. * get the list of all agents attached to this crowd
  127197. * @returns list of agent indices
  127198. */
  127199. getAgents(): number[];
  127200. /**
  127201. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  127202. * @param deltaTime in seconds
  127203. */
  127204. update(deltaTime: number): void;
  127205. /**
  127206. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  127207. * The queries will try to find a solution within those bounds
  127208. * default is (1,1,1)
  127209. * @param extent x,y,z value that define the extent around the queries point of reference
  127210. */
  127211. setDefaultQueryExtent(extent: Vector3): void;
  127212. /**
  127213. * Get the Bounding box extent specified by setDefaultQueryExtent
  127214. * @returns the box extent values
  127215. */
  127216. getDefaultQueryExtent(): Vector3;
  127217. /**
  127218. * Release all resources
  127219. */
  127220. dispose(): void;
  127221. }
  127222. }
  127223. declare module BABYLON {
  127224. /**
  127225. * Class used to enable access to IndexedDB
  127226. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  127227. */
  127228. export class Database implements IOfflineProvider {
  127229. private _callbackManifestChecked;
  127230. private _currentSceneUrl;
  127231. private _db;
  127232. private _enableSceneOffline;
  127233. private _enableTexturesOffline;
  127234. private _manifestVersionFound;
  127235. private _mustUpdateRessources;
  127236. private _hasReachedQuota;
  127237. private _isSupported;
  127238. private _idbFactory;
  127239. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  127240. private static IsUASupportingBlobStorage;
  127241. /**
  127242. * Gets a boolean indicating if Database storate is enabled (off by default)
  127243. */
  127244. static IDBStorageEnabled: boolean;
  127245. /**
  127246. * Gets a boolean indicating if scene must be saved in the database
  127247. */
  127248. readonly enableSceneOffline: boolean;
  127249. /**
  127250. * Gets a boolean indicating if textures must be saved in the database
  127251. */
  127252. readonly enableTexturesOffline: boolean;
  127253. /**
  127254. * Creates a new Database
  127255. * @param urlToScene defines the url to load the scene
  127256. * @param callbackManifestChecked defines the callback to use when manifest is checked
  127257. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  127258. */
  127259. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  127260. private static _ParseURL;
  127261. private static _ReturnFullUrlLocation;
  127262. private _checkManifestFile;
  127263. /**
  127264. * Open the database and make it available
  127265. * @param successCallback defines the callback to call on success
  127266. * @param errorCallback defines the callback to call on error
  127267. */
  127268. open(successCallback: () => void, errorCallback: () => void): void;
  127269. /**
  127270. * Loads an image from the database
  127271. * @param url defines the url to load from
  127272. * @param image defines the target DOM image
  127273. */
  127274. loadImage(url: string, image: HTMLImageElement): void;
  127275. private _loadImageFromDBAsync;
  127276. private _saveImageIntoDBAsync;
  127277. private _checkVersionFromDB;
  127278. private _loadVersionFromDBAsync;
  127279. private _saveVersionIntoDBAsync;
  127280. /**
  127281. * Loads a file from database
  127282. * @param url defines the URL to load from
  127283. * @param sceneLoaded defines a callback to call on success
  127284. * @param progressCallBack defines a callback to call when progress changed
  127285. * @param errorCallback defines a callback to call on error
  127286. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  127287. */
  127288. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  127289. private _loadFileAsync;
  127290. private _saveFileAsync;
  127291. /**
  127292. * Validates if xhr data is correct
  127293. * @param xhr defines the request to validate
  127294. * @param dataType defines the expected data type
  127295. * @returns true if data is correct
  127296. */
  127297. private static _ValidateXHRData;
  127298. }
  127299. }
  127300. declare module BABYLON {
  127301. /** @hidden */
  127302. export var gpuUpdateParticlesPixelShader: {
  127303. name: string;
  127304. shader: string;
  127305. };
  127306. }
  127307. declare module BABYLON {
  127308. /** @hidden */
  127309. export var gpuUpdateParticlesVertexShader: {
  127310. name: string;
  127311. shader: string;
  127312. };
  127313. }
  127314. declare module BABYLON {
  127315. /** @hidden */
  127316. export var clipPlaneFragmentDeclaration2: {
  127317. name: string;
  127318. shader: string;
  127319. };
  127320. }
  127321. declare module BABYLON {
  127322. /** @hidden */
  127323. export var gpuRenderParticlesPixelShader: {
  127324. name: string;
  127325. shader: string;
  127326. };
  127327. }
  127328. declare module BABYLON {
  127329. /** @hidden */
  127330. export var clipPlaneVertexDeclaration2: {
  127331. name: string;
  127332. shader: string;
  127333. };
  127334. }
  127335. declare module BABYLON {
  127336. /** @hidden */
  127337. export var gpuRenderParticlesVertexShader: {
  127338. name: string;
  127339. shader: string;
  127340. };
  127341. }
  127342. declare module BABYLON {
  127343. /**
  127344. * This represents a GPU particle system in Babylon
  127345. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  127346. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  127347. */
  127348. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  127349. /**
  127350. * The layer mask we are rendering the particles through.
  127351. */
  127352. layerMask: number;
  127353. private _capacity;
  127354. private _activeCount;
  127355. private _currentActiveCount;
  127356. private _accumulatedCount;
  127357. private _renderEffect;
  127358. private _updateEffect;
  127359. private _buffer0;
  127360. private _buffer1;
  127361. private _spriteBuffer;
  127362. private _updateVAO;
  127363. private _renderVAO;
  127364. private _targetIndex;
  127365. private _sourceBuffer;
  127366. private _targetBuffer;
  127367. private _engine;
  127368. private _currentRenderId;
  127369. private _started;
  127370. private _stopped;
  127371. private _timeDelta;
  127372. private _randomTexture;
  127373. private _randomTexture2;
  127374. private _attributesStrideSize;
  127375. private _updateEffectOptions;
  127376. private _randomTextureSize;
  127377. private _actualFrame;
  127378. private readonly _rawTextureWidth;
  127379. /**
  127380. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  127381. */
  127382. static readonly IsSupported: boolean;
  127383. /**
  127384. * An event triggered when the system is disposed.
  127385. */
  127386. onDisposeObservable: Observable<GPUParticleSystem>;
  127387. /**
  127388. * Gets the maximum number of particles active at the same time.
  127389. * @returns The max number of active particles.
  127390. */
  127391. getCapacity(): number;
  127392. /**
  127393. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  127394. * to override the particles.
  127395. */
  127396. forceDepthWrite: boolean;
  127397. /**
  127398. * Gets or set the number of active particles
  127399. */
  127400. activeParticleCount: number;
  127401. private _preWarmDone;
  127402. /**
  127403. * Is this system ready to be used/rendered
  127404. * @return true if the system is ready
  127405. */
  127406. isReady(): boolean;
  127407. /**
  127408. * Gets if the system has been started. (Note: this will still be true after stop is called)
  127409. * @returns True if it has been started, otherwise false.
  127410. */
  127411. isStarted(): boolean;
  127412. /**
  127413. * Starts the particle system and begins to emit
  127414. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  127415. */
  127416. start(delay?: number): void;
  127417. /**
  127418. * Stops the particle system.
  127419. */
  127420. stop(): void;
  127421. /**
  127422. * Remove all active particles
  127423. */
  127424. reset(): void;
  127425. /**
  127426. * Returns the string "GPUParticleSystem"
  127427. * @returns a string containing the class name
  127428. */
  127429. getClassName(): string;
  127430. private _colorGradientsTexture;
  127431. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  127432. /**
  127433. * Adds a new color gradient
  127434. * @param gradient defines the gradient to use (between 0 and 1)
  127435. * @param color1 defines the color to affect to the specified gradient
  127436. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  127437. * @returns the current particle system
  127438. */
  127439. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  127440. /**
  127441. * Remove a specific color gradient
  127442. * @param gradient defines the gradient to remove
  127443. * @returns the current particle system
  127444. */
  127445. removeColorGradient(gradient: number): GPUParticleSystem;
  127446. private _angularSpeedGradientsTexture;
  127447. private _sizeGradientsTexture;
  127448. private _velocityGradientsTexture;
  127449. private _limitVelocityGradientsTexture;
  127450. private _dragGradientsTexture;
  127451. private _addFactorGradient;
  127452. /**
  127453. * Adds a new size gradient
  127454. * @param gradient defines the gradient to use (between 0 and 1)
  127455. * @param factor defines the size factor to affect to the specified gradient
  127456. * @returns the current particle system
  127457. */
  127458. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  127459. /**
  127460. * Remove a specific size gradient
  127461. * @param gradient defines the gradient to remove
  127462. * @returns the current particle system
  127463. */
  127464. removeSizeGradient(gradient: number): GPUParticleSystem;
  127465. /**
  127466. * Adds a new angular speed gradient
  127467. * @param gradient defines the gradient to use (between 0 and 1)
  127468. * @param factor defines the angular speed to affect to the specified gradient
  127469. * @returns the current particle system
  127470. */
  127471. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  127472. /**
  127473. * Remove a specific angular speed gradient
  127474. * @param gradient defines the gradient to remove
  127475. * @returns the current particle system
  127476. */
  127477. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  127478. /**
  127479. * Adds a new velocity gradient
  127480. * @param gradient defines the gradient to use (between 0 and 1)
  127481. * @param factor defines the velocity to affect to the specified gradient
  127482. * @returns the current particle system
  127483. */
  127484. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  127485. /**
  127486. * Remove a specific velocity gradient
  127487. * @param gradient defines the gradient to remove
  127488. * @returns the current particle system
  127489. */
  127490. removeVelocityGradient(gradient: number): GPUParticleSystem;
  127491. /**
  127492. * Adds a new limit velocity gradient
  127493. * @param gradient defines the gradient to use (between 0 and 1)
  127494. * @param factor defines the limit velocity value to affect to the specified gradient
  127495. * @returns the current particle system
  127496. */
  127497. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  127498. /**
  127499. * Remove a specific limit velocity gradient
  127500. * @param gradient defines the gradient to remove
  127501. * @returns the current particle system
  127502. */
  127503. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  127504. /**
  127505. * Adds a new drag gradient
  127506. * @param gradient defines the gradient to use (between 0 and 1)
  127507. * @param factor defines the drag value to affect to the specified gradient
  127508. * @returns the current particle system
  127509. */
  127510. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  127511. /**
  127512. * Remove a specific drag gradient
  127513. * @param gradient defines the gradient to remove
  127514. * @returns the current particle system
  127515. */
  127516. removeDragGradient(gradient: number): GPUParticleSystem;
  127517. /**
  127518. * Not supported by GPUParticleSystem
  127519. * @param gradient defines the gradient to use (between 0 and 1)
  127520. * @param factor defines the emit rate value to affect to the specified gradient
  127521. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  127522. * @returns the current particle system
  127523. */
  127524. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  127525. /**
  127526. * Not supported by GPUParticleSystem
  127527. * @param gradient defines the gradient to remove
  127528. * @returns the current particle system
  127529. */
  127530. removeEmitRateGradient(gradient: number): IParticleSystem;
  127531. /**
  127532. * Not supported by GPUParticleSystem
  127533. * @param gradient defines the gradient to use (between 0 and 1)
  127534. * @param factor defines the start size value to affect to the specified gradient
  127535. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  127536. * @returns the current particle system
  127537. */
  127538. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  127539. /**
  127540. * Not supported by GPUParticleSystem
  127541. * @param gradient defines the gradient to remove
  127542. * @returns the current particle system
  127543. */
  127544. removeStartSizeGradient(gradient: number): IParticleSystem;
  127545. /**
  127546. * Not supported by GPUParticleSystem
  127547. * @param gradient defines the gradient to use (between 0 and 1)
  127548. * @param min defines the color remap minimal range
  127549. * @param max defines the color remap maximal range
  127550. * @returns the current particle system
  127551. */
  127552. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  127553. /**
  127554. * Not supported by GPUParticleSystem
  127555. * @param gradient defines the gradient to remove
  127556. * @returns the current particle system
  127557. */
  127558. removeColorRemapGradient(): IParticleSystem;
  127559. /**
  127560. * Not supported by GPUParticleSystem
  127561. * @param gradient defines the gradient to use (between 0 and 1)
  127562. * @param min defines the alpha remap minimal range
  127563. * @param max defines the alpha remap maximal range
  127564. * @returns the current particle system
  127565. */
  127566. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  127567. /**
  127568. * Not supported by GPUParticleSystem
  127569. * @param gradient defines the gradient to remove
  127570. * @returns the current particle system
  127571. */
  127572. removeAlphaRemapGradient(): IParticleSystem;
  127573. /**
  127574. * Not supported by GPUParticleSystem
  127575. * @param gradient defines the gradient to use (between 0 and 1)
  127576. * @param color defines the color to affect to the specified gradient
  127577. * @returns the current particle system
  127578. */
  127579. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  127580. /**
  127581. * Not supported by GPUParticleSystem
  127582. * @param gradient defines the gradient to remove
  127583. * @returns the current particle system
  127584. */
  127585. removeRampGradient(): IParticleSystem;
  127586. /**
  127587. * Not supported by GPUParticleSystem
  127588. * @returns the list of ramp gradients
  127589. */
  127590. getRampGradients(): Nullable<Array<Color3Gradient>>;
  127591. /**
  127592. * Not supported by GPUParticleSystem
  127593. * Gets or sets a boolean indicating that ramp gradients must be used
  127594. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  127595. */
  127596. useRampGradients: boolean;
  127597. /**
  127598. * Not supported by GPUParticleSystem
  127599. * @param gradient defines the gradient to use (between 0 and 1)
  127600. * @param factor defines the life time factor to affect to the specified gradient
  127601. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  127602. * @returns the current particle system
  127603. */
  127604. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  127605. /**
  127606. * Not supported by GPUParticleSystem
  127607. * @param gradient defines the gradient to remove
  127608. * @returns the current particle system
  127609. */
  127610. removeLifeTimeGradient(gradient: number): IParticleSystem;
  127611. /**
  127612. * Instantiates a GPU particle system.
  127613. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  127614. * @param name The name of the particle system
  127615. * @param options The options used to create the system
  127616. * @param scene The scene the particle system belongs to
  127617. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  127618. */
  127619. constructor(name: string, options: Partial<{
  127620. capacity: number;
  127621. randomTextureSize: number;
  127622. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  127623. protected _reset(): void;
  127624. private _createUpdateVAO;
  127625. private _createRenderVAO;
  127626. private _initialize;
  127627. /** @hidden */
  127628. _recreateUpdateEffect(): void;
  127629. /** @hidden */
  127630. _recreateRenderEffect(): void;
  127631. /**
  127632. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  127633. * @param preWarm defines if we are in the pre-warmimg phase
  127634. */
  127635. animate(preWarm?: boolean): void;
  127636. private _createFactorGradientTexture;
  127637. private _createSizeGradientTexture;
  127638. private _createAngularSpeedGradientTexture;
  127639. private _createVelocityGradientTexture;
  127640. private _createLimitVelocityGradientTexture;
  127641. private _createDragGradientTexture;
  127642. private _createColorGradientTexture;
  127643. /**
  127644. * Renders the particle system in its current state
  127645. * @param preWarm defines if the system should only update the particles but not render them
  127646. * @returns the current number of particles
  127647. */
  127648. render(preWarm?: boolean): number;
  127649. /**
  127650. * Rebuilds the particle system
  127651. */
  127652. rebuild(): void;
  127653. private _releaseBuffers;
  127654. private _releaseVAOs;
  127655. /**
  127656. * Disposes the particle system and free the associated resources
  127657. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  127658. */
  127659. dispose(disposeTexture?: boolean): void;
  127660. /**
  127661. * Clones the particle system.
  127662. * @param name The name of the cloned object
  127663. * @param newEmitter The new emitter to use
  127664. * @returns the cloned particle system
  127665. */
  127666. clone(name: string, newEmitter: any): GPUParticleSystem;
  127667. /**
  127668. * Serializes the particle system to a JSON object.
  127669. * @returns the JSON object
  127670. */
  127671. serialize(): any;
  127672. /**
  127673. * Parses a JSON object to create a GPU particle system.
  127674. * @param parsedParticleSystem The JSON object to parse
  127675. * @param scene The scene to create the particle system in
  127676. * @param rootUrl The root url to use to load external dependencies like texture
  127677. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  127678. * @returns the parsed GPU particle system
  127679. */
  127680. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  127681. }
  127682. }
  127683. declare module BABYLON {
  127684. /**
  127685. * Represents a set of particle systems working together to create a specific effect
  127686. */
  127687. export class ParticleSystemSet implements IDisposable {
  127688. /**
  127689. * Gets or sets base Assets URL
  127690. */
  127691. static BaseAssetsUrl: string;
  127692. private _emitterCreationOptions;
  127693. private _emitterNode;
  127694. /**
  127695. * Gets the particle system list
  127696. */
  127697. systems: IParticleSystem[];
  127698. /**
  127699. * Gets the emitter node used with this set
  127700. */
  127701. readonly emitterNode: Nullable<TransformNode>;
  127702. /**
  127703. * Creates a new emitter mesh as a sphere
  127704. * @param options defines the options used to create the sphere
  127705. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  127706. * @param scene defines the hosting scene
  127707. */
  127708. setEmitterAsSphere(options: {
  127709. diameter: number;
  127710. segments: number;
  127711. color: Color3;
  127712. }, renderingGroupId: number, scene: Scene): void;
  127713. /**
  127714. * Starts all particle systems of the set
  127715. * @param emitter defines an optional mesh to use as emitter for the particle systems
  127716. */
  127717. start(emitter?: AbstractMesh): void;
  127718. /**
  127719. * Release all associated resources
  127720. */
  127721. dispose(): void;
  127722. /**
  127723. * Serialize the set into a JSON compatible object
  127724. * @returns a JSON compatible representation of the set
  127725. */
  127726. serialize(): any;
  127727. /**
  127728. * Parse a new ParticleSystemSet from a serialized source
  127729. * @param data defines a JSON compatible representation of the set
  127730. * @param scene defines the hosting scene
  127731. * @param gpu defines if we want GPU particles or CPU particles
  127732. * @returns a new ParticleSystemSet
  127733. */
  127734. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  127735. }
  127736. }
  127737. declare module BABYLON {
  127738. /**
  127739. * This class is made for on one-liner static method to help creating particle system set.
  127740. */
  127741. export class ParticleHelper {
  127742. /**
  127743. * Gets or sets base Assets URL
  127744. */
  127745. static BaseAssetsUrl: string;
  127746. /**
  127747. * Create a default particle system that you can tweak
  127748. * @param emitter defines the emitter to use
  127749. * @param capacity defines the system capacity (default is 500 particles)
  127750. * @param scene defines the hosting scene
  127751. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  127752. * @returns the new Particle system
  127753. */
  127754. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  127755. /**
  127756. * This is the main static method (one-liner) of this helper to create different particle systems
  127757. * @param type This string represents the type to the particle system to create
  127758. * @param scene The scene where the particle system should live
  127759. * @param gpu If the system will use gpu
  127760. * @returns the ParticleSystemSet created
  127761. */
  127762. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  127763. /**
  127764. * Static function used to export a particle system to a ParticleSystemSet variable.
  127765. * Please note that the emitter shape is not exported
  127766. * @param systems defines the particle systems to export
  127767. * @returns the created particle system set
  127768. */
  127769. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  127770. }
  127771. }
  127772. declare module BABYLON {
  127773. interface Engine {
  127774. /**
  127775. * Create an effect to use with particle systems.
  127776. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  127777. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  127778. * @param uniformsNames defines a list of attribute names
  127779. * @param samplers defines an array of string used to represent textures
  127780. * @param defines defines the string containing the defines to use to compile the shaders
  127781. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  127782. * @param onCompiled defines a function to call when the effect creation is successful
  127783. * @param onError defines a function to call when the effect creation has failed
  127784. * @returns the new Effect
  127785. */
  127786. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  127787. }
  127788. interface Mesh {
  127789. /**
  127790. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  127791. * @returns an array of IParticleSystem
  127792. */
  127793. getEmittedParticleSystems(): IParticleSystem[];
  127794. /**
  127795. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  127796. * @returns an array of IParticleSystem
  127797. */
  127798. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  127799. }
  127800. /**
  127801. * @hidden
  127802. */
  127803. export var _IDoNeedToBeInTheBuild: number;
  127804. }
  127805. declare module BABYLON {
  127806. /** Defines the 4 color options */
  127807. export enum PointColor {
  127808. /** color value */
  127809. Color = 2,
  127810. /** uv value */
  127811. UV = 1,
  127812. /** random value */
  127813. Random = 0,
  127814. /** stated value */
  127815. Stated = 3
  127816. }
  127817. /**
  127818. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  127819. * As it is just a mesh, the PointCloudSystem has all the same properties as any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  127820. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  127821. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  127822. *
  127823. * Full documentation here : TO BE ENTERED
  127824. */
  127825. export class PointsCloudSystem implements IDisposable {
  127826. /**
  127827. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  127828. * Example : var p = SPS.particles[i];
  127829. */
  127830. particles: CloudPoint[];
  127831. /**
  127832. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  127833. */
  127834. nbParticles: number;
  127835. /**
  127836. * This a counter for your own usage. It's not set by any SPS functions.
  127837. */
  127838. counter: number;
  127839. /**
  127840. * The PCS name. This name is also given to the underlying mesh.
  127841. */
  127842. name: string;
  127843. /**
  127844. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  127845. */
  127846. mesh: Mesh;
  127847. /**
  127848. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  127849. * Please read :
  127850. */
  127851. vars: any;
  127852. /**
  127853. * @hidden
  127854. */
  127855. _size: number;
  127856. private _scene;
  127857. private _promises;
  127858. private _positions;
  127859. private _indices;
  127860. private _normals;
  127861. private _colors;
  127862. private _uvs;
  127863. private _indices32;
  127864. private _positions32;
  127865. private _colors32;
  127866. private _uvs32;
  127867. private _updatable;
  127868. private _isVisibilityBoxLocked;
  127869. private _alwaysVisible;
  127870. private _groups;
  127871. private _groupCounter;
  127872. private _computeParticleColor;
  127873. private _computeParticleTexture;
  127874. private _computeParticleRotation;
  127875. private _computeBoundingBox;
  127876. private _isReady;
  127877. /**
  127878. * Creates a PCS (Points Cloud System) object
  127879. * @param name (String) is the PCS name, this will be the underlying mesh name
  127880. * @param pointSize (number) is the size for each point
  127881. * @param scene (Scene) is the scene in which the PCS is added
  127882. * @param options defines the options of the PCS e.g.
  127883. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  127884. */
  127885. constructor(name: string, pointSize: number, scene: Scene, options?: {
  127886. updatable?: boolean;
  127887. });
  127888. /**
  127889. * Builds the PCS underlying mesh. Returns a standard Mesh.
  127890. * If no points were added to the PCS, the returned mesh is just a single point.
  127891. * @returns a promise for the created mesh
  127892. */
  127893. buildMeshAsync(): Promise<Mesh>;
  127894. /**
  127895. * @hidden
  127896. */
  127897. private _buildMesh;
  127898. private _addParticle;
  127899. private _randomUnitVector;
  127900. private _getColorIndicesForCoord;
  127901. private _setPointsColorOrUV;
  127902. private _colorFromTexture;
  127903. private _calculateDensity;
  127904. /**
  127905. * Adds points to the PCS in random positions within a unit sphere
  127906. * @param nb (positive integer) the number of particles to be created from this model
  127907. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  127908. * @returns the number of groups in the system
  127909. */
  127910. addPoints(nb: number, pointFunction?: any): number;
  127911. /**
  127912. * Adds points to the PCS from the surface of the model shape
  127913. * @param mesh is any Mesh object that will be used as a surface model for the points
  127914. * @param nb (positive integer) the number of particles to be created from this model
  127915. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  127916. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  127917. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  127918. * @returns the number of groups in the system
  127919. */
  127920. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  127921. /**
  127922. * Adds points to the PCS inside the model shape
  127923. * @param mesh is any Mesh object that will be used as a surface model for the points
  127924. * @param nb (positive integer) the number of particles to be created from this model
  127925. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  127926. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  127927. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  127928. * @returns the number of groups in the system
  127929. */
  127930. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  127931. /**
  127932. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  127933. * This method calls `updateParticle()` for each particle of the SPS.
  127934. * For an animated SPS, it is usually called within the render loop.
  127935. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  127936. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  127937. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  127938. * @returns the PCS.
  127939. */
  127940. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  127941. /**
  127942. * Disposes the PCS.
  127943. */
  127944. dispose(): void;
  127945. /**
  127946. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  127947. * doc :
  127948. * @returns the PCS.
  127949. */
  127950. refreshVisibleSize(): PointsCloudSystem;
  127951. /**
  127952. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  127953. * @param size the size (float) of the visibility box
  127954. * note : this doesn't lock the PCS mesh bounding box.
  127955. * doc :
  127956. */
  127957. setVisibilityBox(size: number): void;
  127958. /**
  127959. * Gets whether the PCS is always visible or not
  127960. * doc :
  127961. */
  127962. /**
  127963. * Sets the PCS as always visible or not
  127964. * doc :
  127965. */
  127966. isAlwaysVisible: boolean;
  127967. /**
  127968. * Tells to `setParticles()` to compute the particle rotations or not
  127969. * Default value : false. The PCS is faster when it's set to false
  127970. * Note : particle rotations are only applied to parent particles
  127971. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  127972. */
  127973. computeParticleRotation: boolean;
  127974. /**
  127975. * Tells to `setParticles()` to compute the particle colors or not.
  127976. * Default value : true. The PCS is faster when it's set to false.
  127977. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  127978. */
  127979. /**
  127980. * Gets if `setParticles()` computes the particle colors or not.
  127981. * Default value : false. The PCS is faster when it's set to false.
  127982. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  127983. */
  127984. computeParticleColor: boolean;
  127985. /**
  127986. * Gets if `setParticles()` computes the particle textures or not.
  127987. * Default value : false. The PCS is faster when it's set to false.
  127988. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  127989. */
  127990. computeParticleTexture: boolean;
  127991. /**
  127992. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  127993. */
  127994. /**
  127995. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  127996. */
  127997. computeBoundingBox: boolean;
  127998. /**
  127999. * This function does nothing. It may be overwritten to set all the particle first values.
  128000. * The PCS doesn't call this function, you may have to call it by your own.
  128001. * doc :
  128002. */
  128003. initParticles(): void;
  128004. /**
  128005. * This function does nothing. It may be overwritten to recycle a particle
  128006. * The PCS doesn't call this function, you can to call it
  128007. * doc :
  128008. * @param particle The particle to recycle
  128009. * @returns the recycled particle
  128010. */
  128011. recycleParticle(particle: CloudPoint): CloudPoint;
  128012. /**
  128013. * Updates a particle : this function should be overwritten by the user.
  128014. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  128015. * doc :
  128016. * @example : just set a particle position or velocity and recycle conditions
  128017. * @param particle The particle to update
  128018. * @returns the updated particle
  128019. */
  128020. updateParticle(particle: CloudPoint): CloudPoint;
  128021. /**
  128022. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  128023. * This does nothing and may be overwritten by the user.
  128024. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  128025. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  128026. * @param update the boolean update value actually passed to setParticles()
  128027. */
  128028. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  128029. /**
  128030. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  128031. * This will be passed three parameters.
  128032. * This does nothing and may be overwritten by the user.
  128033. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  128034. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  128035. * @param update the boolean update value actually passed to setParticles()
  128036. */
  128037. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  128038. }
  128039. }
  128040. declare module BABYLON {
  128041. /**
  128042. * Represents one particle of a points cloud system.
  128043. */
  128044. export class CloudPoint {
  128045. /**
  128046. * particle global index
  128047. */
  128048. idx: number;
  128049. /**
  128050. * The color of the particle
  128051. */
  128052. color: Nullable<Color4>;
  128053. /**
  128054. * The world space position of the particle.
  128055. */
  128056. position: Vector3;
  128057. /**
  128058. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  128059. */
  128060. rotation: Vector3;
  128061. /**
  128062. * The world space rotation quaternion of the particle.
  128063. */
  128064. rotationQuaternion: Nullable<Quaternion>;
  128065. /**
  128066. * The uv of the particle.
  128067. */
  128068. uv: Nullable<Vector2>;
  128069. /**
  128070. * The current speed of the particle.
  128071. */
  128072. velocity: Vector3;
  128073. /**
  128074. * The pivot point in the particle local space.
  128075. */
  128076. pivot: Vector3;
  128077. /**
  128078. * Must the particle be translated from its pivot point in its local space ?
  128079. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  128080. * Default : false
  128081. */
  128082. translateFromPivot: boolean;
  128083. /**
  128084. * Index of this particle in the global "positions" array (Internal use)
  128085. * @hidden
  128086. */
  128087. _pos: number;
  128088. /**
  128089. * @hidden Index of this particle in the global "indices" array (Internal use)
  128090. */
  128091. _ind: number;
  128092. /**
  128093. * Group this particle belongs to
  128094. */
  128095. _group: PointsGroup;
  128096. /**
  128097. * Group id of this particle
  128098. */
  128099. groupId: number;
  128100. /**
  128101. * Index of the particle in its group id (Internal use)
  128102. */
  128103. idxInGroup: number;
  128104. /**
  128105. * @hidden Particle BoundingInfo object (Internal use)
  128106. */
  128107. _boundingInfo: BoundingInfo;
  128108. /**
  128109. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  128110. */
  128111. _pcs: PointsCloudSystem;
  128112. /**
  128113. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  128114. */
  128115. _stillInvisible: boolean;
  128116. /**
  128117. * @hidden Last computed particle rotation matrix
  128118. */
  128119. _rotationMatrix: number[];
  128120. /**
  128121. * Parent particle Id, if any.
  128122. * Default null.
  128123. */
  128124. parentId: Nullable<number>;
  128125. /**
  128126. * @hidden Internal global position in the PCS.
  128127. */
  128128. _globalPosition: Vector3;
  128129. /**
  128130. * Creates a Point Cloud object.
  128131. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  128132. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  128133. * @param group (PointsGroup) is the group the particle belongs to
  128134. * @param groupId (integer) is the group identifier in the PCS.
  128135. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  128136. * @param pcs defines the PCS it is associated to
  128137. */
  128138. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  128139. /**
  128140. * get point size
  128141. */
  128142. /**
  128143. * Set point size
  128144. */
  128145. size: Vector3;
  128146. /**
  128147. * Legacy support, changed quaternion to rotationQuaternion
  128148. */
  128149. /**
  128150. * Legacy support, changed quaternion to rotationQuaternion
  128151. */
  128152. quaternion: Nullable<Quaternion>;
  128153. /**
  128154. * Returns a boolean. True if the particle intersects a mesh, else false
  128155. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  128156. * @param target is the object (point or mesh) what the intersection is computed against
  128157. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  128158. * @returns true if it intersects
  128159. */
  128160. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  128161. /**
  128162. * get the rotation matrix of the particle
  128163. * @hidden
  128164. */
  128165. getRotationMatrix(m: Matrix): void;
  128166. }
  128167. /**
  128168. * Represents a group of points in a points cloud system
  128169. * * PCS internal tool, don't use it manually.
  128170. */
  128171. export class PointsGroup {
  128172. /**
  128173. * The group id
  128174. * @hidden
  128175. */
  128176. groupID: number;
  128177. /**
  128178. * image data for group (internal use)
  128179. * @hidden
  128180. */
  128181. _groupImageData: Nullable<ArrayBufferView>;
  128182. /**
  128183. * Image Width (internal use)
  128184. * @hidden
  128185. */
  128186. _groupImgWidth: number;
  128187. /**
  128188. * Image Height (internal use)
  128189. * @hidden
  128190. */
  128191. _groupImgHeight: number;
  128192. /**
  128193. * Custom position function (internal use)
  128194. * @hidden
  128195. */
  128196. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  128197. /**
  128198. * density per facet for surface points
  128199. * @hidden
  128200. */
  128201. _groupDensity: number[];
  128202. /**
  128203. * Only when points are colored by texture carries pointer to texture list array
  128204. * @hidden
  128205. */
  128206. _textureNb: number;
  128207. /**
  128208. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  128209. * PCS internal tool, don't use it manually.
  128210. * @hidden
  128211. */
  128212. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  128213. }
  128214. }
  128215. declare module BABYLON {
  128216. interface Scene {
  128217. /** @hidden (Backing field) */
  128218. _physicsEngine: Nullable<IPhysicsEngine>;
  128219. /**
  128220. * Gets the current physics engine
  128221. * @returns a IPhysicsEngine or null if none attached
  128222. */
  128223. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  128224. /**
  128225. * Enables physics to the current scene
  128226. * @param gravity defines the scene's gravity for the physics engine
  128227. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  128228. * @return a boolean indicating if the physics engine was initialized
  128229. */
  128230. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  128231. /**
  128232. * Disables and disposes the physics engine associated with the scene
  128233. */
  128234. disablePhysicsEngine(): void;
  128235. /**
  128236. * Gets a boolean indicating if there is an active physics engine
  128237. * @returns a boolean indicating if there is an active physics engine
  128238. */
  128239. isPhysicsEnabled(): boolean;
  128240. /**
  128241. * Deletes a physics compound impostor
  128242. * @param compound defines the compound to delete
  128243. */
  128244. deleteCompoundImpostor(compound: any): void;
  128245. /**
  128246. * An event triggered when physic simulation is about to be run
  128247. */
  128248. onBeforePhysicsObservable: Observable<Scene>;
  128249. /**
  128250. * An event triggered when physic simulation has been done
  128251. */
  128252. onAfterPhysicsObservable: Observable<Scene>;
  128253. }
  128254. interface AbstractMesh {
  128255. /** @hidden */
  128256. _physicsImpostor: Nullable<PhysicsImpostor>;
  128257. /**
  128258. * Gets or sets impostor used for physic simulation
  128259. * @see http://doc.babylonjs.com/features/physics_engine
  128260. */
  128261. physicsImpostor: Nullable<PhysicsImpostor>;
  128262. /**
  128263. * Gets the current physics impostor
  128264. * @see http://doc.babylonjs.com/features/physics_engine
  128265. * @returns a physics impostor or null
  128266. */
  128267. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  128268. /** Apply a physic impulse to the mesh
  128269. * @param force defines the force to apply
  128270. * @param contactPoint defines where to apply the force
  128271. * @returns the current mesh
  128272. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  128273. */
  128274. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  128275. /**
  128276. * Creates a physic joint between two meshes
  128277. * @param otherMesh defines the other mesh to use
  128278. * @param pivot1 defines the pivot to use on this mesh
  128279. * @param pivot2 defines the pivot to use on the other mesh
  128280. * @param options defines additional options (can be plugin dependent)
  128281. * @returns the current mesh
  128282. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  128283. */
  128284. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  128285. /** @hidden */
  128286. _disposePhysicsObserver: Nullable<Observer<Node>>;
  128287. }
  128288. /**
  128289. * Defines the physics engine scene component responsible to manage a physics engine
  128290. */
  128291. export class PhysicsEngineSceneComponent implements ISceneComponent {
  128292. /**
  128293. * The component name helpful to identify the component in the list of scene components.
  128294. */
  128295. readonly name: string;
  128296. /**
  128297. * The scene the component belongs to.
  128298. */
  128299. scene: Scene;
  128300. /**
  128301. * Creates a new instance of the component for the given scene
  128302. * @param scene Defines the scene to register the component in
  128303. */
  128304. constructor(scene: Scene);
  128305. /**
  128306. * Registers the component in a given scene
  128307. */
  128308. register(): void;
  128309. /**
  128310. * Rebuilds the elements related to this component in case of
  128311. * context lost for instance.
  128312. */
  128313. rebuild(): void;
  128314. /**
  128315. * Disposes the component and the associated ressources
  128316. */
  128317. dispose(): void;
  128318. }
  128319. }
  128320. declare module BABYLON {
  128321. /**
  128322. * A helper for physics simulations
  128323. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128324. */
  128325. export class PhysicsHelper {
  128326. private _scene;
  128327. private _physicsEngine;
  128328. /**
  128329. * Initializes the Physics helper
  128330. * @param scene Babylon.js scene
  128331. */
  128332. constructor(scene: Scene);
  128333. /**
  128334. * Applies a radial explosion impulse
  128335. * @param origin the origin of the explosion
  128336. * @param radiusOrEventOptions the radius or the options of radial explosion
  128337. * @param strength the explosion strength
  128338. * @param falloff possible options: Constant & Linear. Defaults to Constant
  128339. * @returns A physics radial explosion event, or null
  128340. */
  128341. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  128342. /**
  128343. * Applies a radial explosion force
  128344. * @param origin the origin of the explosion
  128345. * @param radiusOrEventOptions the radius or the options of radial explosion
  128346. * @param strength the explosion strength
  128347. * @param falloff possible options: Constant & Linear. Defaults to Constant
  128348. * @returns A physics radial explosion event, or null
  128349. */
  128350. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  128351. /**
  128352. * Creates a gravitational field
  128353. * @param origin the origin of the explosion
  128354. * @param radiusOrEventOptions the radius or the options of radial explosion
  128355. * @param strength the explosion strength
  128356. * @param falloff possible options: Constant & Linear. Defaults to Constant
  128357. * @returns A physics gravitational field event, or null
  128358. */
  128359. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  128360. /**
  128361. * Creates a physics updraft event
  128362. * @param origin the origin of the updraft
  128363. * @param radiusOrEventOptions the radius or the options of the updraft
  128364. * @param strength the strength of the updraft
  128365. * @param height the height of the updraft
  128366. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  128367. * @returns A physics updraft event, or null
  128368. */
  128369. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  128370. /**
  128371. * Creates a physics vortex event
  128372. * @param origin the of the vortex
  128373. * @param radiusOrEventOptions the radius or the options of the vortex
  128374. * @param strength the strength of the vortex
  128375. * @param height the height of the vortex
  128376. * @returns a Physics vortex event, or null
  128377. * A physics vortex event or null
  128378. */
  128379. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  128380. }
  128381. /**
  128382. * Represents a physics radial explosion event
  128383. */
  128384. class PhysicsRadialExplosionEvent {
  128385. private _scene;
  128386. private _options;
  128387. private _sphere;
  128388. private _dataFetched;
  128389. /**
  128390. * Initializes a radial explosioin event
  128391. * @param _scene BabylonJS scene
  128392. * @param _options The options for the vortex event
  128393. */
  128394. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  128395. /**
  128396. * Returns the data related to the radial explosion event (sphere).
  128397. * @returns The radial explosion event data
  128398. */
  128399. getData(): PhysicsRadialExplosionEventData;
  128400. /**
  128401. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  128402. * @param impostor A physics imposter
  128403. * @param origin the origin of the explosion
  128404. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  128405. */
  128406. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  128407. /**
  128408. * Triggers affecterd impostors callbacks
  128409. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  128410. */
  128411. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  128412. /**
  128413. * Disposes the sphere.
  128414. * @param force Specifies if the sphere should be disposed by force
  128415. */
  128416. dispose(force?: boolean): void;
  128417. /*** Helpers ***/
  128418. private _prepareSphere;
  128419. private _intersectsWithSphere;
  128420. }
  128421. /**
  128422. * Represents a gravitational field event
  128423. */
  128424. class PhysicsGravitationalFieldEvent {
  128425. private _physicsHelper;
  128426. private _scene;
  128427. private _origin;
  128428. private _options;
  128429. private _tickCallback;
  128430. private _sphere;
  128431. private _dataFetched;
  128432. /**
  128433. * Initializes the physics gravitational field event
  128434. * @param _physicsHelper A physics helper
  128435. * @param _scene BabylonJS scene
  128436. * @param _origin The origin position of the gravitational field event
  128437. * @param _options The options for the vortex event
  128438. */
  128439. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  128440. /**
  128441. * Returns the data related to the gravitational field event (sphere).
  128442. * @returns A gravitational field event
  128443. */
  128444. getData(): PhysicsGravitationalFieldEventData;
  128445. /**
  128446. * Enables the gravitational field.
  128447. */
  128448. enable(): void;
  128449. /**
  128450. * Disables the gravitational field.
  128451. */
  128452. disable(): void;
  128453. /**
  128454. * Disposes the sphere.
  128455. * @param force The force to dispose from the gravitational field event
  128456. */
  128457. dispose(force?: boolean): void;
  128458. private _tick;
  128459. }
  128460. /**
  128461. * Represents a physics updraft event
  128462. */
  128463. class PhysicsUpdraftEvent {
  128464. private _scene;
  128465. private _origin;
  128466. private _options;
  128467. private _physicsEngine;
  128468. private _originTop;
  128469. private _originDirection;
  128470. private _tickCallback;
  128471. private _cylinder;
  128472. private _cylinderPosition;
  128473. private _dataFetched;
  128474. /**
  128475. * Initializes the physics updraft event
  128476. * @param _scene BabylonJS scene
  128477. * @param _origin The origin position of the updraft
  128478. * @param _options The options for the updraft event
  128479. */
  128480. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  128481. /**
  128482. * Returns the data related to the updraft event (cylinder).
  128483. * @returns A physics updraft event
  128484. */
  128485. getData(): PhysicsUpdraftEventData;
  128486. /**
  128487. * Enables the updraft.
  128488. */
  128489. enable(): void;
  128490. /**
  128491. * Disables the updraft.
  128492. */
  128493. disable(): void;
  128494. /**
  128495. * Disposes the cylinder.
  128496. * @param force Specifies if the updraft should be disposed by force
  128497. */
  128498. dispose(force?: boolean): void;
  128499. private getImpostorHitData;
  128500. private _tick;
  128501. /*** Helpers ***/
  128502. private _prepareCylinder;
  128503. private _intersectsWithCylinder;
  128504. }
  128505. /**
  128506. * Represents a physics vortex event
  128507. */
  128508. class PhysicsVortexEvent {
  128509. private _scene;
  128510. private _origin;
  128511. private _options;
  128512. private _physicsEngine;
  128513. private _originTop;
  128514. private _tickCallback;
  128515. private _cylinder;
  128516. private _cylinderPosition;
  128517. private _dataFetched;
  128518. /**
  128519. * Initializes the physics vortex event
  128520. * @param _scene The BabylonJS scene
  128521. * @param _origin The origin position of the vortex
  128522. * @param _options The options for the vortex event
  128523. */
  128524. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  128525. /**
  128526. * Returns the data related to the vortex event (cylinder).
  128527. * @returns The physics vortex event data
  128528. */
  128529. getData(): PhysicsVortexEventData;
  128530. /**
  128531. * Enables the vortex.
  128532. */
  128533. enable(): void;
  128534. /**
  128535. * Disables the cortex.
  128536. */
  128537. disable(): void;
  128538. /**
  128539. * Disposes the sphere.
  128540. * @param force
  128541. */
  128542. dispose(force?: boolean): void;
  128543. private getImpostorHitData;
  128544. private _tick;
  128545. /*** Helpers ***/
  128546. private _prepareCylinder;
  128547. private _intersectsWithCylinder;
  128548. }
  128549. /**
  128550. * Options fot the radial explosion event
  128551. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128552. */
  128553. export class PhysicsRadialExplosionEventOptions {
  128554. /**
  128555. * The radius of the sphere for the radial explosion.
  128556. */
  128557. radius: number;
  128558. /**
  128559. * The strenth of the explosion.
  128560. */
  128561. strength: number;
  128562. /**
  128563. * The strenght of the force in correspondence to the distance of the affected object
  128564. */
  128565. falloff: PhysicsRadialImpulseFalloff;
  128566. /**
  128567. * Sphere options for the radial explosion.
  128568. */
  128569. sphere: {
  128570. segments: number;
  128571. diameter: number;
  128572. };
  128573. /**
  128574. * Sphere options for the radial explosion.
  128575. */
  128576. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  128577. }
  128578. /**
  128579. * Options fot the updraft event
  128580. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128581. */
  128582. export class PhysicsUpdraftEventOptions {
  128583. /**
  128584. * The radius of the cylinder for the vortex
  128585. */
  128586. radius: number;
  128587. /**
  128588. * The strenth of the updraft.
  128589. */
  128590. strength: number;
  128591. /**
  128592. * The height of the cylinder for the updraft.
  128593. */
  128594. height: number;
  128595. /**
  128596. * The mode for the the updraft.
  128597. */
  128598. updraftMode: PhysicsUpdraftMode;
  128599. }
  128600. /**
  128601. * Options fot the vortex event
  128602. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128603. */
  128604. export class PhysicsVortexEventOptions {
  128605. /**
  128606. * The radius of the cylinder for the vortex
  128607. */
  128608. radius: number;
  128609. /**
  128610. * The strenth of the vortex.
  128611. */
  128612. strength: number;
  128613. /**
  128614. * The height of the cylinder for the vortex.
  128615. */
  128616. height: number;
  128617. /**
  128618. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  128619. */
  128620. centripetalForceThreshold: number;
  128621. /**
  128622. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  128623. */
  128624. centripetalForceMultiplier: number;
  128625. /**
  128626. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  128627. */
  128628. centrifugalForceMultiplier: number;
  128629. /**
  128630. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  128631. */
  128632. updraftForceMultiplier: number;
  128633. }
  128634. /**
  128635. * The strenght of the force in correspondence to the distance of the affected object
  128636. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128637. */
  128638. export enum PhysicsRadialImpulseFalloff {
  128639. /** Defines that impulse is constant in strength across it's whole radius */
  128640. Constant = 0,
  128641. /** Defines that impulse gets weaker if it's further from the origin */
  128642. Linear = 1
  128643. }
  128644. /**
  128645. * The strength of the force in correspondence to the distance of the affected object
  128646. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128647. */
  128648. export enum PhysicsUpdraftMode {
  128649. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  128650. Center = 0,
  128651. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  128652. Perpendicular = 1
  128653. }
  128654. /**
  128655. * Interface for a physics hit data
  128656. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128657. */
  128658. export interface PhysicsHitData {
  128659. /**
  128660. * The force applied at the contact point
  128661. */
  128662. force: Vector3;
  128663. /**
  128664. * The contact point
  128665. */
  128666. contactPoint: Vector3;
  128667. /**
  128668. * The distance from the origin to the contact point
  128669. */
  128670. distanceFromOrigin: number;
  128671. }
  128672. /**
  128673. * Interface for radial explosion event data
  128674. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128675. */
  128676. export interface PhysicsRadialExplosionEventData {
  128677. /**
  128678. * A sphere used for the radial explosion event
  128679. */
  128680. sphere: Mesh;
  128681. }
  128682. /**
  128683. * Interface for gravitational field event data
  128684. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128685. */
  128686. export interface PhysicsGravitationalFieldEventData {
  128687. /**
  128688. * A sphere mesh used for the gravitational field event
  128689. */
  128690. sphere: Mesh;
  128691. }
  128692. /**
  128693. * Interface for updraft event data
  128694. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128695. */
  128696. export interface PhysicsUpdraftEventData {
  128697. /**
  128698. * A cylinder used for the updraft event
  128699. */
  128700. cylinder: Mesh;
  128701. }
  128702. /**
  128703. * Interface for vortex event data
  128704. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128705. */
  128706. export interface PhysicsVortexEventData {
  128707. /**
  128708. * A cylinder used for the vortex event
  128709. */
  128710. cylinder: Mesh;
  128711. }
  128712. /**
  128713. * Interface for an affected physics impostor
  128714. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128715. */
  128716. export interface PhysicsAffectedImpostorWithData {
  128717. /**
  128718. * The impostor affected by the effect
  128719. */
  128720. impostor: PhysicsImpostor;
  128721. /**
  128722. * The data about the hit/horce from the explosion
  128723. */
  128724. hitData: PhysicsHitData;
  128725. }
  128726. }
  128727. declare module BABYLON {
  128728. /** @hidden */
  128729. export var blackAndWhitePixelShader: {
  128730. name: string;
  128731. shader: string;
  128732. };
  128733. }
  128734. declare module BABYLON {
  128735. /**
  128736. * Post process used to render in black and white
  128737. */
  128738. export class BlackAndWhitePostProcess extends PostProcess {
  128739. /**
  128740. * Linear about to convert he result to black and white (default: 1)
  128741. */
  128742. degree: number;
  128743. /**
  128744. * Creates a black and white post process
  128745. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  128746. * @param name The name of the effect.
  128747. * @param options The required width/height ratio to downsize to before computing the render pass.
  128748. * @param camera The camera to apply the render pass to.
  128749. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128750. * @param engine The engine which the post process will be applied. (default: current engine)
  128751. * @param reusable If the post process can be reused on the same frame. (default: false)
  128752. */
  128753. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  128754. }
  128755. }
  128756. declare module BABYLON {
  128757. /**
  128758. * This represents a set of one or more post processes in Babylon.
  128759. * A post process can be used to apply a shader to a texture after it is rendered.
  128760. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  128761. */
  128762. export class PostProcessRenderEffect {
  128763. private _postProcesses;
  128764. private _getPostProcesses;
  128765. private _singleInstance;
  128766. private _cameras;
  128767. private _indicesForCamera;
  128768. /**
  128769. * Name of the effect
  128770. * @hidden
  128771. */
  128772. _name: string;
  128773. /**
  128774. * Instantiates a post process render effect.
  128775. * A post process can be used to apply a shader to a texture after it is rendered.
  128776. * @param engine The engine the effect is tied to
  128777. * @param name The name of the effect
  128778. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  128779. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  128780. */
  128781. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  128782. /**
  128783. * Checks if all the post processes in the effect are supported.
  128784. */
  128785. readonly isSupported: boolean;
  128786. /**
  128787. * Updates the current state of the effect
  128788. * @hidden
  128789. */
  128790. _update(): void;
  128791. /**
  128792. * Attaches the effect on cameras
  128793. * @param cameras The camera to attach to.
  128794. * @hidden
  128795. */
  128796. _attachCameras(cameras: Camera): void;
  128797. /**
  128798. * Attaches the effect on cameras
  128799. * @param cameras The camera to attach to.
  128800. * @hidden
  128801. */
  128802. _attachCameras(cameras: Camera[]): void;
  128803. /**
  128804. * Detaches the effect on cameras
  128805. * @param cameras The camera to detatch from.
  128806. * @hidden
  128807. */
  128808. _detachCameras(cameras: Camera): void;
  128809. /**
  128810. * Detatches the effect on cameras
  128811. * @param cameras The camera to detatch from.
  128812. * @hidden
  128813. */
  128814. _detachCameras(cameras: Camera[]): void;
  128815. /**
  128816. * Enables the effect on given cameras
  128817. * @param cameras The camera to enable.
  128818. * @hidden
  128819. */
  128820. _enable(cameras: Camera): void;
  128821. /**
  128822. * Enables the effect on given cameras
  128823. * @param cameras The camera to enable.
  128824. * @hidden
  128825. */
  128826. _enable(cameras: Nullable<Camera[]>): void;
  128827. /**
  128828. * Disables the effect on the given cameras
  128829. * @param cameras The camera to disable.
  128830. * @hidden
  128831. */
  128832. _disable(cameras: Camera): void;
  128833. /**
  128834. * Disables the effect on the given cameras
  128835. * @param cameras The camera to disable.
  128836. * @hidden
  128837. */
  128838. _disable(cameras: Nullable<Camera[]>): void;
  128839. /**
  128840. * Gets a list of the post processes contained in the effect.
  128841. * @param camera The camera to get the post processes on.
  128842. * @returns The list of the post processes in the effect.
  128843. */
  128844. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  128845. }
  128846. }
  128847. declare module BABYLON {
  128848. /** @hidden */
  128849. export var extractHighlightsPixelShader: {
  128850. name: string;
  128851. shader: string;
  128852. };
  128853. }
  128854. declare module BABYLON {
  128855. /**
  128856. * The extract highlights post process sets all pixels to black except pixels above the specified luminance threshold. Used as the first step for a bloom effect.
  128857. */
  128858. export class ExtractHighlightsPostProcess extends PostProcess {
  128859. /**
  128860. * The luminance threshold, pixels below this value will be set to black.
  128861. */
  128862. threshold: number;
  128863. /** @hidden */
  128864. _exposure: number;
  128865. /**
  128866. * Post process which has the input texture to be used when performing highlight extraction
  128867. * @hidden
  128868. */
  128869. _inputPostProcess: Nullable<PostProcess>;
  128870. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128871. }
  128872. }
  128873. declare module BABYLON {
  128874. /** @hidden */
  128875. export var bloomMergePixelShader: {
  128876. name: string;
  128877. shader: string;
  128878. };
  128879. }
  128880. declare module BABYLON {
  128881. /**
  128882. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  128883. */
  128884. export class BloomMergePostProcess extends PostProcess {
  128885. /** Weight of the bloom to be added to the original input. */
  128886. weight: number;
  128887. /**
  128888. * Creates a new instance of @see BloomMergePostProcess
  128889. * @param name The name of the effect.
  128890. * @param originalFromInput Post process which's input will be used for the merge.
  128891. * @param blurred Blurred highlights post process which's output will be used.
  128892. * @param weight Weight of the bloom to be added to the original input.
  128893. * @param options The required width/height ratio to downsize to before computing the render pass.
  128894. * @param camera The camera to apply the render pass to.
  128895. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128896. * @param engine The engine which the post process will be applied. (default: current engine)
  128897. * @param reusable If the post process can be reused on the same frame. (default: false)
  128898. * @param textureType Type of textures used when performing the post process. (default: 0)
  128899. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  128900. */
  128901. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  128902. /** Weight of the bloom to be added to the original input. */
  128903. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128904. }
  128905. }
  128906. declare module BABYLON {
  128907. /**
  128908. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  128909. */
  128910. export class BloomEffect extends PostProcessRenderEffect {
  128911. private bloomScale;
  128912. /**
  128913. * @hidden Internal
  128914. */
  128915. _effects: Array<PostProcess>;
  128916. /**
  128917. * @hidden Internal
  128918. */
  128919. _downscale: ExtractHighlightsPostProcess;
  128920. private _blurX;
  128921. private _blurY;
  128922. private _merge;
  128923. /**
  128924. * The luminance threshold to find bright areas of the image to bloom.
  128925. */
  128926. threshold: number;
  128927. /**
  128928. * The strength of the bloom.
  128929. */
  128930. weight: number;
  128931. /**
  128932. * Specifies the size of the bloom blur kernel, relative to the final output size
  128933. */
  128934. kernel: number;
  128935. /**
  128936. * Creates a new instance of @see BloomEffect
  128937. * @param scene The scene the effect belongs to.
  128938. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  128939. * @param bloomKernel The size of the kernel to be used when applying the blur.
  128940. * @param bloomWeight The the strength of bloom.
  128941. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  128942. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  128943. */
  128944. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  128945. /**
  128946. * Disposes each of the internal effects for a given camera.
  128947. * @param camera The camera to dispose the effect on.
  128948. */
  128949. disposeEffects(camera: Camera): void;
  128950. /**
  128951. * @hidden Internal
  128952. */
  128953. _updateEffects(): void;
  128954. /**
  128955. * Internal
  128956. * @returns if all the contained post processes are ready.
  128957. * @hidden
  128958. */
  128959. _isReady(): boolean;
  128960. }
  128961. }
  128962. declare module BABYLON {
  128963. /** @hidden */
  128964. export var chromaticAberrationPixelShader: {
  128965. name: string;
  128966. shader: string;
  128967. };
  128968. }
  128969. declare module BABYLON {
  128970. /**
  128971. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  128972. */
  128973. export class ChromaticAberrationPostProcess extends PostProcess {
  128974. /**
  128975. * The amount of seperation of rgb channels (default: 30)
  128976. */
  128977. aberrationAmount: number;
  128978. /**
  128979. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  128980. */
  128981. radialIntensity: number;
  128982. /**
  128983. * The normilized direction in which the rgb channels should be seperated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))
  128984. */
  128985. direction: Vector2;
  128986. /**
  128987. * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corder] (default: Vector2(0.5 ,0.5))
  128988. */
  128989. centerPosition: Vector2;
  128990. /**
  128991. * Creates a new instance ChromaticAberrationPostProcess
  128992. * @param name The name of the effect.
  128993. * @param screenWidth The width of the screen to apply the effect on.
  128994. * @param screenHeight The height of the screen to apply the effect on.
  128995. * @param options The required width/height ratio to downsize to before computing the render pass.
  128996. * @param camera The camera to apply the render pass to.
  128997. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128998. * @param engine The engine which the post process will be applied. (default: current engine)
  128999. * @param reusable If the post process can be reused on the same frame. (default: false)
  129000. * @param textureType Type of textures used when performing the post process. (default: 0)
  129001. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  129002. */
  129003. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129004. }
  129005. }
  129006. declare module BABYLON {
  129007. /** @hidden */
  129008. export var circleOfConfusionPixelShader: {
  129009. name: string;
  129010. shader: string;
  129011. };
  129012. }
  129013. declare module BABYLON {
  129014. /**
  129015. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  129016. */
  129017. export class CircleOfConfusionPostProcess extends PostProcess {
  129018. /**
  129019. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  129020. */
  129021. lensSize: number;
  129022. /**
  129023. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  129024. */
  129025. fStop: number;
  129026. /**
  129027. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  129028. */
  129029. focusDistance: number;
  129030. /**
  129031. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  129032. */
  129033. focalLength: number;
  129034. private _depthTexture;
  129035. /**
  129036. * Creates a new instance CircleOfConfusionPostProcess
  129037. * @param name The name of the effect.
  129038. * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
  129039. * @param options The required width/height ratio to downsize to before computing the render pass.
  129040. * @param camera The camera to apply the render pass to.
  129041. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129042. * @param engine The engine which the post process will be applied. (default: current engine)
  129043. * @param reusable If the post process can be reused on the same frame. (default: false)
  129044. * @param textureType Type of textures used when performing the post process. (default: 0)
  129045. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  129046. */
  129047. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129048. /**
  129049. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  129050. */
  129051. depthTexture: RenderTargetTexture;
  129052. }
  129053. }
  129054. declare module BABYLON {
  129055. /** @hidden */
  129056. export var colorCorrectionPixelShader: {
  129057. name: string;
  129058. shader: string;
  129059. };
  129060. }
  129061. declare module BABYLON {
  129062. /**
  129063. *
  129064. * This post-process allows the modification of rendered colors by using
  129065. * a 'look-up table' (LUT). This effect is also called Color Grading.
  129066. *
  129067. * The object needs to be provided an url to a texture containing the color
  129068. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  129069. * Use an image editing software to tweak the LUT to match your needs.
  129070. *
  129071. * For an example of a color LUT, see here:
  129072. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  129073. * For explanations on color grading, see here:
  129074. * @see http://udn.epicgames.com/Three/ColorGrading.html
  129075. *
  129076. */
  129077. export class ColorCorrectionPostProcess extends PostProcess {
  129078. private _colorTableTexture;
  129079. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  129080. }
  129081. }
  129082. declare module BABYLON {
  129083. /** @hidden */
  129084. export var convolutionPixelShader: {
  129085. name: string;
  129086. shader: string;
  129087. };
  129088. }
  129089. declare module BABYLON {
  129090. /**
  129091. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  129092. * input texture to perform effects such as edge detection or sharpening
  129093. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  129094. */
  129095. export class ConvolutionPostProcess extends PostProcess {
  129096. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  129097. kernel: number[];
  129098. /**
  129099. * Creates a new instance ConvolutionPostProcess
  129100. * @param name The name of the effect.
  129101. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  129102. * @param options The required width/height ratio to downsize to before computing the render pass.
  129103. * @param camera The camera to apply the render pass to.
  129104. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129105. * @param engine The engine which the post process will be applied. (default: current engine)
  129106. * @param reusable If the post process can be reused on the same frame. (default: false)
  129107. * @param textureType Type of textures used when performing the post process. (default: 0)
  129108. */
  129109. constructor(name: string,
  129110. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  129111. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  129112. /**
  129113. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  129114. */
  129115. static EdgeDetect0Kernel: number[];
  129116. /**
  129117. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  129118. */
  129119. static EdgeDetect1Kernel: number[];
  129120. /**
  129121. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  129122. */
  129123. static EdgeDetect2Kernel: number[];
  129124. /**
  129125. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  129126. */
  129127. static SharpenKernel: number[];
  129128. /**
  129129. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  129130. */
  129131. static EmbossKernel: number[];
  129132. /**
  129133. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  129134. */
  129135. static GaussianKernel: number[];
  129136. }
  129137. }
  129138. declare module BABYLON {
  129139. /**
  129140. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  129141. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  129142. * based on samples that have a large difference in distance than the center pixel.
  129143. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  129144. */
  129145. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  129146. direction: Vector2;
  129147. /**
  129148. * Creates a new instance CircleOfConfusionPostProcess
  129149. * @param name The name of the effect.
  129150. * @param scene The scene the effect belongs to.
  129151. * @param direction The direction the blur should be applied.
  129152. * @param kernel The size of the kernel used to blur.
  129153. * @param options The required width/height ratio to downsize to before computing the render pass.
  129154. * @param camera The camera to apply the render pass to.
  129155. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  129156. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  129157. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129158. * @param engine The engine which the post process will be applied. (default: current engine)
  129159. * @param reusable If the post process can be reused on the same frame. (default: false)
  129160. * @param textureType Type of textures used when performing the post process. (default: 0)
  129161. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  129162. */
  129163. constructor(name: string, scene: Scene, direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, circleOfConfusion: PostProcess, imageToBlur?: Nullable<PostProcess>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129164. }
  129165. }
  129166. declare module BABYLON {
  129167. /** @hidden */
  129168. export var depthOfFieldMergePixelShader: {
  129169. name: string;
  129170. shader: string;
  129171. };
  129172. }
  129173. declare module BABYLON {
  129174. /**
  129175. * Options to be set when merging outputs from the default pipeline.
  129176. */
  129177. export class DepthOfFieldMergePostProcessOptions {
  129178. /**
  129179. * The original image to merge on top of
  129180. */
  129181. originalFromInput: PostProcess;
  129182. /**
  129183. * Parameters to perform the merge of the depth of field effect
  129184. */
  129185. depthOfField?: {
  129186. circleOfConfusion: PostProcess;
  129187. blurSteps: Array<PostProcess>;
  129188. };
  129189. /**
  129190. * Parameters to perform the merge of bloom effect
  129191. */
  129192. bloom?: {
  129193. blurred: PostProcess;
  129194. weight: number;
  129195. };
  129196. }
  129197. /**
  129198. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  129199. */
  129200. export class DepthOfFieldMergePostProcess extends PostProcess {
  129201. private blurSteps;
  129202. /**
  129203. * Creates a new instance of DepthOfFieldMergePostProcess
  129204. * @param name The name of the effect.
  129205. * @param originalFromInput Post process which's input will be used for the merge.
  129206. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  129207. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  129208. * @param options The required width/height ratio to downsize to before computing the render pass.
  129209. * @param camera The camera to apply the render pass to.
  129210. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129211. * @param engine The engine which the post process will be applied. (default: current engine)
  129212. * @param reusable If the post process can be reused on the same frame. (default: false)
  129213. * @param textureType Type of textures used when performing the post process. (default: 0)
  129214. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  129215. */
  129216. constructor(name: string, originalFromInput: PostProcess, circleOfConfusion: PostProcess, blurSteps: Array<PostProcess>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129217. /**
  129218. * Updates the effect with the current post process compile time values and recompiles the shader.
  129219. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  129220. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  129221. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  129222. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  129223. * @param onCompiled Called when the shader has been compiled.
  129224. * @param onError Called if there is an error when compiling a shader.
  129225. */
  129226. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  129227. }
  129228. }
  129229. declare module BABYLON {
  129230. /**
  129231. * Specifies the level of max blur that should be applied when using the depth of field effect
  129232. */
  129233. export enum DepthOfFieldEffectBlurLevel {
  129234. /**
  129235. * Subtle blur
  129236. */
  129237. Low = 0,
  129238. /**
  129239. * Medium blur
  129240. */
  129241. Medium = 1,
  129242. /**
  129243. * Large blur
  129244. */
  129245. High = 2
  129246. }
  129247. /**
  129248. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  129249. */
  129250. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  129251. private _circleOfConfusion;
  129252. /**
  129253. * @hidden Internal, blurs from high to low
  129254. */
  129255. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  129256. private _depthOfFieldBlurY;
  129257. private _dofMerge;
  129258. /**
  129259. * @hidden Internal post processes in depth of field effect
  129260. */
  129261. _effects: Array<PostProcess>;
  129262. /**
  129263. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  129264. */
  129265. focalLength: number;
  129266. /**
  129267. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  129268. */
  129269. fStop: number;
  129270. /**
  129271. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  129272. */
  129273. focusDistance: number;
  129274. /**
  129275. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  129276. */
  129277. lensSize: number;
  129278. /**
  129279. * Creates a new instance DepthOfFieldEffect
  129280. * @param scene The scene the effect belongs to.
  129281. * @param depthTexture The depth texture of the scene to compute the circle of confusion.This must be set in order for this to function but may be set after initialization if needed.
  129282. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  129283. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  129284. */
  129285. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  129286. /**
  129287. * Get the current class name of the current effet
  129288. * @returns "DepthOfFieldEffect"
  129289. */
  129290. getClassName(): string;
  129291. /**
  129292. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  129293. */
  129294. depthTexture: RenderTargetTexture;
  129295. /**
  129296. * Disposes each of the internal effects for a given camera.
  129297. * @param camera The camera to dispose the effect on.
  129298. */
  129299. disposeEffects(camera: Camera): void;
  129300. /**
  129301. * @hidden Internal
  129302. */
  129303. _updateEffects(): void;
  129304. /**
  129305. * Internal
  129306. * @returns if all the contained post processes are ready.
  129307. * @hidden
  129308. */
  129309. _isReady(): boolean;
  129310. }
  129311. }
  129312. declare module BABYLON {
  129313. /** @hidden */
  129314. export var displayPassPixelShader: {
  129315. name: string;
  129316. shader: string;
  129317. };
  129318. }
  129319. declare module BABYLON {
  129320. /**
  129321. * DisplayPassPostProcess which produces an output the same as it's input
  129322. */
  129323. export class DisplayPassPostProcess extends PostProcess {
  129324. /**
  129325. * Creates the DisplayPassPostProcess
  129326. * @param name The name of the effect.
  129327. * @param options The required width/height ratio to downsize to before computing the render pass.
  129328. * @param camera The camera to apply the render pass to.
  129329. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129330. * @param engine The engine which the post process will be applied. (default: current engine)
  129331. * @param reusable If the post process can be reused on the same frame. (default: false)
  129332. */
  129333. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  129334. }
  129335. }
  129336. declare module BABYLON {
  129337. /** @hidden */
  129338. export var filterPixelShader: {
  129339. name: string;
  129340. shader: string;
  129341. };
  129342. }
  129343. declare module BABYLON {
  129344. /**
  129345. * Applies a kernel filter to the image
  129346. */
  129347. export class FilterPostProcess extends PostProcess {
  129348. /** The matrix to be applied to the image */
  129349. kernelMatrix: Matrix;
  129350. /**
  129351. *
  129352. * @param name The name of the effect.
  129353. * @param kernelMatrix The matrix to be applied to the image
  129354. * @param options The required width/height ratio to downsize to before computing the render pass.
  129355. * @param camera The camera to apply the render pass to.
  129356. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129357. * @param engine The engine which the post process will be applied. (default: current engine)
  129358. * @param reusable If the post process can be reused on the same frame. (default: false)
  129359. */
  129360. constructor(name: string,
  129361. /** The matrix to be applied to the image */
  129362. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  129363. }
  129364. }
  129365. declare module BABYLON {
  129366. /** @hidden */
  129367. export var fxaaPixelShader: {
  129368. name: string;
  129369. shader: string;
  129370. };
  129371. }
  129372. declare module BABYLON {
  129373. /** @hidden */
  129374. export var fxaaVertexShader: {
  129375. name: string;
  129376. shader: string;
  129377. };
  129378. }
  129379. declare module BABYLON {
  129380. /**
  129381. * Fxaa post process
  129382. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  129383. */
  129384. export class FxaaPostProcess extends PostProcess {
  129385. /** @hidden */
  129386. texelWidth: number;
  129387. /** @hidden */
  129388. texelHeight: number;
  129389. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  129390. private _getDefines;
  129391. }
  129392. }
  129393. declare module BABYLON {
  129394. /** @hidden */
  129395. export var grainPixelShader: {
  129396. name: string;
  129397. shader: string;
  129398. };
  129399. }
  129400. declare module BABYLON {
  129401. /**
  129402. * The GrainPostProcess adds noise to the image at mid luminance levels
  129403. */
  129404. export class GrainPostProcess extends PostProcess {
  129405. /**
  129406. * The intensity of the grain added (default: 30)
  129407. */
  129408. intensity: number;
  129409. /**
  129410. * If the grain should be randomized on every frame
  129411. */
  129412. animated: boolean;
  129413. /**
  129414. * Creates a new instance of @see GrainPostProcess
  129415. * @param name The name of the effect.
  129416. * @param options The required width/height ratio to downsize to before computing the render pass.
  129417. * @param camera The camera to apply the render pass to.
  129418. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129419. * @param engine The engine which the post process will be applied. (default: current engine)
  129420. * @param reusable If the post process can be reused on the same frame. (default: false)
  129421. * @param textureType Type of textures used when performing the post process. (default: 0)
  129422. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  129423. */
  129424. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129425. }
  129426. }
  129427. declare module BABYLON {
  129428. /** @hidden */
  129429. export var highlightsPixelShader: {
  129430. name: string;
  129431. shader: string;
  129432. };
  129433. }
  129434. declare module BABYLON {
  129435. /**
  129436. * Extracts highlights from the image
  129437. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  129438. */
  129439. export class HighlightsPostProcess extends PostProcess {
  129440. /**
  129441. * Extracts highlights from the image
  129442. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  129443. * @param name The name of the effect.
  129444. * @param options The required width/height ratio to downsize to before computing the render pass.
  129445. * @param camera The camera to apply the render pass to.
  129446. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129447. * @param engine The engine which the post process will be applied. (default: current engine)
  129448. * @param reusable If the post process can be reused on the same frame. (default: false)
  129449. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  129450. */
  129451. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  129452. }
  129453. }
  129454. declare module BABYLON {
  129455. /** @hidden */
  129456. export var mrtFragmentDeclaration: {
  129457. name: string;
  129458. shader: string;
  129459. };
  129460. }
  129461. declare module BABYLON {
  129462. /** @hidden */
  129463. export var geometryPixelShader: {
  129464. name: string;
  129465. shader: string;
  129466. };
  129467. }
  129468. declare module BABYLON {
  129469. /** @hidden */
  129470. export var geometryVertexShader: {
  129471. name: string;
  129472. shader: string;
  129473. };
  129474. }
  129475. declare module BABYLON {
  129476. /** @hidden */
  129477. interface ISavedTransformationMatrix {
  129478. world: Matrix;
  129479. viewProjection: Matrix;
  129480. }
  129481. /**
  129482. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  129483. */
  129484. export class GeometryBufferRenderer {
  129485. /**
  129486. * Constant used to retrieve the position texture index in the G-Buffer textures array
  129487. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  129488. */
  129489. static readonly POSITION_TEXTURE_TYPE: number;
  129490. /**
  129491. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  129492. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  129493. */
  129494. static readonly VELOCITY_TEXTURE_TYPE: number;
  129495. /**
  129496. * Dictionary used to store the previous transformation matrices of each rendered mesh
  129497. * in order to compute objects velocities when enableVelocity is set to "true"
  129498. * @hidden
  129499. */
  129500. _previousTransformationMatrices: {
  129501. [index: number]: ISavedTransformationMatrix;
  129502. };
  129503. /**
  129504. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  129505. * in order to compute objects velocities when enableVelocity is set to "true"
  129506. * @hidden
  129507. */
  129508. _previousBonesTransformationMatrices: {
  129509. [index: number]: Float32Array;
  129510. };
  129511. /**
  129512. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  129513. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  129514. */
  129515. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  129516. private _scene;
  129517. private _multiRenderTarget;
  129518. private _ratio;
  129519. private _enablePosition;
  129520. private _enableVelocity;
  129521. private _positionIndex;
  129522. private _velocityIndex;
  129523. protected _effect: Effect;
  129524. protected _cachedDefines: string;
  129525. /**
  129526. * Set the render list (meshes to be rendered) used in the G buffer.
  129527. */
  129528. renderList: Mesh[];
  129529. /**
  129530. * Gets wether or not G buffer are supported by the running hardware.
  129531. * This requires draw buffer supports
  129532. */
  129533. readonly isSupported: boolean;
  129534. /**
  129535. * Returns the index of the given texture type in the G-Buffer textures array
  129536. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  129537. * @returns the index of the given texture type in the G-Buffer textures array
  129538. */
  129539. getTextureIndex(textureType: number): number;
  129540. /**
  129541. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  129542. */
  129543. /**
  129544. * Sets whether or not objects positions are enabled for the G buffer.
  129545. */
  129546. enablePosition: boolean;
  129547. /**
  129548. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  129549. */
  129550. /**
  129551. * Sets wether or not objects velocities are enabled for the G buffer.
  129552. */
  129553. enableVelocity: boolean;
  129554. /**
  129555. * Gets the scene associated with the buffer.
  129556. */
  129557. readonly scene: Scene;
  129558. /**
  129559. * Gets the ratio used by the buffer during its creation.
  129560. * How big is the buffer related to the main canvas.
  129561. */
  129562. readonly ratio: number;
  129563. /** @hidden */
  129564. static _SceneComponentInitialization: (scene: Scene) => void;
  129565. /**
  129566. * Creates a new G Buffer for the scene
  129567. * @param scene The scene the buffer belongs to
  129568. * @param ratio How big is the buffer related to the main canvas.
  129569. */
  129570. constructor(scene: Scene, ratio?: number);
  129571. /**
  129572. * Checks wether everything is ready to render a submesh to the G buffer.
  129573. * @param subMesh the submesh to check readiness for
  129574. * @param useInstances is the mesh drawn using instance or not
  129575. * @returns true if ready otherwise false
  129576. */
  129577. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  129578. /**
  129579. * Gets the current underlying G Buffer.
  129580. * @returns the buffer
  129581. */
  129582. getGBuffer(): MultiRenderTarget;
  129583. /**
  129584. * Gets the number of samples used to render the buffer (anti aliasing).
  129585. */
  129586. /**
  129587. * Sets the number of samples used to render the buffer (anti aliasing).
  129588. */
  129589. samples: number;
  129590. /**
  129591. * Disposes the renderer and frees up associated resources.
  129592. */
  129593. dispose(): void;
  129594. protected _createRenderTargets(): void;
  129595. private _copyBonesTransformationMatrices;
  129596. }
  129597. }
  129598. declare module BABYLON {
  129599. interface Scene {
  129600. /** @hidden (Backing field) */
  129601. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  129602. /**
  129603. * Gets or Sets the current geometry buffer associated to the scene.
  129604. */
  129605. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  129606. /**
  129607. * Enables a GeometryBufferRender and associates it with the scene
  129608. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  129609. * @returns the GeometryBufferRenderer
  129610. */
  129611. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  129612. /**
  129613. * Disables the GeometryBufferRender associated with the scene
  129614. */
  129615. disableGeometryBufferRenderer(): void;
  129616. }
  129617. /**
  129618. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  129619. * in several rendering techniques.
  129620. */
  129621. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  129622. /**
  129623. * The component name helpful to identify the component in the list of scene components.
  129624. */
  129625. readonly name: string;
  129626. /**
  129627. * The scene the component belongs to.
  129628. */
  129629. scene: Scene;
  129630. /**
  129631. * Creates a new instance of the component for the given scene
  129632. * @param scene Defines the scene to register the component in
  129633. */
  129634. constructor(scene: Scene);
  129635. /**
  129636. * Registers the component in a given scene
  129637. */
  129638. register(): void;
  129639. /**
  129640. * Rebuilds the elements related to this component in case of
  129641. * context lost for instance.
  129642. */
  129643. rebuild(): void;
  129644. /**
  129645. * Disposes the component and the associated ressources
  129646. */
  129647. dispose(): void;
  129648. private _gatherRenderTargets;
  129649. }
  129650. }
  129651. declare module BABYLON {
  129652. /** @hidden */
  129653. export var motionBlurPixelShader: {
  129654. name: string;
  129655. shader: string;
  129656. };
  129657. }
  129658. declare module BABYLON {
  129659. /**
  129660. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  129661. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  129662. * As an example, all you have to do is to create the post-process:
  129663. * var mb = new BABYLON.MotionBlurPostProcess(
  129664. * 'mb', // The name of the effect.
  129665. * scene, // The scene containing the objects to blur according to their velocity.
  129666. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  129667. * camera // The camera to apply the render pass to.
  129668. * );
  129669. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  129670. */
  129671. export class MotionBlurPostProcess extends PostProcess {
  129672. /**
  129673. * Defines how much the image is blurred by the movement. Default value is equal to 1
  129674. */
  129675. motionStrength: number;
  129676. /**
  129677. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  129678. */
  129679. /**
  129680. * Sets the number of iterations to be used for motion blur quality
  129681. */
  129682. motionBlurSamples: number;
  129683. private _motionBlurSamples;
  129684. private _geometryBufferRenderer;
  129685. /**
  129686. * Creates a new instance MotionBlurPostProcess
  129687. * @param name The name of the effect.
  129688. * @param scene The scene containing the objects to blur according to their velocity.
  129689. * @param options The required width/height ratio to downsize to before computing the render pass.
  129690. * @param camera The camera to apply the render pass to.
  129691. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129692. * @param engine The engine which the post process will be applied. (default: current engine)
  129693. * @param reusable If the post process can be reused on the same frame. (default: false)
  129694. * @param textureType Type of textures used when performing the post process. (default: 0)
  129695. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  129696. */
  129697. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129698. /**
  129699. * Excludes the given skinned mesh from computing bones velocities.
  129700. * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.
  129701. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  129702. */
  129703. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  129704. /**
  129705. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  129706. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  129707. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  129708. */
  129709. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  129710. /**
  129711. * Disposes the post process.
  129712. * @param camera The camera to dispose the post process on.
  129713. */
  129714. dispose(camera?: Camera): void;
  129715. }
  129716. }
  129717. declare module BABYLON {
  129718. /** @hidden */
  129719. export var refractionPixelShader: {
  129720. name: string;
  129721. shader: string;
  129722. };
  129723. }
  129724. declare module BABYLON {
  129725. /**
  129726. * Post process which applies a refractin texture
  129727. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  129728. */
  129729. export class RefractionPostProcess extends PostProcess {
  129730. /** the base color of the refraction (used to taint the rendering) */
  129731. color: Color3;
  129732. /** simulated refraction depth */
  129733. depth: number;
  129734. /** the coefficient of the base color (0 to remove base color tainting) */
  129735. colorLevel: number;
  129736. private _refTexture;
  129737. private _ownRefractionTexture;
  129738. /**
  129739. * Gets or sets the refraction texture
  129740. * Please note that you are responsible for disposing the texture if you set it manually
  129741. */
  129742. refractionTexture: Texture;
  129743. /**
  129744. * Initializes the RefractionPostProcess
  129745. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  129746. * @param name The name of the effect.
  129747. * @param refractionTextureUrl Url of the refraction texture to use
  129748. * @param color the base color of the refraction (used to taint the rendering)
  129749. * @param depth simulated refraction depth
  129750. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  129751. * @param camera The camera to apply the render pass to.
  129752. * @param options The required width/height ratio to downsize to before computing the render pass.
  129753. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129754. * @param engine The engine which the post process will be applied. (default: current engine)
  129755. * @param reusable If the post process can be reused on the same frame. (default: false)
  129756. */
  129757. constructor(name: string, refractionTextureUrl: string,
  129758. /** the base color of the refraction (used to taint the rendering) */
  129759. color: Color3,
  129760. /** simulated refraction depth */
  129761. depth: number,
  129762. /** the coefficient of the base color (0 to remove base color tainting) */
  129763. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  129764. /**
  129765. * Disposes of the post process
  129766. * @param camera Camera to dispose post process on
  129767. */
  129768. dispose(camera: Camera): void;
  129769. }
  129770. }
  129771. declare module BABYLON {
  129772. /** @hidden */
  129773. export var sharpenPixelShader: {
  129774. name: string;
  129775. shader: string;
  129776. };
  129777. }
  129778. declare module BABYLON {
  129779. /**
  129780. * The SharpenPostProcess applies a sharpen kernel to every pixel
  129781. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  129782. */
  129783. export class SharpenPostProcess extends PostProcess {
  129784. /**
  129785. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  129786. */
  129787. colorAmount: number;
  129788. /**
  129789. * How much sharpness should be applied (default: 0.3)
  129790. */
  129791. edgeAmount: number;
  129792. /**
  129793. * Creates a new instance ConvolutionPostProcess
  129794. * @param name The name of the effect.
  129795. * @param options The required width/height ratio to downsize to before computing the render pass.
  129796. * @param camera The camera to apply the render pass to.
  129797. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129798. * @param engine The engine which the post process will be applied. (default: current engine)
  129799. * @param reusable If the post process can be reused on the same frame. (default: false)
  129800. * @param textureType Type of textures used when performing the post process. (default: 0)
  129801. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  129802. */
  129803. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129804. }
  129805. }
  129806. declare module BABYLON {
  129807. /**
  129808. * PostProcessRenderPipeline
  129809. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  129810. */
  129811. export class PostProcessRenderPipeline {
  129812. private engine;
  129813. private _renderEffects;
  129814. private _renderEffectsForIsolatedPass;
  129815. /**
  129816. * List of inspectable custom properties (used by the Inspector)
  129817. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  129818. */
  129819. inspectableCustomProperties: IInspectable[];
  129820. /**
  129821. * @hidden
  129822. */
  129823. protected _cameras: Camera[];
  129824. /** @hidden */
  129825. _name: string;
  129826. /**
  129827. * Gets pipeline name
  129828. */
  129829. readonly name: string;
  129830. /** Gets the list of attached cameras */
  129831. readonly cameras: Camera[];
  129832. /**
  129833. * Initializes a PostProcessRenderPipeline
  129834. * @param engine engine to add the pipeline to
  129835. * @param name name of the pipeline
  129836. */
  129837. constructor(engine: Engine, name: string);
  129838. /**
  129839. * Gets the class name
  129840. * @returns "PostProcessRenderPipeline"
  129841. */
  129842. getClassName(): string;
  129843. /**
  129844. * If all the render effects in the pipeline are supported
  129845. */
  129846. readonly isSupported: boolean;
  129847. /**
  129848. * Adds an effect to the pipeline
  129849. * @param renderEffect the effect to add
  129850. */
  129851. addEffect(renderEffect: PostProcessRenderEffect): void;
  129852. /** @hidden */
  129853. _rebuild(): void;
  129854. /** @hidden */
  129855. _enableEffect(renderEffectName: string, cameras: Camera): void;
  129856. /** @hidden */
  129857. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  129858. /** @hidden */
  129859. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  129860. /** @hidden */
  129861. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  129862. /** @hidden */
  129863. _attachCameras(cameras: Camera, unique: boolean): void;
  129864. /** @hidden */
  129865. _attachCameras(cameras: Camera[], unique: boolean): void;
  129866. /** @hidden */
  129867. _detachCameras(cameras: Camera): void;
  129868. /** @hidden */
  129869. _detachCameras(cameras: Nullable<Camera[]>): void;
  129870. /** @hidden */
  129871. _update(): void;
  129872. /** @hidden */
  129873. _reset(): void;
  129874. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  129875. /**
  129876. * Disposes of the pipeline
  129877. */
  129878. dispose(): void;
  129879. }
  129880. }
  129881. declare module BABYLON {
  129882. /**
  129883. * PostProcessRenderPipelineManager class
  129884. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  129885. */
  129886. export class PostProcessRenderPipelineManager {
  129887. private _renderPipelines;
  129888. /**
  129889. * Initializes a PostProcessRenderPipelineManager
  129890. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  129891. */
  129892. constructor();
  129893. /**
  129894. * Gets the list of supported render pipelines
  129895. */
  129896. readonly supportedPipelines: PostProcessRenderPipeline[];
  129897. /**
  129898. * Adds a pipeline to the manager
  129899. * @param renderPipeline The pipeline to add
  129900. */
  129901. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  129902. /**
  129903. * Attaches a camera to the pipeline
  129904. * @param renderPipelineName The name of the pipeline to attach to
  129905. * @param cameras the camera to attach
  129906. * @param unique if the camera can be attached multiple times to the pipeline
  129907. */
  129908. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  129909. /**
  129910. * Detaches a camera from the pipeline
  129911. * @param renderPipelineName The name of the pipeline to detach from
  129912. * @param cameras the camera to detach
  129913. */
  129914. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  129915. /**
  129916. * Enables an effect by name on a pipeline
  129917. * @param renderPipelineName the name of the pipeline to enable the effect in
  129918. * @param renderEffectName the name of the effect to enable
  129919. * @param cameras the cameras that the effect should be enabled on
  129920. */
  129921. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  129922. /**
  129923. * Disables an effect by name on a pipeline
  129924. * @param renderPipelineName the name of the pipeline to disable the effect in
  129925. * @param renderEffectName the name of the effect to disable
  129926. * @param cameras the cameras that the effect should be disabled on
  129927. */
  129928. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  129929. /**
  129930. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  129931. */
  129932. update(): void;
  129933. /** @hidden */
  129934. _rebuild(): void;
  129935. /**
  129936. * Disposes of the manager and pipelines
  129937. */
  129938. dispose(): void;
  129939. }
  129940. }
  129941. declare module BABYLON {
  129942. interface Scene {
  129943. /** @hidden (Backing field) */
  129944. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  129945. /**
  129946. * Gets the postprocess render pipeline manager
  129947. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  129948. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  129949. */
  129950. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  129951. }
  129952. /**
  129953. * Defines the Render Pipeline scene component responsible to rendering pipelines
  129954. */
  129955. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  129956. /**
  129957. * The component name helpfull to identify the component in the list of scene components.
  129958. */
  129959. readonly name: string;
  129960. /**
  129961. * The scene the component belongs to.
  129962. */
  129963. scene: Scene;
  129964. /**
  129965. * Creates a new instance of the component for the given scene
  129966. * @param scene Defines the scene to register the component in
  129967. */
  129968. constructor(scene: Scene);
  129969. /**
  129970. * Registers the component in a given scene
  129971. */
  129972. register(): void;
  129973. /**
  129974. * Rebuilds the elements related to this component in case of
  129975. * context lost for instance.
  129976. */
  129977. rebuild(): void;
  129978. /**
  129979. * Disposes the component and the associated ressources
  129980. */
  129981. dispose(): void;
  129982. private _gatherRenderTargets;
  129983. }
  129984. }
  129985. declare module BABYLON {
  129986. /**
  129987. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  129988. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  129989. */
  129990. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  129991. private _scene;
  129992. private _camerasToBeAttached;
  129993. /**
  129994. * ID of the sharpen post process,
  129995. */
  129996. private readonly SharpenPostProcessId;
  129997. /**
  129998. * @ignore
  129999. * ID of the image processing post process;
  130000. */
  130001. readonly ImageProcessingPostProcessId: string;
  130002. /**
  130003. * @ignore
  130004. * ID of the Fast Approximate Anti-Aliasing post process;
  130005. */
  130006. readonly FxaaPostProcessId: string;
  130007. /**
  130008. * ID of the chromatic aberration post process,
  130009. */
  130010. private readonly ChromaticAberrationPostProcessId;
  130011. /**
  130012. * ID of the grain post process
  130013. */
  130014. private readonly GrainPostProcessId;
  130015. /**
  130016. * Sharpen post process which will apply a sharpen convolution to enhance edges
  130017. */
  130018. sharpen: SharpenPostProcess;
  130019. private _sharpenEffect;
  130020. private bloom;
  130021. /**
  130022. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  130023. */
  130024. depthOfField: DepthOfFieldEffect;
  130025. /**
  130026. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  130027. */
  130028. fxaa: FxaaPostProcess;
  130029. /**
  130030. * Image post processing pass used to perform operations such as tone mapping or color grading.
  130031. */
  130032. imageProcessing: ImageProcessingPostProcess;
  130033. /**
  130034. * Chromatic aberration post process which will shift rgb colors in the image
  130035. */
  130036. chromaticAberration: ChromaticAberrationPostProcess;
  130037. private _chromaticAberrationEffect;
  130038. /**
  130039. * Grain post process which add noise to the image
  130040. */
  130041. grain: GrainPostProcess;
  130042. private _grainEffect;
  130043. /**
  130044. * Glow post process which adds a glow to emissive areas of the image
  130045. */
  130046. private _glowLayer;
  130047. /**
  130048. * Animations which can be used to tweak settings over a period of time
  130049. */
  130050. animations: Animation[];
  130051. private _imageProcessingConfigurationObserver;
  130052. private _sharpenEnabled;
  130053. private _bloomEnabled;
  130054. private _depthOfFieldEnabled;
  130055. private _depthOfFieldBlurLevel;
  130056. private _fxaaEnabled;
  130057. private _imageProcessingEnabled;
  130058. private _defaultPipelineTextureType;
  130059. private _bloomScale;
  130060. private _chromaticAberrationEnabled;
  130061. private _grainEnabled;
  130062. private _buildAllowed;
  130063. /**
  130064. * Gets active scene
  130065. */
  130066. readonly scene: Scene;
  130067. /**
  130068. * Enable or disable the sharpen process from the pipeline
  130069. */
  130070. sharpenEnabled: boolean;
  130071. private _resizeObserver;
  130072. private _hardwareScaleLevel;
  130073. private _bloomKernel;
  130074. /**
  130075. * Specifies the size of the bloom blur kernel, relative to the final output size
  130076. */
  130077. bloomKernel: number;
  130078. /**
  130079. * Specifies the weight of the bloom in the final rendering
  130080. */
  130081. private _bloomWeight;
  130082. /**
  130083. * Specifies the luma threshold for the area that will be blurred by the bloom
  130084. */
  130085. private _bloomThreshold;
  130086. private _hdr;
  130087. /**
  130088. * The strength of the bloom.
  130089. */
  130090. bloomWeight: number;
  130091. /**
  130092. * The strength of the bloom.
  130093. */
  130094. bloomThreshold: number;
  130095. /**
  130096. * The scale of the bloom, lower value will provide better performance.
  130097. */
  130098. bloomScale: number;
  130099. /**
  130100. * Enable or disable the bloom from the pipeline
  130101. */
  130102. bloomEnabled: boolean;
  130103. private _rebuildBloom;
  130104. /**
  130105. * If the depth of field is enabled.
  130106. */
  130107. depthOfFieldEnabled: boolean;
  130108. /**
  130109. * Blur level of the depth of field effect. (Higher blur will effect performance)
  130110. */
  130111. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  130112. /**
  130113. * If the anti aliasing is enabled.
  130114. */
  130115. fxaaEnabled: boolean;
  130116. private _samples;
  130117. /**
  130118. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  130119. */
  130120. samples: number;
  130121. /**
  130122. * If image processing is enabled.
  130123. */
  130124. imageProcessingEnabled: boolean;
  130125. /**
  130126. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  130127. */
  130128. glowLayerEnabled: boolean;
  130129. /**
  130130. * Gets the glow layer (or null if not defined)
  130131. */
  130132. readonly glowLayer: Nullable<GlowLayer>;
  130133. /**
  130134. * Enable or disable the chromaticAberration process from the pipeline
  130135. */
  130136. chromaticAberrationEnabled: boolean;
  130137. /**
  130138. * Enable or disable the grain process from the pipeline
  130139. */
  130140. grainEnabled: boolean;
  130141. /**
  130142. * @constructor
  130143. * @param name - The rendering pipeline name (default: "")
  130144. * @param hdr - If high dynamic range textures should be used (default: true)
  130145. * @param scene - The scene linked to this pipeline (default: the last created scene)
  130146. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  130147. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  130148. */
  130149. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  130150. /**
  130151. * Get the class name
  130152. * @returns "DefaultRenderingPipeline"
  130153. */
  130154. getClassName(): string;
  130155. /**
  130156. * Force the compilation of the entire pipeline.
  130157. */
  130158. prepare(): void;
  130159. private _hasCleared;
  130160. private _prevPostProcess;
  130161. private _prevPrevPostProcess;
  130162. private _setAutoClearAndTextureSharing;
  130163. private _depthOfFieldSceneObserver;
  130164. private _buildPipeline;
  130165. private _disposePostProcesses;
  130166. /**
  130167. * Adds a camera to the pipeline
  130168. * @param camera the camera to be added
  130169. */
  130170. addCamera(camera: Camera): void;
  130171. /**
  130172. * Removes a camera from the pipeline
  130173. * @param camera the camera to remove
  130174. */
  130175. removeCamera(camera: Camera): void;
  130176. /**
  130177. * Dispose of the pipeline and stop all post processes
  130178. */
  130179. dispose(): void;
  130180. /**
  130181. * Serialize the rendering pipeline (Used when exporting)
  130182. * @returns the serialized object
  130183. */
  130184. serialize(): any;
  130185. /**
  130186. * Parse the serialized pipeline
  130187. * @param source Source pipeline.
  130188. * @param scene The scene to load the pipeline to.
  130189. * @param rootUrl The URL of the serialized pipeline.
  130190. * @returns An instantiated pipeline from the serialized object.
  130191. */
  130192. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  130193. }
  130194. }
  130195. declare module BABYLON {
  130196. /** @hidden */
  130197. export var lensHighlightsPixelShader: {
  130198. name: string;
  130199. shader: string;
  130200. };
  130201. }
  130202. declare module BABYLON {
  130203. /** @hidden */
  130204. export var depthOfFieldPixelShader: {
  130205. name: string;
  130206. shader: string;
  130207. };
  130208. }
  130209. declare module BABYLON {
  130210. /**
  130211. * BABYLON.JS Chromatic Aberration GLSL Shader
  130212. * Author: Olivier Guyot
  130213. * Separates very slightly R, G and B colors on the edges of the screen
  130214. * Inspired by Francois Tarlier & Martins Upitis
  130215. */
  130216. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  130217. /**
  130218. * @ignore
  130219. * The chromatic aberration PostProcess id in the pipeline
  130220. */
  130221. LensChromaticAberrationEffect: string;
  130222. /**
  130223. * @ignore
  130224. * The highlights enhancing PostProcess id in the pipeline
  130225. */
  130226. HighlightsEnhancingEffect: string;
  130227. /**
  130228. * @ignore
  130229. * The depth-of-field PostProcess id in the pipeline
  130230. */
  130231. LensDepthOfFieldEffect: string;
  130232. private _scene;
  130233. private _depthTexture;
  130234. private _grainTexture;
  130235. private _chromaticAberrationPostProcess;
  130236. private _highlightsPostProcess;
  130237. private _depthOfFieldPostProcess;
  130238. private _edgeBlur;
  130239. private _grainAmount;
  130240. private _chromaticAberration;
  130241. private _distortion;
  130242. private _highlightsGain;
  130243. private _highlightsThreshold;
  130244. private _dofDistance;
  130245. private _dofAperture;
  130246. private _dofDarken;
  130247. private _dofPentagon;
  130248. private _blurNoise;
  130249. /**
  130250. * @constructor
  130251. *
  130252. * Effect parameters are as follow:
  130253. * {
  130254. * chromatic_aberration: number; // from 0 to x (1 for realism)
  130255. * edge_blur: number; // from 0 to x (1 for realism)
  130256. * distortion: number; // from 0 to x (1 for realism)
  130257. * grain_amount: number; // from 0 to 1
  130258. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  130259. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  130260. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  130261. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  130262. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  130263. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  130264. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  130265. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  130266. * }
  130267. * Note: if an effect parameter is unset, effect is disabled
  130268. *
  130269. * @param name The rendering pipeline name
  130270. * @param parameters - An object containing all parameters (see above)
  130271. * @param scene The scene linked to this pipeline
  130272. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  130273. * @param cameras The array of cameras that the rendering pipeline will be attached to
  130274. */
  130275. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  130276. /**
  130277. * Get the class name
  130278. * @returns "LensRenderingPipeline"
  130279. */
  130280. getClassName(): string;
  130281. /**
  130282. * Gets associated scene
  130283. */
  130284. readonly scene: Scene;
  130285. /**
  130286. * Gets or sets the edge blur
  130287. */
  130288. edgeBlur: number;
  130289. /**
  130290. * Gets or sets the grain amount
  130291. */
  130292. grainAmount: number;
  130293. /**
  130294. * Gets or sets the chromatic aberration amount
  130295. */
  130296. chromaticAberration: number;
  130297. /**
  130298. * Gets or sets the depth of field aperture
  130299. */
  130300. dofAperture: number;
  130301. /**
  130302. * Gets or sets the edge distortion
  130303. */
  130304. edgeDistortion: number;
  130305. /**
  130306. * Gets or sets the depth of field distortion
  130307. */
  130308. dofDistortion: number;
  130309. /**
  130310. * Gets or sets the darken out of focus amount
  130311. */
  130312. darkenOutOfFocus: number;
  130313. /**
  130314. * Gets or sets a boolean indicating if blur noise is enabled
  130315. */
  130316. blurNoise: boolean;
  130317. /**
  130318. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  130319. */
  130320. pentagonBokeh: boolean;
  130321. /**
  130322. * Gets or sets the highlight grain amount
  130323. */
  130324. highlightsGain: number;
  130325. /**
  130326. * Gets or sets the highlight threshold
  130327. */
  130328. highlightsThreshold: number;
  130329. /**
  130330. * Sets the amount of blur at the edges
  130331. * @param amount blur amount
  130332. */
  130333. setEdgeBlur(amount: number): void;
  130334. /**
  130335. * Sets edge blur to 0
  130336. */
  130337. disableEdgeBlur(): void;
  130338. /**
  130339. * Sets the amout of grain
  130340. * @param amount Amount of grain
  130341. */
  130342. setGrainAmount(amount: number): void;
  130343. /**
  130344. * Set grain amount to 0
  130345. */
  130346. disableGrain(): void;
  130347. /**
  130348. * Sets the chromatic aberration amount
  130349. * @param amount amount of chromatic aberration
  130350. */
  130351. setChromaticAberration(amount: number): void;
  130352. /**
  130353. * Sets chromatic aberration amount to 0
  130354. */
  130355. disableChromaticAberration(): void;
  130356. /**
  130357. * Sets the EdgeDistortion amount
  130358. * @param amount amount of EdgeDistortion
  130359. */
  130360. setEdgeDistortion(amount: number): void;
  130361. /**
  130362. * Sets edge distortion to 0
  130363. */
  130364. disableEdgeDistortion(): void;
  130365. /**
  130366. * Sets the FocusDistance amount
  130367. * @param amount amount of FocusDistance
  130368. */
  130369. setFocusDistance(amount: number): void;
  130370. /**
  130371. * Disables depth of field
  130372. */
  130373. disableDepthOfField(): void;
  130374. /**
  130375. * Sets the Aperture amount
  130376. * @param amount amount of Aperture
  130377. */
  130378. setAperture(amount: number): void;
  130379. /**
  130380. * Sets the DarkenOutOfFocus amount
  130381. * @param amount amount of DarkenOutOfFocus
  130382. */
  130383. setDarkenOutOfFocus(amount: number): void;
  130384. private _pentagonBokehIsEnabled;
  130385. /**
  130386. * Creates a pentagon bokeh effect
  130387. */
  130388. enablePentagonBokeh(): void;
  130389. /**
  130390. * Disables the pentagon bokeh effect
  130391. */
  130392. disablePentagonBokeh(): void;
  130393. /**
  130394. * Enables noise blur
  130395. */
  130396. enableNoiseBlur(): void;
  130397. /**
  130398. * Disables noise blur
  130399. */
  130400. disableNoiseBlur(): void;
  130401. /**
  130402. * Sets the HighlightsGain amount
  130403. * @param amount amount of HighlightsGain
  130404. */
  130405. setHighlightsGain(amount: number): void;
  130406. /**
  130407. * Sets the HighlightsThreshold amount
  130408. * @param amount amount of HighlightsThreshold
  130409. */
  130410. setHighlightsThreshold(amount: number): void;
  130411. /**
  130412. * Disables highlights
  130413. */
  130414. disableHighlights(): void;
  130415. /**
  130416. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  130417. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  130418. */
  130419. dispose(disableDepthRender?: boolean): void;
  130420. private _createChromaticAberrationPostProcess;
  130421. private _createHighlightsPostProcess;
  130422. private _createDepthOfFieldPostProcess;
  130423. private _createGrainTexture;
  130424. }
  130425. }
  130426. declare module BABYLON {
  130427. /** @hidden */
  130428. export var ssao2PixelShader: {
  130429. name: string;
  130430. shader: string;
  130431. };
  130432. }
  130433. declare module BABYLON {
  130434. /** @hidden */
  130435. export var ssaoCombinePixelShader: {
  130436. name: string;
  130437. shader: string;
  130438. };
  130439. }
  130440. declare module BABYLON {
  130441. /**
  130442. * Render pipeline to produce ssao effect
  130443. */
  130444. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  130445. /**
  130446. * @ignore
  130447. * The PassPostProcess id in the pipeline that contains the original scene color
  130448. */
  130449. SSAOOriginalSceneColorEffect: string;
  130450. /**
  130451. * @ignore
  130452. * The SSAO PostProcess id in the pipeline
  130453. */
  130454. SSAORenderEffect: string;
  130455. /**
  130456. * @ignore
  130457. * The horizontal blur PostProcess id in the pipeline
  130458. */
  130459. SSAOBlurHRenderEffect: string;
  130460. /**
  130461. * @ignore
  130462. * The vertical blur PostProcess id in the pipeline
  130463. */
  130464. SSAOBlurVRenderEffect: string;
  130465. /**
  130466. * @ignore
  130467. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  130468. */
  130469. SSAOCombineRenderEffect: string;
  130470. /**
  130471. * The output strength of the SSAO post-process. Default value is 1.0.
  130472. */
  130473. totalStrength: number;
  130474. /**
  130475. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  130476. */
  130477. maxZ: number;
  130478. /**
  130479. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  130480. */
  130481. minZAspect: number;
  130482. private _samples;
  130483. /**
  130484. * Number of samples used for the SSAO calculations. Default value is 8
  130485. */
  130486. samples: number;
  130487. private _textureSamples;
  130488. /**
  130489. * Number of samples to use for antialiasing
  130490. */
  130491. textureSamples: number;
  130492. /**
  130493. * Ratio object used for SSAO ratio and blur ratio
  130494. */
  130495. private _ratio;
  130496. /**
  130497. * Dynamically generated sphere sampler.
  130498. */
  130499. private _sampleSphere;
  130500. /**
  130501. * Blur filter offsets
  130502. */
  130503. private _samplerOffsets;
  130504. private _expensiveBlur;
  130505. /**
  130506. * If bilateral blur should be used
  130507. */
  130508. expensiveBlur: boolean;
  130509. /**
  130510. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  130511. */
  130512. radius: number;
  130513. /**
  130514. * The base color of the SSAO post-process
  130515. * The final result is "base + ssao" between [0, 1]
  130516. */
  130517. base: number;
  130518. /**
  130519. * Support test.
  130520. */
  130521. static readonly IsSupported: boolean;
  130522. private _scene;
  130523. private _depthTexture;
  130524. private _normalTexture;
  130525. private _randomTexture;
  130526. private _originalColorPostProcess;
  130527. private _ssaoPostProcess;
  130528. private _blurHPostProcess;
  130529. private _blurVPostProcess;
  130530. private _ssaoCombinePostProcess;
  130531. /**
  130532. * Gets active scene
  130533. */
  130534. readonly scene: Scene;
  130535. /**
  130536. * @constructor
  130537. * @param name The rendering pipeline name
  130538. * @param scene The scene linked to this pipeline
  130539. * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
  130540. * @param cameras The array of cameras that the rendering pipeline will be attached to
  130541. */
  130542. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  130543. /**
  130544. * Get the class name
  130545. * @returns "SSAO2RenderingPipeline"
  130546. */
  130547. getClassName(): string;
  130548. /**
  130549. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  130550. */
  130551. dispose(disableGeometryBufferRenderer?: boolean): void;
  130552. private _createBlurPostProcess;
  130553. /** @hidden */
  130554. _rebuild(): void;
  130555. private _bits;
  130556. private _radicalInverse_VdC;
  130557. private _hammersley;
  130558. private _hemisphereSample_uniform;
  130559. private _generateHemisphere;
  130560. private _createSSAOPostProcess;
  130561. private _createSSAOCombinePostProcess;
  130562. private _createRandomTexture;
  130563. /**
  130564. * Serialize the rendering pipeline (Used when exporting)
  130565. * @returns the serialized object
  130566. */
  130567. serialize(): any;
  130568. /**
  130569. * Parse the serialized pipeline
  130570. * @param source Source pipeline.
  130571. * @param scene The scene to load the pipeline to.
  130572. * @param rootUrl The URL of the serialized pipeline.
  130573. * @returns An instantiated pipeline from the serialized object.
  130574. */
  130575. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  130576. }
  130577. }
  130578. declare module BABYLON {
  130579. /** @hidden */
  130580. export var ssaoPixelShader: {
  130581. name: string;
  130582. shader: string;
  130583. };
  130584. }
  130585. declare module BABYLON {
  130586. /**
  130587. * Render pipeline to produce ssao effect
  130588. */
  130589. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  130590. /**
  130591. * @ignore
  130592. * The PassPostProcess id in the pipeline that contains the original scene color
  130593. */
  130594. SSAOOriginalSceneColorEffect: string;
  130595. /**
  130596. * @ignore
  130597. * The SSAO PostProcess id in the pipeline
  130598. */
  130599. SSAORenderEffect: string;
  130600. /**
  130601. * @ignore
  130602. * The horizontal blur PostProcess id in the pipeline
  130603. */
  130604. SSAOBlurHRenderEffect: string;
  130605. /**
  130606. * @ignore
  130607. * The vertical blur PostProcess id in the pipeline
  130608. */
  130609. SSAOBlurVRenderEffect: string;
  130610. /**
  130611. * @ignore
  130612. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  130613. */
  130614. SSAOCombineRenderEffect: string;
  130615. /**
  130616. * The output strength of the SSAO post-process. Default value is 1.0.
  130617. */
  130618. totalStrength: number;
  130619. /**
  130620. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  130621. */
  130622. radius: number;
  130623. /**
  130624. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  130625. * Must not be equal to fallOff and superior to fallOff.
  130626. * Default value is 0.0075
  130627. */
  130628. area: number;
  130629. /**
  130630. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  130631. * Must not be equal to area and inferior to area.
  130632. * Default value is 0.000001
  130633. */
  130634. fallOff: number;
  130635. /**
  130636. * The base color of the SSAO post-process
  130637. * The final result is "base + ssao" between [0, 1]
  130638. */
  130639. base: number;
  130640. private _scene;
  130641. private _depthTexture;
  130642. private _randomTexture;
  130643. private _originalColorPostProcess;
  130644. private _ssaoPostProcess;
  130645. private _blurHPostProcess;
  130646. private _blurVPostProcess;
  130647. private _ssaoCombinePostProcess;
  130648. private _firstUpdate;
  130649. /**
  130650. * Gets active scene
  130651. */
  130652. readonly scene: Scene;
  130653. /**
  130654. * @constructor
  130655. * @param name - The rendering pipeline name
  130656. * @param scene - The scene linked to this pipeline
  130657. * @param ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  130658. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  130659. */
  130660. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  130661. /**
  130662. * Get the class name
  130663. * @returns "SSAORenderingPipeline"
  130664. */
  130665. getClassName(): string;
  130666. /**
  130667. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  130668. */
  130669. dispose(disableDepthRender?: boolean): void;
  130670. private _createBlurPostProcess;
  130671. /** @hidden */
  130672. _rebuild(): void;
  130673. private _createSSAOPostProcess;
  130674. private _createSSAOCombinePostProcess;
  130675. private _createRandomTexture;
  130676. }
  130677. }
  130678. declare module BABYLON {
  130679. /** @hidden */
  130680. export var standardPixelShader: {
  130681. name: string;
  130682. shader: string;
  130683. };
  130684. }
  130685. declare module BABYLON {
  130686. /**
  130687. * Standard rendering pipeline
  130688. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  130689. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  130690. */
  130691. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  130692. /**
  130693. * Public members
  130694. */
  130695. /**
  130696. * Post-process which contains the original scene color before the pipeline applies all the effects
  130697. */
  130698. originalPostProcess: Nullable<PostProcess>;
  130699. /**
  130700. * Post-process used to down scale an image x4
  130701. */
  130702. downSampleX4PostProcess: Nullable<PostProcess>;
  130703. /**
  130704. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  130705. */
  130706. brightPassPostProcess: Nullable<PostProcess>;
  130707. /**
  130708. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  130709. */
  130710. blurHPostProcesses: PostProcess[];
  130711. /**
  130712. * Post-process array storing all the vertical blur post-processes used by the pipeline
  130713. */
  130714. blurVPostProcesses: PostProcess[];
  130715. /**
  130716. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  130717. */
  130718. textureAdderPostProcess: Nullable<PostProcess>;
  130719. /**
  130720. * Post-process used to create volumetric lighting effect
  130721. */
  130722. volumetricLightPostProcess: Nullable<PostProcess>;
  130723. /**
  130724. * Post-process used to smooth the previous volumetric light post-process on the X axis
  130725. */
  130726. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  130727. /**
  130728. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  130729. */
  130730. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  130731. /**
  130732. * Post-process used to merge the volumetric light effect and the real scene color
  130733. */
  130734. volumetricLightMergePostProces: Nullable<PostProcess>;
  130735. /**
  130736. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  130737. */
  130738. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  130739. /**
  130740. * Base post-process used to calculate the average luminance of the final image for HDR
  130741. */
  130742. luminancePostProcess: Nullable<PostProcess>;
  130743. /**
  130744. * Post-processes used to create down sample post-processes in order to get
  130745. * the average luminance of the final image for HDR
  130746. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  130747. */
  130748. luminanceDownSamplePostProcesses: PostProcess[];
  130749. /**
  130750. * Post-process used to create a HDR effect (light adaptation)
  130751. */
  130752. hdrPostProcess: Nullable<PostProcess>;
  130753. /**
  130754. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  130755. */
  130756. textureAdderFinalPostProcess: Nullable<PostProcess>;
  130757. /**
  130758. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  130759. */
  130760. lensFlareFinalPostProcess: Nullable<PostProcess>;
  130761. /**
  130762. * Post-process used to merge the final HDR post-process and the real scene color
  130763. */
  130764. hdrFinalPostProcess: Nullable<PostProcess>;
  130765. /**
  130766. * Post-process used to create a lens flare effect
  130767. */
  130768. lensFlarePostProcess: Nullable<PostProcess>;
  130769. /**
  130770. * Post-process that merges the result of the lens flare post-process and the real scene color
  130771. */
  130772. lensFlareComposePostProcess: Nullable<PostProcess>;
  130773. /**
  130774. * Post-process used to create a motion blur effect
  130775. */
  130776. motionBlurPostProcess: Nullable<PostProcess>;
  130777. /**
  130778. * Post-process used to create a depth of field effect
  130779. */
  130780. depthOfFieldPostProcess: Nullable<PostProcess>;
  130781. /**
  130782. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  130783. */
  130784. fxaaPostProcess: Nullable<FxaaPostProcess>;
  130785. /**
  130786. * Represents the brightness threshold in order to configure the illuminated surfaces
  130787. */
  130788. brightThreshold: number;
  130789. /**
  130790. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  130791. */
  130792. blurWidth: number;
  130793. /**
  130794. * Sets if the blur for highlighted surfaces must be only horizontal
  130795. */
  130796. horizontalBlur: boolean;
  130797. /**
  130798. * Gets the overall exposure used by the pipeline
  130799. */
  130800. /**
  130801. * Sets the overall exposure used by the pipeline
  130802. */
  130803. exposure: number;
  130804. /**
  130805. * Texture used typically to simulate "dirty" on camera lens
  130806. */
  130807. lensTexture: Nullable<Texture>;
  130808. /**
  130809. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  130810. */
  130811. volumetricLightCoefficient: number;
  130812. /**
  130813. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  130814. */
  130815. volumetricLightPower: number;
  130816. /**
  130817. * Used the set the blur intensity to smooth the volumetric lights
  130818. */
  130819. volumetricLightBlurScale: number;
  130820. /**
  130821. * Light (spot or directional) used to generate the volumetric lights rays
  130822. * The source light must have a shadow generate so the pipeline can get its
  130823. * depth map
  130824. */
  130825. sourceLight: Nullable<SpotLight | DirectionalLight>;
  130826. /**
  130827. * For eye adaptation, represents the minimum luminance the eye can see
  130828. */
  130829. hdrMinimumLuminance: number;
  130830. /**
  130831. * For eye adaptation, represents the decrease luminance speed
  130832. */
  130833. hdrDecreaseRate: number;
  130834. /**
  130835. * For eye adaptation, represents the increase luminance speed
  130836. */
  130837. hdrIncreaseRate: number;
  130838. /**
  130839. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  130840. */
  130841. /**
  130842. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  130843. */
  130844. hdrAutoExposure: boolean;
  130845. /**
  130846. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  130847. */
  130848. lensColorTexture: Nullable<Texture>;
  130849. /**
  130850. * The overall strengh for the lens flare effect
  130851. */
  130852. lensFlareStrength: number;
  130853. /**
  130854. * Dispersion coefficient for lens flare ghosts
  130855. */
  130856. lensFlareGhostDispersal: number;
  130857. /**
  130858. * Main lens flare halo width
  130859. */
  130860. lensFlareHaloWidth: number;
  130861. /**
  130862. * Based on the lens distortion effect, defines how much the lens flare result
  130863. * is distorted
  130864. */
  130865. lensFlareDistortionStrength: number;
  130866. /**
  130867. * Configures the blur intensity used for for lens flare (halo)
  130868. */
  130869. lensFlareBlurWidth: number;
  130870. /**
  130871. * Lens star texture must be used to simulate rays on the flares and is available
  130872. * in the documentation
  130873. */
  130874. lensStarTexture: Nullable<Texture>;
  130875. /**
  130876. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  130877. * flare effect by taking account of the dirt texture
  130878. */
  130879. lensFlareDirtTexture: Nullable<Texture>;
  130880. /**
  130881. * Represents the focal length for the depth of field effect
  130882. */
  130883. depthOfFieldDistance: number;
  130884. /**
  130885. * Represents the blur intensity for the blurred part of the depth of field effect
  130886. */
  130887. depthOfFieldBlurWidth: number;
  130888. /**
  130889. * Gets how much the image is blurred by the movement while using the motion blur post-process
  130890. */
  130891. /**
  130892. * Sets how much the image is blurred by the movement while using the motion blur post-process
  130893. */
  130894. motionStrength: number;
  130895. /**
  130896. * Gets wether or not the motion blur post-process is object based or screen based.
  130897. */
  130898. /**
  130899. * Sets wether or not the motion blur post-process should be object based or screen based
  130900. */
  130901. objectBasedMotionBlur: boolean;
  130902. /**
  130903. * List of animations for the pipeline (IAnimatable implementation)
  130904. */
  130905. animations: Animation[];
  130906. /**
  130907. * Private members
  130908. */
  130909. private _scene;
  130910. private _currentDepthOfFieldSource;
  130911. private _basePostProcess;
  130912. private _fixedExposure;
  130913. private _currentExposure;
  130914. private _hdrAutoExposure;
  130915. private _hdrCurrentLuminance;
  130916. private _motionStrength;
  130917. private _isObjectBasedMotionBlur;
  130918. private _floatTextureType;
  130919. private _camerasToBeAttached;
  130920. private _ratio;
  130921. private _bloomEnabled;
  130922. private _depthOfFieldEnabled;
  130923. private _vlsEnabled;
  130924. private _lensFlareEnabled;
  130925. private _hdrEnabled;
  130926. private _motionBlurEnabled;
  130927. private _fxaaEnabled;
  130928. private _motionBlurSamples;
  130929. private _volumetricLightStepsCount;
  130930. private _samples;
  130931. /**
  130932. * @ignore
  130933. * Specifies if the bloom pipeline is enabled
  130934. */
  130935. BloomEnabled: boolean;
  130936. /**
  130937. * @ignore
  130938. * Specifies if the depth of field pipeline is enabed
  130939. */
  130940. DepthOfFieldEnabled: boolean;
  130941. /**
  130942. * @ignore
  130943. * Specifies if the lens flare pipeline is enabed
  130944. */
  130945. LensFlareEnabled: boolean;
  130946. /**
  130947. * @ignore
  130948. * Specifies if the HDR pipeline is enabled
  130949. */
  130950. HDREnabled: boolean;
  130951. /**
  130952. * @ignore
  130953. * Specifies if the volumetric lights scattering effect is enabled
  130954. */
  130955. VLSEnabled: boolean;
  130956. /**
  130957. * @ignore
  130958. * Specifies if the motion blur effect is enabled
  130959. */
  130960. MotionBlurEnabled: boolean;
  130961. /**
  130962. * Specifies if anti-aliasing is enabled
  130963. */
  130964. fxaaEnabled: boolean;
  130965. /**
  130966. * Specifies the number of steps used to calculate the volumetric lights
  130967. * Typically in interval [50, 200]
  130968. */
  130969. volumetricLightStepsCount: number;
  130970. /**
  130971. * Specifies the number of samples used for the motion blur effect
  130972. * Typically in interval [16, 64]
  130973. */
  130974. motionBlurSamples: number;
  130975. /**
  130976. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  130977. */
  130978. samples: number;
  130979. /**
  130980. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  130981. * @constructor
  130982. * @param name The rendering pipeline name
  130983. * @param scene The scene linked to this pipeline
  130984. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  130985. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  130986. * @param cameras The array of cameras that the rendering pipeline will be attached to
  130987. */
  130988. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  130989. private _buildPipeline;
  130990. private _createDownSampleX4PostProcess;
  130991. private _createBrightPassPostProcess;
  130992. private _createBlurPostProcesses;
  130993. private _createTextureAdderPostProcess;
  130994. private _createVolumetricLightPostProcess;
  130995. private _createLuminancePostProcesses;
  130996. private _createHdrPostProcess;
  130997. private _createLensFlarePostProcess;
  130998. private _createDepthOfFieldPostProcess;
  130999. private _createMotionBlurPostProcess;
  131000. private _getDepthTexture;
  131001. private _disposePostProcesses;
  131002. /**
  131003. * Dispose of the pipeline and stop all post processes
  131004. */
  131005. dispose(): void;
  131006. /**
  131007. * Serialize the rendering pipeline (Used when exporting)
  131008. * @returns the serialized object
  131009. */
  131010. serialize(): any;
  131011. /**
  131012. * Parse the serialized pipeline
  131013. * @param source Source pipeline.
  131014. * @param scene The scene to load the pipeline to.
  131015. * @param rootUrl The URL of the serialized pipeline.
  131016. * @returns An instantiated pipeline from the serialized object.
  131017. */
  131018. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  131019. /**
  131020. * Luminance steps
  131021. */
  131022. static LuminanceSteps: number;
  131023. }
  131024. }
  131025. declare module BABYLON {
  131026. /** @hidden */
  131027. export var tonemapPixelShader: {
  131028. name: string;
  131029. shader: string;
  131030. };
  131031. }
  131032. declare module BABYLON {
  131033. /** Defines operator used for tonemapping */
  131034. export enum TonemappingOperator {
  131035. /** Hable */
  131036. Hable = 0,
  131037. /** Reinhard */
  131038. Reinhard = 1,
  131039. /** HejiDawson */
  131040. HejiDawson = 2,
  131041. /** Photographic */
  131042. Photographic = 3
  131043. }
  131044. /**
  131045. * Defines a post process to apply tone mapping
  131046. */
  131047. export class TonemapPostProcess extends PostProcess {
  131048. private _operator;
  131049. /** Defines the required exposure adjustement */
  131050. exposureAdjustment: number;
  131051. /**
  131052. * Creates a new TonemapPostProcess
  131053. * @param name defines the name of the postprocess
  131054. * @param _operator defines the operator to use
  131055. * @param exposureAdjustment defines the required exposure adjustement
  131056. * @param camera defines the camera to use (can be null)
  131057. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  131058. * @param engine defines the hosting engine (can be ignore if camera is set)
  131059. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  131060. */
  131061. constructor(name: string, _operator: TonemappingOperator,
  131062. /** Defines the required exposure adjustement */
  131063. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  131064. }
  131065. }
  131066. declare module BABYLON {
  131067. /** @hidden */
  131068. export var depthVertexShader: {
  131069. name: string;
  131070. shader: string;
  131071. };
  131072. }
  131073. declare module BABYLON {
  131074. /** @hidden */
  131075. export var volumetricLightScatteringPixelShader: {
  131076. name: string;
  131077. shader: string;
  131078. };
  131079. }
  131080. declare module BABYLON {
  131081. /** @hidden */
  131082. export var volumetricLightScatteringPassVertexShader: {
  131083. name: string;
  131084. shader: string;
  131085. };
  131086. }
  131087. declare module BABYLON {
  131088. /** @hidden */
  131089. export var volumetricLightScatteringPassPixelShader: {
  131090. name: string;
  131091. shader: string;
  131092. };
  131093. }
  131094. declare module BABYLON {
  131095. /**
  131096. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  131097. */
  131098. export class VolumetricLightScatteringPostProcess extends PostProcess {
  131099. private _volumetricLightScatteringPass;
  131100. private _volumetricLightScatteringRTT;
  131101. private _viewPort;
  131102. private _screenCoordinates;
  131103. private _cachedDefines;
  131104. /**
  131105. * If not undefined, the mesh position is computed from the attached node position
  131106. */
  131107. attachedNode: {
  131108. position: Vector3;
  131109. };
  131110. /**
  131111. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  131112. */
  131113. customMeshPosition: Vector3;
  131114. /**
  131115. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  131116. */
  131117. useCustomMeshPosition: boolean;
  131118. /**
  131119. * If the post-process should inverse the light scattering direction
  131120. */
  131121. invert: boolean;
  131122. /**
  131123. * The internal mesh used by the post-process
  131124. */
  131125. mesh: Mesh;
  131126. /**
  131127. * @hidden
  131128. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  131129. */
  131130. useDiffuseColor: boolean;
  131131. /**
  131132. * Array containing the excluded meshes not rendered in the internal pass
  131133. */
  131134. excludedMeshes: AbstractMesh[];
  131135. /**
  131136. * Controls the overall intensity of the post-process
  131137. */
  131138. exposure: number;
  131139. /**
  131140. * Dissipates each sample's contribution in range [0, 1]
  131141. */
  131142. decay: number;
  131143. /**
  131144. * Controls the overall intensity of each sample
  131145. */
  131146. weight: number;
  131147. /**
  131148. * Controls the density of each sample
  131149. */
  131150. density: number;
  131151. /**
  131152. * @constructor
  131153. * @param name The post-process name
  131154. * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  131155. * @param camera The camera that the post-process will be attached to
  131156. * @param mesh The mesh used to create the light scattering
  131157. * @param samples The post-process quality, default 100
  131158. * @param samplingModeThe post-process filtering mode
  131159. * @param engine The babylon engine
  131160. * @param reusable If the post-process is reusable
  131161. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  131162. */
  131163. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  131164. /**
  131165. * Returns the string "VolumetricLightScatteringPostProcess"
  131166. * @returns "VolumetricLightScatteringPostProcess"
  131167. */
  131168. getClassName(): string;
  131169. private _isReady;
  131170. /**
  131171. * Sets the new light position for light scattering effect
  131172. * @param position The new custom light position
  131173. */
  131174. setCustomMeshPosition(position: Vector3): void;
  131175. /**
  131176. * Returns the light position for light scattering effect
  131177. * @return Vector3 The custom light position
  131178. */
  131179. getCustomMeshPosition(): Vector3;
  131180. /**
  131181. * Disposes the internal assets and detaches the post-process from the camera
  131182. */
  131183. dispose(camera: Camera): void;
  131184. /**
  131185. * Returns the render target texture used by the post-process
  131186. * @return the render target texture used by the post-process
  131187. */
  131188. getPass(): RenderTargetTexture;
  131189. private _meshExcluded;
  131190. private _createPass;
  131191. private _updateMeshScreenCoordinates;
  131192. /**
  131193. * Creates a default mesh for the Volumeric Light Scattering post-process
  131194. * @param name The mesh name
  131195. * @param scene The scene where to create the mesh
  131196. * @return the default mesh
  131197. */
  131198. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  131199. }
  131200. }
  131201. declare module BABYLON {
  131202. interface Scene {
  131203. /** @hidden (Backing field) */
  131204. _boundingBoxRenderer: BoundingBoxRenderer;
  131205. /** @hidden (Backing field) */
  131206. _forceShowBoundingBoxes: boolean;
  131207. /**
  131208. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  131209. */
  131210. forceShowBoundingBoxes: boolean;
  131211. /**
  131212. * Gets the bounding box renderer associated with the scene
  131213. * @returns a BoundingBoxRenderer
  131214. */
  131215. getBoundingBoxRenderer(): BoundingBoxRenderer;
  131216. }
  131217. interface AbstractMesh {
  131218. /** @hidden (Backing field) */
  131219. _showBoundingBox: boolean;
  131220. /**
  131221. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  131222. */
  131223. showBoundingBox: boolean;
  131224. }
  131225. /**
  131226. * Component responsible of rendering the bounding box of the meshes in a scene.
  131227. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  131228. */
  131229. export class BoundingBoxRenderer implements ISceneComponent {
  131230. /**
  131231. * The component name helpfull to identify the component in the list of scene components.
  131232. */
  131233. readonly name: string;
  131234. /**
  131235. * The scene the component belongs to.
  131236. */
  131237. scene: Scene;
  131238. /**
  131239. * Color of the bounding box lines placed in front of an object
  131240. */
  131241. frontColor: Color3;
  131242. /**
  131243. * Color of the bounding box lines placed behind an object
  131244. */
  131245. backColor: Color3;
  131246. /**
  131247. * Defines if the renderer should show the back lines or not
  131248. */
  131249. showBackLines: boolean;
  131250. /**
  131251. * @hidden
  131252. */
  131253. renderList: SmartArray<BoundingBox>;
  131254. private _colorShader;
  131255. private _vertexBuffers;
  131256. private _indexBuffer;
  131257. private _fillIndexBuffer;
  131258. private _fillIndexData;
  131259. /**
  131260. * Instantiates a new bounding box renderer in a scene.
  131261. * @param scene the scene the renderer renders in
  131262. */
  131263. constructor(scene: Scene);
  131264. /**
  131265. * Registers the component in a given scene
  131266. */
  131267. register(): void;
  131268. private _evaluateSubMesh;
  131269. private _activeMesh;
  131270. private _prepareRessources;
  131271. private _createIndexBuffer;
  131272. /**
  131273. * Rebuilds the elements related to this component in case of
  131274. * context lost for instance.
  131275. */
  131276. rebuild(): void;
  131277. /**
  131278. * @hidden
  131279. */
  131280. reset(): void;
  131281. /**
  131282. * Render the bounding boxes of a specific rendering group
  131283. * @param renderingGroupId defines the rendering group to render
  131284. */
  131285. render(renderingGroupId: number): void;
  131286. /**
  131287. * In case of occlusion queries, we can render the occlusion bounding box through this method
  131288. * @param mesh Define the mesh to render the occlusion bounding box for
  131289. */
  131290. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  131291. /**
  131292. * Dispose and release the resources attached to this renderer.
  131293. */
  131294. dispose(): void;
  131295. }
  131296. }
  131297. declare module BABYLON {
  131298. /** @hidden */
  131299. export var depthPixelShader: {
  131300. name: string;
  131301. shader: string;
  131302. };
  131303. }
  131304. declare module BABYLON {
  131305. /**
  131306. * This represents a depth renderer in Babylon.
  131307. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  131308. */
  131309. export class DepthRenderer {
  131310. private _scene;
  131311. private _depthMap;
  131312. private _effect;
  131313. private readonly _storeNonLinearDepth;
  131314. private readonly _clearColor;
  131315. /** Get if the depth renderer is using packed depth or not */
  131316. readonly isPacked: boolean;
  131317. private _cachedDefines;
  131318. private _camera;
  131319. /**
  131320. * Specifiess that the depth renderer will only be used within
  131321. * the camera it is created for.
  131322. * This can help forcing its rendering during the camera processing.
  131323. */
  131324. useOnlyInActiveCamera: boolean;
  131325. /** @hidden */
  131326. static _SceneComponentInitialization: (scene: Scene) => void;
  131327. /**
  131328. * Instantiates a depth renderer
  131329. * @param scene The scene the renderer belongs to
  131330. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  131331. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  131332. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  131333. */
  131334. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  131335. /**
  131336. * Creates the depth rendering effect and checks if the effect is ready.
  131337. * @param subMesh The submesh to be used to render the depth map of
  131338. * @param useInstances If multiple world instances should be used
  131339. * @returns if the depth renderer is ready to render the depth map
  131340. */
  131341. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  131342. /**
  131343. * Gets the texture which the depth map will be written to.
  131344. * @returns The depth map texture
  131345. */
  131346. getDepthMap(): RenderTargetTexture;
  131347. /**
  131348. * Disposes of the depth renderer.
  131349. */
  131350. dispose(): void;
  131351. }
  131352. }
  131353. declare module BABYLON {
  131354. interface Scene {
  131355. /** @hidden (Backing field) */
  131356. _depthRenderer: {
  131357. [id: string]: DepthRenderer;
  131358. };
  131359. /**
  131360. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  131361. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  131362. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  131363. * @returns the created depth renderer
  131364. */
  131365. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  131366. /**
  131367. * Disables a depth renderer for a given camera
  131368. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  131369. */
  131370. disableDepthRenderer(camera?: Nullable<Camera>): void;
  131371. }
  131372. /**
  131373. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  131374. * in several rendering techniques.
  131375. */
  131376. export class DepthRendererSceneComponent implements ISceneComponent {
  131377. /**
  131378. * The component name helpfull to identify the component in the list of scene components.
  131379. */
  131380. readonly name: string;
  131381. /**
  131382. * The scene the component belongs to.
  131383. */
  131384. scene: Scene;
  131385. /**
  131386. * Creates a new instance of the component for the given scene
  131387. * @param scene Defines the scene to register the component in
  131388. */
  131389. constructor(scene: Scene);
  131390. /**
  131391. * Registers the component in a given scene
  131392. */
  131393. register(): void;
  131394. /**
  131395. * Rebuilds the elements related to this component in case of
  131396. * context lost for instance.
  131397. */
  131398. rebuild(): void;
  131399. /**
  131400. * Disposes the component and the associated ressources
  131401. */
  131402. dispose(): void;
  131403. private _gatherRenderTargets;
  131404. private _gatherActiveCameraRenderTargets;
  131405. }
  131406. }
  131407. declare module BABYLON {
  131408. /** @hidden */
  131409. export var outlinePixelShader: {
  131410. name: string;
  131411. shader: string;
  131412. };
  131413. }
  131414. declare module BABYLON {
  131415. /** @hidden */
  131416. export var outlineVertexShader: {
  131417. name: string;
  131418. shader: string;
  131419. };
  131420. }
  131421. declare module BABYLON {
  131422. interface Scene {
  131423. /** @hidden */
  131424. _outlineRenderer: OutlineRenderer;
  131425. /**
  131426. * Gets the outline renderer associated with the scene
  131427. * @returns a OutlineRenderer
  131428. */
  131429. getOutlineRenderer(): OutlineRenderer;
  131430. }
  131431. interface AbstractMesh {
  131432. /** @hidden (Backing field) */
  131433. _renderOutline: boolean;
  131434. /**
  131435. * Gets or sets a boolean indicating if the outline must be rendered as well
  131436. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  131437. */
  131438. renderOutline: boolean;
  131439. /** @hidden (Backing field) */
  131440. _renderOverlay: boolean;
  131441. /**
  131442. * Gets or sets a boolean indicating if the overlay must be rendered as well
  131443. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  131444. */
  131445. renderOverlay: boolean;
  131446. }
  131447. /**
  131448. * This class is responsible to draw bothe outline/overlay of meshes.
  131449. * It should not be used directly but through the available method on mesh.
  131450. */
  131451. export class OutlineRenderer implements ISceneComponent {
  131452. /**
  131453. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  131454. */
  131455. private static _StencilReference;
  131456. /**
  131457. * The name of the component. Each component must have a unique name.
  131458. */
  131459. name: string;
  131460. /**
  131461. * The scene the component belongs to.
  131462. */
  131463. scene: Scene;
  131464. /**
  131465. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  131466. */
  131467. zOffset: number;
  131468. private _engine;
  131469. private _effect;
  131470. private _cachedDefines;
  131471. private _savedDepthWrite;
  131472. /**
  131473. * Instantiates a new outline renderer. (There could be only one per scene).
  131474. * @param scene Defines the scene it belongs to
  131475. */
  131476. constructor(scene: Scene);
  131477. /**
  131478. * Register the component to one instance of a scene.
  131479. */
  131480. register(): void;
  131481. /**
  131482. * Rebuilds the elements related to this component in case of
  131483. * context lost for instance.
  131484. */
  131485. rebuild(): void;
  131486. /**
  131487. * Disposes the component and the associated ressources.
  131488. */
  131489. dispose(): void;
  131490. /**
  131491. * Renders the outline in the canvas.
  131492. * @param subMesh Defines the sumesh to render
  131493. * @param batch Defines the batch of meshes in case of instances
  131494. * @param useOverlay Defines if the rendering is for the overlay or the outline
  131495. */
  131496. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  131497. /**
  131498. * Returns whether or not the outline renderer is ready for a given submesh.
  131499. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  131500. * @param subMesh Defines the submesh to check readyness for
  131501. * @param useInstances Defines wheter wee are trying to render instances or not
  131502. * @returns true if ready otherwise false
  131503. */
  131504. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  131505. private _beforeRenderingMesh;
  131506. private _afterRenderingMesh;
  131507. }
  131508. }
  131509. declare module BABYLON {
  131510. /**
  131511. * Class used to manage multiple sprites of different sizes on the same spritesheet
  131512. * @see http://doc.babylonjs.com/babylon101/sprites
  131513. */
  131514. export class SpritePackedManager extends SpriteManager {
  131515. /** defines the packed manager's name */
  131516. name: string;
  131517. /**
  131518. * Creates a new sprite manager from a packed sprite sheet
  131519. * @param name defines the manager's name
  131520. * @param imgUrl defines the sprite sheet url
  131521. * @param capacity defines the maximum allowed number of sprites
  131522. * @param scene defines the hosting scene
  131523. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  131524. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  131525. * @param samplingMode defines the smapling mode to use with spritesheet
  131526. * @param fromPacked set to true; do not alter
  131527. */
  131528. constructor(
  131529. /** defines the packed manager's name */
  131530. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  131531. }
  131532. }
  131533. declare module BABYLON {
  131534. /**
  131535. * Defines the list of states available for a task inside a AssetsManager
  131536. */
  131537. export enum AssetTaskState {
  131538. /**
  131539. * Initialization
  131540. */
  131541. INIT = 0,
  131542. /**
  131543. * Running
  131544. */
  131545. RUNNING = 1,
  131546. /**
  131547. * Done
  131548. */
  131549. DONE = 2,
  131550. /**
  131551. * Error
  131552. */
  131553. ERROR = 3
  131554. }
  131555. /**
  131556. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  131557. */
  131558. export abstract class AbstractAssetTask {
  131559. /**
  131560. * Task name
  131561. */ name: string;
  131562. /**
  131563. * Callback called when the task is successful
  131564. */
  131565. onSuccess: (task: any) => void;
  131566. /**
  131567. * Callback called when the task is not successful
  131568. */
  131569. onError: (task: any, message?: string, exception?: any) => void;
  131570. /**
  131571. * Creates a new AssetsManager
  131572. * @param name defines the name of the task
  131573. */
  131574. constructor(
  131575. /**
  131576. * Task name
  131577. */ name: string);
  131578. private _isCompleted;
  131579. private _taskState;
  131580. private _errorObject;
  131581. /**
  131582. * Get if the task is completed
  131583. */
  131584. readonly isCompleted: boolean;
  131585. /**
  131586. * Gets the current state of the task
  131587. */
  131588. readonly taskState: AssetTaskState;
  131589. /**
  131590. * Gets the current error object (if task is in error)
  131591. */
  131592. readonly errorObject: {
  131593. message?: string;
  131594. exception?: any;
  131595. };
  131596. /**
  131597. * Internal only
  131598. * @hidden
  131599. */
  131600. _setErrorObject(message?: string, exception?: any): void;
  131601. /**
  131602. * Execute the current task
  131603. * @param scene defines the scene where you want your assets to be loaded
  131604. * @param onSuccess is a callback called when the task is successfully executed
  131605. * @param onError is a callback called if an error occurs
  131606. */
  131607. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131608. /**
  131609. * Execute the current task
  131610. * @param scene defines the scene where you want your assets to be loaded
  131611. * @param onSuccess is a callback called when the task is successfully executed
  131612. * @param onError is a callback called if an error occurs
  131613. */
  131614. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131615. /**
  131616. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  131617. * This can be used with failed tasks that have the reason for failure fixed.
  131618. */
  131619. reset(): void;
  131620. private onErrorCallback;
  131621. private onDoneCallback;
  131622. }
  131623. /**
  131624. * Define the interface used by progress events raised during assets loading
  131625. */
  131626. export interface IAssetsProgressEvent {
  131627. /**
  131628. * Defines the number of remaining tasks to process
  131629. */
  131630. remainingCount: number;
  131631. /**
  131632. * Defines the total number of tasks
  131633. */
  131634. totalCount: number;
  131635. /**
  131636. * Defines the task that was just processed
  131637. */
  131638. task: AbstractAssetTask;
  131639. }
  131640. /**
  131641. * Class used to share progress information about assets loading
  131642. */
  131643. export class AssetsProgressEvent implements IAssetsProgressEvent {
  131644. /**
  131645. * Defines the number of remaining tasks to process
  131646. */
  131647. remainingCount: number;
  131648. /**
  131649. * Defines the total number of tasks
  131650. */
  131651. totalCount: number;
  131652. /**
  131653. * Defines the task that was just processed
  131654. */
  131655. task: AbstractAssetTask;
  131656. /**
  131657. * Creates a AssetsProgressEvent
  131658. * @param remainingCount defines the number of remaining tasks to process
  131659. * @param totalCount defines the total number of tasks
  131660. * @param task defines the task that was just processed
  131661. */
  131662. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  131663. }
  131664. /**
  131665. * Define a task used by AssetsManager to load meshes
  131666. */
  131667. export class MeshAssetTask extends AbstractAssetTask {
  131668. /**
  131669. * Defines the name of the task
  131670. */
  131671. name: string;
  131672. /**
  131673. * Defines the list of mesh's names you want to load
  131674. */
  131675. meshesNames: any;
  131676. /**
  131677. * Defines the root url to use as a base to load your meshes and associated resources
  131678. */
  131679. rootUrl: string;
  131680. /**
  131681. * Defines the filename of the scene to load from
  131682. */
  131683. sceneFilename: string;
  131684. /**
  131685. * Gets the list of loaded meshes
  131686. */
  131687. loadedMeshes: Array<AbstractMesh>;
  131688. /**
  131689. * Gets the list of loaded particle systems
  131690. */
  131691. loadedParticleSystems: Array<IParticleSystem>;
  131692. /**
  131693. * Gets the list of loaded skeletons
  131694. */
  131695. loadedSkeletons: Array<Skeleton>;
  131696. /**
  131697. * Gets the list of loaded animation groups
  131698. */
  131699. loadedAnimationGroups: Array<AnimationGroup>;
  131700. /**
  131701. * Callback called when the task is successful
  131702. */
  131703. onSuccess: (task: MeshAssetTask) => void;
  131704. /**
  131705. * Callback called when the task is successful
  131706. */
  131707. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  131708. /**
  131709. * Creates a new MeshAssetTask
  131710. * @param name defines the name of the task
  131711. * @param meshesNames defines the list of mesh's names you want to load
  131712. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  131713. * @param sceneFilename defines the filename of the scene to load from
  131714. */
  131715. constructor(
  131716. /**
  131717. * Defines the name of the task
  131718. */
  131719. name: string,
  131720. /**
  131721. * Defines the list of mesh's names you want to load
  131722. */
  131723. meshesNames: any,
  131724. /**
  131725. * Defines the root url to use as a base to load your meshes and associated resources
  131726. */
  131727. rootUrl: string,
  131728. /**
  131729. * Defines the filename of the scene to load from
  131730. */
  131731. sceneFilename: string);
  131732. /**
  131733. * Execute the current task
  131734. * @param scene defines the scene where you want your assets to be loaded
  131735. * @param onSuccess is a callback called when the task is successfully executed
  131736. * @param onError is a callback called if an error occurs
  131737. */
  131738. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131739. }
  131740. /**
  131741. * Define a task used by AssetsManager to load text content
  131742. */
  131743. export class TextFileAssetTask extends AbstractAssetTask {
  131744. /**
  131745. * Defines the name of the task
  131746. */
  131747. name: string;
  131748. /**
  131749. * Defines the location of the file to load
  131750. */
  131751. url: string;
  131752. /**
  131753. * Gets the loaded text string
  131754. */
  131755. text: string;
  131756. /**
  131757. * Callback called when the task is successful
  131758. */
  131759. onSuccess: (task: TextFileAssetTask) => void;
  131760. /**
  131761. * Callback called when the task is successful
  131762. */
  131763. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  131764. /**
  131765. * Creates a new TextFileAssetTask object
  131766. * @param name defines the name of the task
  131767. * @param url defines the location of the file to load
  131768. */
  131769. constructor(
  131770. /**
  131771. * Defines the name of the task
  131772. */
  131773. name: string,
  131774. /**
  131775. * Defines the location of the file to load
  131776. */
  131777. url: string);
  131778. /**
  131779. * Execute the current task
  131780. * @param scene defines the scene where you want your assets to be loaded
  131781. * @param onSuccess is a callback called when the task is successfully executed
  131782. * @param onError is a callback called if an error occurs
  131783. */
  131784. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131785. }
  131786. /**
  131787. * Define a task used by AssetsManager to load binary data
  131788. */
  131789. export class BinaryFileAssetTask extends AbstractAssetTask {
  131790. /**
  131791. * Defines the name of the task
  131792. */
  131793. name: string;
  131794. /**
  131795. * Defines the location of the file to load
  131796. */
  131797. url: string;
  131798. /**
  131799. * Gets the lodaded data (as an array buffer)
  131800. */
  131801. data: ArrayBuffer;
  131802. /**
  131803. * Callback called when the task is successful
  131804. */
  131805. onSuccess: (task: BinaryFileAssetTask) => void;
  131806. /**
  131807. * Callback called when the task is successful
  131808. */
  131809. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  131810. /**
  131811. * Creates a new BinaryFileAssetTask object
  131812. * @param name defines the name of the new task
  131813. * @param url defines the location of the file to load
  131814. */
  131815. constructor(
  131816. /**
  131817. * Defines the name of the task
  131818. */
  131819. name: string,
  131820. /**
  131821. * Defines the location of the file to load
  131822. */
  131823. url: string);
  131824. /**
  131825. * Execute the current task
  131826. * @param scene defines the scene where you want your assets to be loaded
  131827. * @param onSuccess is a callback called when the task is successfully executed
  131828. * @param onError is a callback called if an error occurs
  131829. */
  131830. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131831. }
  131832. /**
  131833. * Define a task used by AssetsManager to load images
  131834. */
  131835. export class ImageAssetTask extends AbstractAssetTask {
  131836. /**
  131837. * Defines the name of the task
  131838. */
  131839. name: string;
  131840. /**
  131841. * Defines the location of the image to load
  131842. */
  131843. url: string;
  131844. /**
  131845. * Gets the loaded images
  131846. */
  131847. image: HTMLImageElement;
  131848. /**
  131849. * Callback called when the task is successful
  131850. */
  131851. onSuccess: (task: ImageAssetTask) => void;
  131852. /**
  131853. * Callback called when the task is successful
  131854. */
  131855. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  131856. /**
  131857. * Creates a new ImageAssetTask
  131858. * @param name defines the name of the task
  131859. * @param url defines the location of the image to load
  131860. */
  131861. constructor(
  131862. /**
  131863. * Defines the name of the task
  131864. */
  131865. name: string,
  131866. /**
  131867. * Defines the location of the image to load
  131868. */
  131869. url: string);
  131870. /**
  131871. * Execute the current task
  131872. * @param scene defines the scene where you want your assets to be loaded
  131873. * @param onSuccess is a callback called when the task is successfully executed
  131874. * @param onError is a callback called if an error occurs
  131875. */
  131876. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131877. }
  131878. /**
  131879. * Defines the interface used by texture loading tasks
  131880. */
  131881. export interface ITextureAssetTask<TEX extends BaseTexture> {
  131882. /**
  131883. * Gets the loaded texture
  131884. */
  131885. texture: TEX;
  131886. }
  131887. /**
  131888. * Define a task used by AssetsManager to load 2D textures
  131889. */
  131890. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  131891. /**
  131892. * Defines the name of the task
  131893. */
  131894. name: string;
  131895. /**
  131896. * Defines the location of the file to load
  131897. */
  131898. url: string;
  131899. /**
  131900. * Defines if mipmap should not be generated (default is false)
  131901. */
  131902. noMipmap?: boolean | undefined;
  131903. /**
  131904. * Defines if texture must be inverted on Y axis (default is false)
  131905. */
  131906. invertY?: boolean | undefined;
  131907. /**
  131908. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  131909. */
  131910. samplingMode: number;
  131911. /**
  131912. * Gets the loaded texture
  131913. */
  131914. texture: Texture;
  131915. /**
  131916. * Callback called when the task is successful
  131917. */
  131918. onSuccess: (task: TextureAssetTask) => void;
  131919. /**
  131920. * Callback called when the task is successful
  131921. */
  131922. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  131923. /**
  131924. * Creates a new TextureAssetTask object
  131925. * @param name defines the name of the task
  131926. * @param url defines the location of the file to load
  131927. * @param noMipmap defines if mipmap should not be generated (default is false)
  131928. * @param invertY defines if texture must be inverted on Y axis (default is false)
  131929. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  131930. */
  131931. constructor(
  131932. /**
  131933. * Defines the name of the task
  131934. */
  131935. name: string,
  131936. /**
  131937. * Defines the location of the file to load
  131938. */
  131939. url: string,
  131940. /**
  131941. * Defines if mipmap should not be generated (default is false)
  131942. */
  131943. noMipmap?: boolean | undefined,
  131944. /**
  131945. * Defines if texture must be inverted on Y axis (default is false)
  131946. */
  131947. invertY?: boolean | undefined,
  131948. /**
  131949. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  131950. */
  131951. samplingMode?: number);
  131952. /**
  131953. * Execute the current task
  131954. * @param scene defines the scene where you want your assets to be loaded
  131955. * @param onSuccess is a callback called when the task is successfully executed
  131956. * @param onError is a callback called if an error occurs
  131957. */
  131958. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131959. }
  131960. /**
  131961. * Define a task used by AssetsManager to load cube textures
  131962. */
  131963. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  131964. /**
  131965. * Defines the name of the task
  131966. */
  131967. name: string;
  131968. /**
  131969. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  131970. */
  131971. url: string;
  131972. /**
  131973. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  131974. */
  131975. extensions?: string[] | undefined;
  131976. /**
  131977. * Defines if mipmaps should not be generated (default is false)
  131978. */
  131979. noMipmap?: boolean | undefined;
  131980. /**
  131981. * Defines the explicit list of files (undefined by default)
  131982. */
  131983. files?: string[] | undefined;
  131984. /**
  131985. * Gets the loaded texture
  131986. */
  131987. texture: CubeTexture;
  131988. /**
  131989. * Callback called when the task is successful
  131990. */
  131991. onSuccess: (task: CubeTextureAssetTask) => void;
  131992. /**
  131993. * Callback called when the task is successful
  131994. */
  131995. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  131996. /**
  131997. * Creates a new CubeTextureAssetTask
  131998. * @param name defines the name of the task
  131999. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  132000. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  132001. * @param noMipmap defines if mipmaps should not be generated (default is false)
  132002. * @param files defines the explicit list of files (undefined by default)
  132003. */
  132004. constructor(
  132005. /**
  132006. * Defines the name of the task
  132007. */
  132008. name: string,
  132009. /**
  132010. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  132011. */
  132012. url: string,
  132013. /**
  132014. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  132015. */
  132016. extensions?: string[] | undefined,
  132017. /**
  132018. * Defines if mipmaps should not be generated (default is false)
  132019. */
  132020. noMipmap?: boolean | undefined,
  132021. /**
  132022. * Defines the explicit list of files (undefined by default)
  132023. */
  132024. files?: string[] | undefined);
  132025. /**
  132026. * Execute the current task
  132027. * @param scene defines the scene where you want your assets to be loaded
  132028. * @param onSuccess is a callback called when the task is successfully executed
  132029. * @param onError is a callback called if an error occurs
  132030. */
  132031. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  132032. }
  132033. /**
  132034. * Define a task used by AssetsManager to load HDR cube textures
  132035. */
  132036. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  132037. /**
  132038. * Defines the name of the task
  132039. */
  132040. name: string;
  132041. /**
  132042. * Defines the location of the file to load
  132043. */
  132044. url: string;
  132045. /**
  132046. * Defines the desired size (the more it increases the longer the generation will be)
  132047. */
  132048. size: number;
  132049. /**
  132050. * Defines if mipmaps should not be generated (default is false)
  132051. */
  132052. noMipmap: boolean;
  132053. /**
  132054. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  132055. */
  132056. generateHarmonics: boolean;
  132057. /**
  132058. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  132059. */
  132060. gammaSpace: boolean;
  132061. /**
  132062. * Internal Use Only
  132063. */
  132064. reserved: boolean;
  132065. /**
  132066. * Gets the loaded texture
  132067. */
  132068. texture: HDRCubeTexture;
  132069. /**
  132070. * Callback called when the task is successful
  132071. */
  132072. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  132073. /**
  132074. * Callback called when the task is successful
  132075. */
  132076. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  132077. /**
  132078. * Creates a new HDRCubeTextureAssetTask object
  132079. * @param name defines the name of the task
  132080. * @param url defines the location of the file to load
  132081. * @param size defines the desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.
  132082. * @param noMipmap defines if mipmaps should not be generated (default is false)
  132083. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  132084. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  132085. * @param reserved Internal use only
  132086. */
  132087. constructor(
  132088. /**
  132089. * Defines the name of the task
  132090. */
  132091. name: string,
  132092. /**
  132093. * Defines the location of the file to load
  132094. */
  132095. url: string,
  132096. /**
  132097. * Defines the desired size (the more it increases the longer the generation will be)
  132098. */
  132099. size: number,
  132100. /**
  132101. * Defines if mipmaps should not be generated (default is false)
  132102. */
  132103. noMipmap?: boolean,
  132104. /**
  132105. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  132106. */
  132107. generateHarmonics?: boolean,
  132108. /**
  132109. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  132110. */
  132111. gammaSpace?: boolean,
  132112. /**
  132113. * Internal Use Only
  132114. */
  132115. reserved?: boolean);
  132116. /**
  132117. * Execute the current task
  132118. * @param scene defines the scene where you want your assets to be loaded
  132119. * @param onSuccess is a callback called when the task is successfully executed
  132120. * @param onError is a callback called if an error occurs
  132121. */
  132122. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  132123. }
  132124. /**
  132125. * Define a task used by AssetsManager to load Equirectangular cube textures
  132126. */
  132127. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  132128. /**
  132129. * Defines the name of the task
  132130. */
  132131. name: string;
  132132. /**
  132133. * Defines the location of the file to load
  132134. */
  132135. url: string;
  132136. /**
  132137. * Defines the desired size (the more it increases the longer the generation will be)
  132138. */
  132139. size: number;
  132140. /**
  132141. * Defines if mipmaps should not be generated (default is false)
  132142. */
  132143. noMipmap: boolean;
  132144. /**
  132145. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  132146. * but the standard material would require them in Gamma space) (default is true)
  132147. */
  132148. gammaSpace: boolean;
  132149. /**
  132150. * Gets the loaded texture
  132151. */
  132152. texture: EquiRectangularCubeTexture;
  132153. /**
  132154. * Callback called when the task is successful
  132155. */
  132156. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  132157. /**
  132158. * Callback called when the task is successful
  132159. */
  132160. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  132161. /**
  132162. * Creates a new EquiRectangularCubeTextureAssetTask object
  132163. * @param name defines the name of the task
  132164. * @param url defines the location of the file to load
  132165. * @param size defines the desired size (the more it increases the longer the generation will be)
  132166. * If the size is omitted this implies you are using a preprocessed cubemap.
  132167. * @param noMipmap defines if mipmaps should not be generated (default is false)
  132168. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  132169. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  132170. * (default is true)
  132171. */
  132172. constructor(
  132173. /**
  132174. * Defines the name of the task
  132175. */
  132176. name: string,
  132177. /**
  132178. * Defines the location of the file to load
  132179. */
  132180. url: string,
  132181. /**
  132182. * Defines the desired size (the more it increases the longer the generation will be)
  132183. */
  132184. size: number,
  132185. /**
  132186. * Defines if mipmaps should not be generated (default is false)
  132187. */
  132188. noMipmap?: boolean,
  132189. /**
  132190. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  132191. * but the standard material would require them in Gamma space) (default is true)
  132192. */
  132193. gammaSpace?: boolean);
  132194. /**
  132195. * Execute the current task
  132196. * @param scene defines the scene where you want your assets to be loaded
  132197. * @param onSuccess is a callback called when the task is successfully executed
  132198. * @param onError is a callback called if an error occurs
  132199. */
  132200. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  132201. }
  132202. /**
  132203. * This class can be used to easily import assets into a scene
  132204. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  132205. */
  132206. export class AssetsManager {
  132207. private _scene;
  132208. private _isLoading;
  132209. protected _tasks: AbstractAssetTask[];
  132210. protected _waitingTasksCount: number;
  132211. protected _totalTasksCount: number;
  132212. /**
  132213. * Callback called when all tasks are processed
  132214. */
  132215. onFinish: (tasks: AbstractAssetTask[]) => void;
  132216. /**
  132217. * Callback called when a task is successful
  132218. */
  132219. onTaskSuccess: (task: AbstractAssetTask) => void;
  132220. /**
  132221. * Callback called when a task had an error
  132222. */
  132223. onTaskError: (task: AbstractAssetTask) => void;
  132224. /**
  132225. * Callback called when a task is done (whatever the result is)
  132226. */
  132227. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  132228. /**
  132229. * Observable called when all tasks are processed
  132230. */
  132231. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  132232. /**
  132233. * Observable called when a task had an error
  132234. */
  132235. onTaskErrorObservable: Observable<AbstractAssetTask>;
  132236. /**
  132237. * Observable called when all tasks were executed
  132238. */
  132239. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  132240. /**
  132241. * Observable called when a task is done (whatever the result is)
  132242. */
  132243. onProgressObservable: Observable<IAssetsProgressEvent>;
  132244. /**
  132245. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  132246. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  132247. */
  132248. useDefaultLoadingScreen: boolean;
  132249. /**
  132250. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  132251. * when all assets have been downloaded.
  132252. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  132253. */
  132254. autoHideLoadingUI: boolean;
  132255. /**
  132256. * Creates a new AssetsManager
  132257. * @param scene defines the scene to work on
  132258. */
  132259. constructor(scene: Scene);
  132260. /**
  132261. * Add a MeshAssetTask to the list of active tasks
  132262. * @param taskName defines the name of the new task
  132263. * @param meshesNames defines the name of meshes to load
  132264. * @param rootUrl defines the root url to use to locate files
  132265. * @param sceneFilename defines the filename of the scene file
  132266. * @returns a new MeshAssetTask object
  132267. */
  132268. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  132269. /**
  132270. * Add a TextFileAssetTask to the list of active tasks
  132271. * @param taskName defines the name of the new task
  132272. * @param url defines the url of the file to load
  132273. * @returns a new TextFileAssetTask object
  132274. */
  132275. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  132276. /**
  132277. * Add a BinaryFileAssetTask to the list of active tasks
  132278. * @param taskName defines the name of the new task
  132279. * @param url defines the url of the file to load
  132280. * @returns a new BinaryFileAssetTask object
  132281. */
  132282. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  132283. /**
  132284. * Add a ImageAssetTask to the list of active tasks
  132285. * @param taskName defines the name of the new task
  132286. * @param url defines the url of the file to load
  132287. * @returns a new ImageAssetTask object
  132288. */
  132289. addImageTask(taskName: string, url: string): ImageAssetTask;
  132290. /**
  132291. * Add a TextureAssetTask to the list of active tasks
  132292. * @param taskName defines the name of the new task
  132293. * @param url defines the url of the file to load
  132294. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  132295. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  132296. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  132297. * @returns a new TextureAssetTask object
  132298. */
  132299. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  132300. /**
  132301. * Add a CubeTextureAssetTask to the list of active tasks
  132302. * @param taskName defines the name of the new task
  132303. * @param url defines the url of the file to load
  132304. * @param extensions defines the extension to use to load the cube map (can be null)
  132305. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  132306. * @param files defines the list of files to load (can be null)
  132307. * @returns a new CubeTextureAssetTask object
  132308. */
  132309. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  132310. /**
  132311. *
  132312. * Add a HDRCubeTextureAssetTask to the list of active tasks
  132313. * @param taskName defines the name of the new task
  132314. * @param url defines the url of the file to load
  132315. * @param size defines the size you want for the cubemap (can be null)
  132316. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  132317. * @param generateHarmonics defines if you want to automatically generate (true by default)
  132318. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  132319. * @param reserved Internal use only
  132320. * @returns a new HDRCubeTextureAssetTask object
  132321. */
  132322. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  132323. /**
  132324. *
  132325. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  132326. * @param taskName defines the name of the new task
  132327. * @param url defines the url of the file to load
  132328. * @param size defines the size you want for the cubemap (can be null)
  132329. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  132330. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  132331. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  132332. * @returns a new EquiRectangularCubeTextureAssetTask object
  132333. */
  132334. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  132335. /**
  132336. * Remove a task from the assets manager.
  132337. * @param task the task to remove
  132338. */
  132339. removeTask(task: AbstractAssetTask): void;
  132340. private _decreaseWaitingTasksCount;
  132341. private _runTask;
  132342. /**
  132343. * Reset the AssetsManager and remove all tasks
  132344. * @return the current instance of the AssetsManager
  132345. */
  132346. reset(): AssetsManager;
  132347. /**
  132348. * Start the loading process
  132349. * @return the current instance of the AssetsManager
  132350. */
  132351. load(): AssetsManager;
  132352. /**
  132353. * Start the loading process as an async operation
  132354. * @return a promise returning the list of failed tasks
  132355. */
  132356. loadAsync(): Promise<void>;
  132357. }
  132358. }
  132359. declare module BABYLON {
  132360. /**
  132361. * Wrapper class for promise with external resolve and reject.
  132362. */
  132363. export class Deferred<T> {
  132364. /**
  132365. * The promise associated with this deferred object.
  132366. */
  132367. readonly promise: Promise<T>;
  132368. private _resolve;
  132369. private _reject;
  132370. /**
  132371. * The resolve method of the promise associated with this deferred object.
  132372. */
  132373. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  132374. /**
  132375. * The reject method of the promise associated with this deferred object.
  132376. */
  132377. readonly reject: (reason?: any) => void;
  132378. /**
  132379. * Constructor for this deferred object.
  132380. */
  132381. constructor();
  132382. }
  132383. }
  132384. declare module BABYLON {
  132385. /**
  132386. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  132387. */
  132388. export class MeshExploder {
  132389. private _centerMesh;
  132390. private _meshes;
  132391. private _meshesOrigins;
  132392. private _toCenterVectors;
  132393. private _scaledDirection;
  132394. private _newPosition;
  132395. private _centerPosition;
  132396. /**
  132397. * Explodes meshes from a center mesh.
  132398. * @param meshes The meshes to explode.
  132399. * @param centerMesh The mesh to be center of explosion.
  132400. */
  132401. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  132402. private _setCenterMesh;
  132403. /**
  132404. * Get class name
  132405. * @returns "MeshExploder"
  132406. */
  132407. getClassName(): string;
  132408. /**
  132409. * "Exploded meshes"
  132410. * @returns Array of meshes with the centerMesh at index 0.
  132411. */
  132412. getMeshes(): Array<Mesh>;
  132413. /**
  132414. * Explodes meshes giving a specific direction
  132415. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  132416. */
  132417. explode(direction?: number): void;
  132418. }
  132419. }
  132420. declare module BABYLON {
  132421. /**
  132422. * Class used to help managing file picking and drag'n'drop
  132423. */
  132424. export class FilesInput {
  132425. /**
  132426. * List of files ready to be loaded
  132427. */
  132428. static readonly FilesToLoad: {
  132429. [key: string]: File;
  132430. };
  132431. /**
  132432. * Callback called when a file is processed
  132433. */
  132434. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  132435. private _engine;
  132436. private _currentScene;
  132437. private _sceneLoadedCallback;
  132438. private _progressCallback;
  132439. private _additionalRenderLoopLogicCallback;
  132440. private _textureLoadingCallback;
  132441. private _startingProcessingFilesCallback;
  132442. private _onReloadCallback;
  132443. private _errorCallback;
  132444. private _elementToMonitor;
  132445. private _sceneFileToLoad;
  132446. private _filesToLoad;
  132447. /**
  132448. * Creates a new FilesInput
  132449. * @param engine defines the rendering engine
  132450. * @param scene defines the hosting scene
  132451. * @param sceneLoadedCallback callback called when scene is loaded
  132452. * @param progressCallback callback called to track progress
  132453. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  132454. * @param textureLoadingCallback callback called when a texture is loading
  132455. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  132456. * @param onReloadCallback callback called when a reload is requested
  132457. * @param errorCallback callback call if an error occurs
  132458. */
  132459. constructor(engine: Engine, scene: Scene, sceneLoadedCallback: (sceneFile: File, scene: Scene) => void, progressCallback: (progress: SceneLoaderProgressEvent) => void, additionalRenderLoopLogicCallback: () => void, textureLoadingCallback: (remaining: number) => void, startingProcessingFilesCallback: (files?: File[]) => void, onReloadCallback: (sceneFile: File) => void, errorCallback: (sceneFile: File, scene: Scene, message: string) => void);
  132460. private _dragEnterHandler;
  132461. private _dragOverHandler;
  132462. private _dropHandler;
  132463. /**
  132464. * Calls this function to listen to drag'n'drop events on a specific DOM element
  132465. * @param elementToMonitor defines the DOM element to track
  132466. */
  132467. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  132468. /**
  132469. * Release all associated resources
  132470. */
  132471. dispose(): void;
  132472. private renderFunction;
  132473. private drag;
  132474. private drop;
  132475. private _traverseFolder;
  132476. private _processFiles;
  132477. /**
  132478. * Load files from a drop event
  132479. * @param event defines the drop event to use as source
  132480. */
  132481. loadFiles(event: any): void;
  132482. private _processReload;
  132483. /**
  132484. * Reload the current scene from the loaded files
  132485. */
  132486. reload(): void;
  132487. }
  132488. }
  132489. declare module BABYLON {
  132490. /**
  132491. * Defines the root class used to create scene optimization to use with SceneOptimizer
  132492. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132493. */
  132494. export class SceneOptimization {
  132495. /**
  132496. * Defines the priority of this optimization (0 by default which means first in the list)
  132497. */
  132498. priority: number;
  132499. /**
  132500. * Gets a string describing the action executed by the current optimization
  132501. * @returns description string
  132502. */
  132503. getDescription(): string;
  132504. /**
  132505. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132506. * @param scene defines the current scene where to apply this optimization
  132507. * @param optimizer defines the current optimizer
  132508. * @returns true if everything that can be done was applied
  132509. */
  132510. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132511. /**
  132512. * Creates the SceneOptimization object
  132513. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  132514. * @param desc defines the description associated with the optimization
  132515. */
  132516. constructor(
  132517. /**
  132518. * Defines the priority of this optimization (0 by default which means first in the list)
  132519. */
  132520. priority?: number);
  132521. }
  132522. /**
  132523. * Defines an optimization used to reduce the size of render target textures
  132524. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132525. */
  132526. export class TextureOptimization extends SceneOptimization {
  132527. /**
  132528. * Defines the priority of this optimization (0 by default which means first in the list)
  132529. */
  132530. priority: number;
  132531. /**
  132532. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  132533. */
  132534. maximumSize: number;
  132535. /**
  132536. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  132537. */
  132538. step: number;
  132539. /**
  132540. * Gets a string describing the action executed by the current optimization
  132541. * @returns description string
  132542. */
  132543. getDescription(): string;
  132544. /**
  132545. * Creates the TextureOptimization object
  132546. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  132547. * @param maximumSize defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  132548. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  132549. */
  132550. constructor(
  132551. /**
  132552. * Defines the priority of this optimization (0 by default which means first in the list)
  132553. */
  132554. priority?: number,
  132555. /**
  132556. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  132557. */
  132558. maximumSize?: number,
  132559. /**
  132560. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  132561. */
  132562. step?: number);
  132563. /**
  132564. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132565. * @param scene defines the current scene where to apply this optimization
  132566. * @param optimizer defines the current optimizer
  132567. * @returns true if everything that can be done was applied
  132568. */
  132569. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132570. }
  132571. /**
  132572. * Defines an optimization used to increase or decrease the rendering resolution
  132573. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132574. */
  132575. export class HardwareScalingOptimization extends SceneOptimization {
  132576. /**
  132577. * Defines the priority of this optimization (0 by default which means first in the list)
  132578. */
  132579. priority: number;
  132580. /**
  132581. * Defines the maximum scale to use (2 by default)
  132582. */
  132583. maximumScale: number;
  132584. /**
  132585. * Defines the step to use between two passes (0.5 by default)
  132586. */
  132587. step: number;
  132588. private _currentScale;
  132589. private _directionOffset;
  132590. /**
  132591. * Gets a string describing the action executed by the current optimization
  132592. * @return description string
  132593. */
  132594. getDescription(): string;
  132595. /**
  132596. * Creates the HardwareScalingOptimization object
  132597. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  132598. * @param maximumScale defines the maximum scale to use (2 by default)
  132599. * @param step defines the step to use between two passes (0.5 by default)
  132600. */
  132601. constructor(
  132602. /**
  132603. * Defines the priority of this optimization (0 by default which means first in the list)
  132604. */
  132605. priority?: number,
  132606. /**
  132607. * Defines the maximum scale to use (2 by default)
  132608. */
  132609. maximumScale?: number,
  132610. /**
  132611. * Defines the step to use between two passes (0.5 by default)
  132612. */
  132613. step?: number);
  132614. /**
  132615. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132616. * @param scene defines the current scene where to apply this optimization
  132617. * @param optimizer defines the current optimizer
  132618. * @returns true if everything that can be done was applied
  132619. */
  132620. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132621. }
  132622. /**
  132623. * Defines an optimization used to remove shadows
  132624. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132625. */
  132626. export class ShadowsOptimization extends SceneOptimization {
  132627. /**
  132628. * Gets a string describing the action executed by the current optimization
  132629. * @return description string
  132630. */
  132631. getDescription(): string;
  132632. /**
  132633. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132634. * @param scene defines the current scene where to apply this optimization
  132635. * @param optimizer defines the current optimizer
  132636. * @returns true if everything that can be done was applied
  132637. */
  132638. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132639. }
  132640. /**
  132641. * Defines an optimization used to turn post-processes off
  132642. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132643. */
  132644. export class PostProcessesOptimization extends SceneOptimization {
  132645. /**
  132646. * Gets a string describing the action executed by the current optimization
  132647. * @return description string
  132648. */
  132649. getDescription(): string;
  132650. /**
  132651. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132652. * @param scene defines the current scene where to apply this optimization
  132653. * @param optimizer defines the current optimizer
  132654. * @returns true if everything that can be done was applied
  132655. */
  132656. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132657. }
  132658. /**
  132659. * Defines an optimization used to turn lens flares off
  132660. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132661. */
  132662. export class LensFlaresOptimization extends SceneOptimization {
  132663. /**
  132664. * Gets a string describing the action executed by the current optimization
  132665. * @return description string
  132666. */
  132667. getDescription(): string;
  132668. /**
  132669. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132670. * @param scene defines the current scene where to apply this optimization
  132671. * @param optimizer defines the current optimizer
  132672. * @returns true if everything that can be done was applied
  132673. */
  132674. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132675. }
  132676. /**
  132677. * Defines an optimization based on user defined callback.
  132678. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132679. */
  132680. export class CustomOptimization extends SceneOptimization {
  132681. /**
  132682. * Callback called to apply the custom optimization.
  132683. */
  132684. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  132685. /**
  132686. * Callback called to get custom description
  132687. */
  132688. onGetDescription: () => string;
  132689. /**
  132690. * Gets a string describing the action executed by the current optimization
  132691. * @returns description string
  132692. */
  132693. getDescription(): string;
  132694. /**
  132695. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132696. * @param scene defines the current scene where to apply this optimization
  132697. * @param optimizer defines the current optimizer
  132698. * @returns true if everything that can be done was applied
  132699. */
  132700. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132701. }
  132702. /**
  132703. * Defines an optimization used to turn particles off
  132704. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132705. */
  132706. export class ParticlesOptimization extends SceneOptimization {
  132707. /**
  132708. * Gets a string describing the action executed by the current optimization
  132709. * @return description string
  132710. */
  132711. getDescription(): string;
  132712. /**
  132713. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132714. * @param scene defines the current scene where to apply this optimization
  132715. * @param optimizer defines the current optimizer
  132716. * @returns true if everything that can be done was applied
  132717. */
  132718. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132719. }
  132720. /**
  132721. * Defines an optimization used to turn render targets off
  132722. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132723. */
  132724. export class RenderTargetsOptimization extends SceneOptimization {
  132725. /**
  132726. * Gets a string describing the action executed by the current optimization
  132727. * @return description string
  132728. */
  132729. getDescription(): string;
  132730. /**
  132731. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132732. * @param scene defines the current scene where to apply this optimization
  132733. * @param optimizer defines the current optimizer
  132734. * @returns true if everything that can be done was applied
  132735. */
  132736. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132737. }
  132738. /**
  132739. * Defines an optimization used to merge meshes with compatible materials
  132740. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132741. */
  132742. export class MergeMeshesOptimization extends SceneOptimization {
  132743. private static _UpdateSelectionTree;
  132744. /**
  132745. * Gets or sets a boolean which defines if optimization octree has to be updated
  132746. */
  132747. /**
  132748. * Gets or sets a boolean which defines if optimization octree has to be updated
  132749. */
  132750. static UpdateSelectionTree: boolean;
  132751. /**
  132752. * Gets a string describing the action executed by the current optimization
  132753. * @return description string
  132754. */
  132755. getDescription(): string;
  132756. private _canBeMerged;
  132757. /**
  132758. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132759. * @param scene defines the current scene where to apply this optimization
  132760. * @param optimizer defines the current optimizer
  132761. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  132762. * @returns true if everything that can be done was applied
  132763. */
  132764. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  132765. }
  132766. /**
  132767. * Defines a list of options used by SceneOptimizer
  132768. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132769. */
  132770. export class SceneOptimizerOptions {
  132771. /**
  132772. * Defines the target frame rate to reach (60 by default)
  132773. */
  132774. targetFrameRate: number;
  132775. /**
  132776. * Defines the interval between two checkes (2000ms by default)
  132777. */
  132778. trackerDuration: number;
  132779. /**
  132780. * Gets the list of optimizations to apply
  132781. */
  132782. optimizations: SceneOptimization[];
  132783. /**
  132784. * Creates a new list of options used by SceneOptimizer
  132785. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  132786. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  132787. */
  132788. constructor(
  132789. /**
  132790. * Defines the target frame rate to reach (60 by default)
  132791. */
  132792. targetFrameRate?: number,
  132793. /**
  132794. * Defines the interval between two checkes (2000ms by default)
  132795. */
  132796. trackerDuration?: number);
  132797. /**
  132798. * Add a new optimization
  132799. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  132800. * @returns the current SceneOptimizerOptions
  132801. */
  132802. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  132803. /**
  132804. * Add a new custom optimization
  132805. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  132806. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  132807. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  132808. * @returns the current SceneOptimizerOptions
  132809. */
  132810. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  132811. /**
  132812. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  132813. * @param targetFrameRate defines the target frame rate (60 by default)
  132814. * @returns a SceneOptimizerOptions object
  132815. */
  132816. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  132817. /**
  132818. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  132819. * @param targetFrameRate defines the target frame rate (60 by default)
  132820. * @returns a SceneOptimizerOptions object
  132821. */
  132822. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  132823. /**
  132824. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  132825. * @param targetFrameRate defines the target frame rate (60 by default)
  132826. * @returns a SceneOptimizerOptions object
  132827. */
  132828. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  132829. }
  132830. /**
  132831. * Class used to run optimizations in order to reach a target frame rate
  132832. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132833. */
  132834. export class SceneOptimizer implements IDisposable {
  132835. private _isRunning;
  132836. private _options;
  132837. private _scene;
  132838. private _currentPriorityLevel;
  132839. private _targetFrameRate;
  132840. private _trackerDuration;
  132841. private _currentFrameRate;
  132842. private _sceneDisposeObserver;
  132843. private _improvementMode;
  132844. /**
  132845. * Defines an observable called when the optimizer reaches the target frame rate
  132846. */
  132847. onSuccessObservable: Observable<SceneOptimizer>;
  132848. /**
  132849. * Defines an observable called when the optimizer enables an optimization
  132850. */
  132851. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  132852. /**
  132853. * Defines an observable called when the optimizer is not able to reach the target frame rate
  132854. */
  132855. onFailureObservable: Observable<SceneOptimizer>;
  132856. /**
  132857. * Gets a boolean indicating if the optimizer is in improvement mode
  132858. */
  132859. readonly isInImprovementMode: boolean;
  132860. /**
  132861. * Gets the current priority level (0 at start)
  132862. */
  132863. readonly currentPriorityLevel: number;
  132864. /**
  132865. * Gets the current frame rate checked by the SceneOptimizer
  132866. */
  132867. readonly currentFrameRate: number;
  132868. /**
  132869. * Gets or sets the current target frame rate (60 by default)
  132870. */
  132871. /**
  132872. * Gets or sets the current target frame rate (60 by default)
  132873. */
  132874. targetFrameRate: number;
  132875. /**
  132876. * Gets or sets the current interval between two checks (every 2000ms by default)
  132877. */
  132878. /**
  132879. * Gets or sets the current interval between two checks (every 2000ms by default)
  132880. */
  132881. trackerDuration: number;
  132882. /**
  132883. * Gets the list of active optimizations
  132884. */
  132885. readonly optimizations: SceneOptimization[];
  132886. /**
  132887. * Creates a new SceneOptimizer
  132888. * @param scene defines the scene to work on
  132889. * @param options defines the options to use with the SceneOptimizer
  132890. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  132891. * @param improvementMode defines if the scene optimizer must run the maximum optimization while staying over a target frame instead of trying to reach the target framerate (false by default)
  132892. */
  132893. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  132894. /**
  132895. * Stops the current optimizer
  132896. */
  132897. stop(): void;
  132898. /**
  132899. * Reset the optimizer to initial step (current priority level = 0)
  132900. */
  132901. reset(): void;
  132902. /**
  132903. * Start the optimizer. By default it will try to reach a specific framerate
  132904. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  132905. */
  132906. start(): void;
  132907. private _checkCurrentState;
  132908. /**
  132909. * Release all resources
  132910. */
  132911. dispose(): void;
  132912. /**
  132913. * Helper function to create a SceneOptimizer with one single line of code
  132914. * @param scene defines the scene to work on
  132915. * @param options defines the options to use with the SceneOptimizer
  132916. * @param onSuccess defines a callback to call on success
  132917. * @param onFailure defines a callback to call on failure
  132918. * @returns the new SceneOptimizer object
  132919. */
  132920. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  132921. }
  132922. }
  132923. declare module BABYLON {
  132924. /**
  132925. * Class used to serialize a scene into a string
  132926. */
  132927. export class SceneSerializer {
  132928. /**
  132929. * Clear cache used by a previous serialization
  132930. */
  132931. static ClearCache(): void;
  132932. /**
  132933. * Serialize a scene into a JSON compatible object
  132934. * @param scene defines the scene to serialize
  132935. * @returns a JSON compatible object
  132936. */
  132937. static Serialize(scene: Scene): any;
  132938. /**
  132939. * Serialize a mesh into a JSON compatible object
  132940. * @param toSerialize defines the mesh to serialize
  132941. * @param withParents defines if parents must be serialized as well
  132942. * @param withChildren defines if children must be serialized as well
  132943. * @returns a JSON compatible object
  132944. */
  132945. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  132946. }
  132947. }
  132948. declare module BABYLON {
  132949. /**
  132950. * Class used to host texture specific utilities
  132951. */
  132952. export class TextureTools {
  132953. /**
  132954. * Uses the GPU to create a copy texture rescaled at a given size
  132955. * @param texture Texture to copy from
  132956. * @param width defines the desired width
  132957. * @param height defines the desired height
  132958. * @param useBilinearMode defines if bilinear mode has to be used
  132959. * @return the generated texture
  132960. */
  132961. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  132962. }
  132963. }
  132964. declare module BABYLON {
  132965. /**
  132966. * This represents the different options available for the video capture.
  132967. */
  132968. export interface VideoRecorderOptions {
  132969. /** Defines the mime type of the video. */
  132970. mimeType: string;
  132971. /** Defines the FPS the video should be recorded at. */
  132972. fps: number;
  132973. /** Defines the chunk size for the recording data. */
  132974. recordChunckSize: number;
  132975. /** The audio tracks to attach to the recording. */
  132976. audioTracks?: MediaStreamTrack[];
  132977. }
  132978. /**
  132979. * This can help with recording videos from BabylonJS.
  132980. * This is based on the available WebRTC functionalities of the browser.
  132981. *
  132982. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  132983. */
  132984. export class VideoRecorder {
  132985. private static readonly _defaultOptions;
  132986. /**
  132987. * Returns whether or not the VideoRecorder is available in your browser.
  132988. * @param engine Defines the Babylon Engine.
  132989. * @returns true if supported otherwise false.
  132990. */
  132991. static IsSupported(engine: Engine): boolean;
  132992. private readonly _options;
  132993. private _canvas;
  132994. private _mediaRecorder;
  132995. private _recordedChunks;
  132996. private _fileName;
  132997. private _resolve;
  132998. private _reject;
  132999. /**
  133000. * True when a recording is already in progress.
  133001. */
  133002. readonly isRecording: boolean;
  133003. /**
  133004. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  133005. * @param engine Defines the BabylonJS Engine you wish to record.
  133006. * @param options Defines options that can be used to customize the capture.
  133007. */
  133008. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  133009. /**
  133010. * Stops the current recording before the default capture timeout passed in the startRecording function.
  133011. */
  133012. stopRecording(): void;
  133013. /**
  133014. * Starts recording the canvas for a max duration specified in parameters.
  133015. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  133016. * If null no automatic download will start and you can rely on the promise to get the data back.
  133017. * @param maxDuration Defines the maximum recording time in seconds.
  133018. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  133019. * @return A promise callback at the end of the recording with the video data in Blob.
  133020. */
  133021. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  133022. /**
  133023. * Releases internal resources used during the recording.
  133024. */
  133025. dispose(): void;
  133026. private _handleDataAvailable;
  133027. private _handleError;
  133028. private _handleStop;
  133029. }
  133030. }
  133031. declare module BABYLON {
  133032. /**
  133033. * Class containing a set of static utilities functions for screenshots
  133034. */
  133035. export class ScreenshotTools {
  133036. /**
  133037. * Captures a screenshot of the current rendering
  133038. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  133039. * @param engine defines the rendering engine
  133040. * @param camera defines the source camera
  133041. * @param size This parameter can be set to a single number or to an object with the
  133042. * following (optional) properties: precision, width, height. If a single number is passed,
  133043. * it will be used for both width and height. If an object is passed, the screenshot size
  133044. * will be derived from the parameters. The precision property is a multiplier allowing
  133045. * rendering at a higher or lower resolution
  133046. * @param successCallback defines the callback receives a single parameter which contains the
  133047. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  133048. * src parameter of an <img> to display it
  133049. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  133050. * Check your browser for supported MIME types
  133051. */
  133052. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  133053. /**
  133054. * Captures a screenshot of the current rendering
  133055. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  133056. * @param engine defines the rendering engine
  133057. * @param camera defines the source camera
  133058. * @param size This parameter can be set to a single number or to an object with the
  133059. * following (optional) properties: precision, width, height. If a single number is passed,
  133060. * it will be used for both width and height. If an object is passed, the screenshot size
  133061. * will be derived from the parameters. The precision property is a multiplier allowing
  133062. * rendering at a higher or lower resolution
  133063. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  133064. * Check your browser for supported MIME types
  133065. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  133066. * to the src parameter of an <img> to display it
  133067. */
  133068. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  133069. /**
  133070. * Generates an image screenshot from the specified camera.
  133071. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  133072. * @param engine The engine to use for rendering
  133073. * @param camera The camera to use for rendering
  133074. * @param size This parameter can be set to a single number or to an object with the
  133075. * following (optional) properties: precision, width, height. If a single number is passed,
  133076. * it will be used for both width and height. If an object is passed, the screenshot size
  133077. * will be derived from the parameters. The precision property is a multiplier allowing
  133078. * rendering at a higher or lower resolution
  133079. * @param successCallback The callback receives a single parameter which contains the
  133080. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  133081. * src parameter of an <img> to display it
  133082. * @param mimeType The MIME type of the screenshot image (default: image/png).
  133083. * Check your browser for supported MIME types
  133084. * @param samples Texture samples (default: 1)
  133085. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  133086. * @param fileName A name for for the downloaded file.
  133087. */
  133088. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  133089. /**
  133090. * Generates an image screenshot from the specified camera.
  133091. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  133092. * @param engine The engine to use for rendering
  133093. * @param camera The camera to use for rendering
  133094. * @param size This parameter can be set to a single number or to an object with the
  133095. * following (optional) properties: precision, width, height. If a single number is passed,
  133096. * it will be used for both width and height. If an object is passed, the screenshot size
  133097. * will be derived from the parameters. The precision property is a multiplier allowing
  133098. * rendering at a higher or lower resolution
  133099. * @param mimeType The MIME type of the screenshot image (default: image/png).
  133100. * Check your browser for supported MIME types
  133101. * @param samples Texture samples (default: 1)
  133102. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  133103. * @param fileName A name for for the downloaded file.
  133104. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  133105. * to the src parameter of an <img> to display it
  133106. */
  133107. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  133108. /**
  133109. * Gets height and width for screenshot size
  133110. * @private
  133111. */
  133112. private static _getScreenshotSize;
  133113. }
  133114. }
  133115. declare module BABYLON {
  133116. /**
  133117. * Interface for a data buffer
  133118. */
  133119. export interface IDataBuffer {
  133120. /**
  133121. * Reads bytes from the data buffer.
  133122. * @param byteOffset The byte offset to read
  133123. * @param byteLength The byte length to read
  133124. * @returns A promise that resolves when the bytes are read
  133125. */
  133126. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  133127. /**
  133128. * The byte length of the buffer.
  133129. */
  133130. readonly byteLength: number;
  133131. }
  133132. /**
  133133. * Utility class for reading from a data buffer
  133134. */
  133135. export class DataReader {
  133136. /**
  133137. * The data buffer associated with this data reader.
  133138. */
  133139. readonly buffer: IDataBuffer;
  133140. /**
  133141. * The current byte offset from the beginning of the data buffer.
  133142. */
  133143. byteOffset: number;
  133144. private _dataView;
  133145. private _dataByteOffset;
  133146. /**
  133147. * Constructor
  133148. * @param buffer The buffer to read
  133149. */
  133150. constructor(buffer: IDataBuffer);
  133151. /**
  133152. * Loads the given byte length.
  133153. * @param byteLength The byte length to load
  133154. * @returns A promise that resolves when the load is complete
  133155. */
  133156. loadAsync(byteLength: number): Promise<void>;
  133157. /**
  133158. * Read a unsigned 32-bit integer from the currently loaded data range.
  133159. * @returns The 32-bit integer read
  133160. */
  133161. readUint32(): number;
  133162. /**
  133163. * Read a byte array from the currently loaded data range.
  133164. * @param byteLength The byte length to read
  133165. * @returns The byte array read
  133166. */
  133167. readUint8Array(byteLength: number): Uint8Array;
  133168. /**
  133169. * Read a string from the currently loaded data range.
  133170. * @param byteLength The byte length to read
  133171. * @returns The string read
  133172. */
  133173. readString(byteLength: number): string;
  133174. /**
  133175. * Skips the given byte length the currently loaded data range.
  133176. * @param byteLength The byte length to skip
  133177. */
  133178. skipBytes(byteLength: number): void;
  133179. }
  133180. }
  133181. declare module BABYLON {
  133182. /**
  133183. * A cursor which tracks a point on a path
  133184. */
  133185. export class PathCursor {
  133186. private path;
  133187. /**
  133188. * Stores path cursor callbacks for when an onchange event is triggered
  133189. */
  133190. private _onchange;
  133191. /**
  133192. * The value of the path cursor
  133193. */
  133194. value: number;
  133195. /**
  133196. * The animation array of the path cursor
  133197. */
  133198. animations: Animation[];
  133199. /**
  133200. * Initializes the path cursor
  133201. * @param path The path to track
  133202. */
  133203. constructor(path: Path2);
  133204. /**
  133205. * Gets the cursor point on the path
  133206. * @returns A point on the path cursor at the cursor location
  133207. */
  133208. getPoint(): Vector3;
  133209. /**
  133210. * Moves the cursor ahead by the step amount
  133211. * @param step The amount to move the cursor forward
  133212. * @returns This path cursor
  133213. */
  133214. moveAhead(step?: number): PathCursor;
  133215. /**
  133216. * Moves the cursor behind by the step amount
  133217. * @param step The amount to move the cursor back
  133218. * @returns This path cursor
  133219. */
  133220. moveBack(step?: number): PathCursor;
  133221. /**
  133222. * Moves the cursor by the step amount
  133223. * If the step amount is greater than one, an exception is thrown
  133224. * @param step The amount to move the cursor
  133225. * @returns This path cursor
  133226. */
  133227. move(step: number): PathCursor;
  133228. /**
  133229. * Ensures that the value is limited between zero and one
  133230. * @returns This path cursor
  133231. */
  133232. private ensureLimits;
  133233. /**
  133234. * Runs onchange callbacks on change (used by the animation engine)
  133235. * @returns This path cursor
  133236. */
  133237. private raiseOnChange;
  133238. /**
  133239. * Executes a function on change
  133240. * @param f A path cursor onchange callback
  133241. * @returns This path cursor
  133242. */
  133243. onchange(f: (cursor: PathCursor) => void): PathCursor;
  133244. }
  133245. }
  133246. declare module BABYLON {
  133247. /** @hidden */
  133248. export var blurPixelShader: {
  133249. name: string;
  133250. shader: string;
  133251. };
  133252. }
  133253. declare module BABYLON {
  133254. /** @hidden */
  133255. export var pointCloudVertexDeclaration: {
  133256. name: string;
  133257. shader: string;
  133258. };
  133259. }
  133260. // Mixins
  133261. interface Window {
  133262. mozIndexedDB: IDBFactory;
  133263. webkitIndexedDB: IDBFactory;
  133264. msIndexedDB: IDBFactory;
  133265. webkitURL: typeof URL;
  133266. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  133267. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  133268. WebGLRenderingContext: WebGLRenderingContext;
  133269. MSGesture: MSGesture;
  133270. CANNON: any;
  133271. AudioContext: AudioContext;
  133272. webkitAudioContext: AudioContext;
  133273. PointerEvent: any;
  133274. Math: Math;
  133275. Uint8Array: Uint8ArrayConstructor;
  133276. Float32Array: Float32ArrayConstructor;
  133277. mozURL: typeof URL;
  133278. msURL: typeof URL;
  133279. VRFrameData: any; // WebVR, from specs 1.1
  133280. DracoDecoderModule: any;
  133281. setImmediate(handler: (...args: any[]) => void): number;
  133282. }
  133283. interface HTMLCanvasElement {
  133284. requestPointerLock(): void;
  133285. msRequestPointerLock?(): void;
  133286. mozRequestPointerLock?(): void;
  133287. webkitRequestPointerLock?(): void;
  133288. /** Track wether a record is in progress */
  133289. isRecording: boolean;
  133290. /** Capture Stream method defined by some browsers */
  133291. captureStream(fps?: number): MediaStream;
  133292. }
  133293. interface CanvasRenderingContext2D {
  133294. msImageSmoothingEnabled: boolean;
  133295. }
  133296. interface MouseEvent {
  133297. mozMovementX: number;
  133298. mozMovementY: number;
  133299. webkitMovementX: number;
  133300. webkitMovementY: number;
  133301. msMovementX: number;
  133302. msMovementY: number;
  133303. }
  133304. interface Navigator {
  133305. mozGetVRDevices: (any: any) => any;
  133306. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  133307. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  133308. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  133309. webkitGetGamepads(): Gamepad[];
  133310. msGetGamepads(): Gamepad[];
  133311. webkitGamepads(): Gamepad[];
  133312. }
  133313. interface HTMLVideoElement {
  133314. mozSrcObject: any;
  133315. }
  133316. interface Math {
  133317. fround(x: number): number;
  133318. imul(a: number, b: number): number;
  133319. }
  133320. interface WebGLRenderingContext {
  133321. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  133322. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  133323. vertexAttribDivisor(index: number, divisor: number): void;
  133324. createVertexArray(): any;
  133325. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  133326. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  133327. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  133328. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  133329. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  133330. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  133331. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  133332. // Queries
  133333. createQuery(): WebGLQuery;
  133334. deleteQuery(query: WebGLQuery): void;
  133335. beginQuery(target: number, query: WebGLQuery): void;
  133336. endQuery(target: number): void;
  133337. getQueryParameter(query: WebGLQuery, pname: number): any;
  133338. getQuery(target: number, pname: number): any;
  133339. MAX_SAMPLES: number;
  133340. RGBA8: number;
  133341. READ_FRAMEBUFFER: number;
  133342. DRAW_FRAMEBUFFER: number;
  133343. UNIFORM_BUFFER: number;
  133344. HALF_FLOAT_OES: number;
  133345. RGBA16F: number;
  133346. RGBA32F: number;
  133347. R32F: number;
  133348. RG32F: number;
  133349. RGB32F: number;
  133350. R16F: number;
  133351. RG16F: number;
  133352. RGB16F: number;
  133353. RED: number;
  133354. RG: number;
  133355. R8: number;
  133356. RG8: number;
  133357. UNSIGNED_INT_24_8: number;
  133358. DEPTH24_STENCIL8: number;
  133359. MIN: number;
  133360. MAX: number;
  133361. /* Multiple Render Targets */
  133362. drawBuffers(buffers: number[]): void;
  133363. readBuffer(src: number): void;
  133364. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  133365. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  133366. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  133367. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  133368. // Occlusion Query
  133369. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  133370. ANY_SAMPLES_PASSED: number;
  133371. QUERY_RESULT_AVAILABLE: number;
  133372. QUERY_RESULT: number;
  133373. }
  133374. interface WebGLProgram {
  133375. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  133376. }
  133377. interface EXT_disjoint_timer_query {
  133378. QUERY_COUNTER_BITS_EXT: number;
  133379. TIME_ELAPSED_EXT: number;
  133380. TIMESTAMP_EXT: number;
  133381. GPU_DISJOINT_EXT: number;
  133382. QUERY_RESULT_EXT: number;
  133383. QUERY_RESULT_AVAILABLE_EXT: number;
  133384. queryCounterEXT(query: WebGLQuery, target: number): void;
  133385. createQueryEXT(): WebGLQuery;
  133386. beginQueryEXT(target: number, query: WebGLQuery): void;
  133387. endQueryEXT(target: number): void;
  133388. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  133389. deleteQueryEXT(query: WebGLQuery): void;
  133390. }
  133391. interface WebGLUniformLocation {
  133392. _currentState: any;
  133393. }
  133394. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  133395. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  133396. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  133397. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  133398. interface WebGLRenderingContext {
  133399. readonly RASTERIZER_DISCARD: number;
  133400. readonly DEPTH_COMPONENT24: number;
  133401. readonly TEXTURE_3D: number;
  133402. readonly TEXTURE_2D_ARRAY: number;
  133403. readonly TEXTURE_COMPARE_FUNC: number;
  133404. readonly TEXTURE_COMPARE_MODE: number;
  133405. readonly COMPARE_REF_TO_TEXTURE: number;
  133406. readonly TEXTURE_WRAP_R: number;
  133407. readonly HALF_FLOAT: number;
  133408. readonly RGB8: number;
  133409. readonly RED_INTEGER: number;
  133410. readonly RG_INTEGER: number;
  133411. readonly RGB_INTEGER: number;
  133412. readonly RGBA_INTEGER: number;
  133413. readonly R8_SNORM: number;
  133414. readonly RG8_SNORM: number;
  133415. readonly RGB8_SNORM: number;
  133416. readonly RGBA8_SNORM: number;
  133417. readonly R8I: number;
  133418. readonly RG8I: number;
  133419. readonly RGB8I: number;
  133420. readonly RGBA8I: number;
  133421. readonly R8UI: number;
  133422. readonly RG8UI: number;
  133423. readonly RGB8UI: number;
  133424. readonly RGBA8UI: number;
  133425. readonly R16I: number;
  133426. readonly RG16I: number;
  133427. readonly RGB16I: number;
  133428. readonly RGBA16I: number;
  133429. readonly R16UI: number;
  133430. readonly RG16UI: number;
  133431. readonly RGB16UI: number;
  133432. readonly RGBA16UI: number;
  133433. readonly R32I: number;
  133434. readonly RG32I: number;
  133435. readonly RGB32I: number;
  133436. readonly RGBA32I: number;
  133437. readonly R32UI: number;
  133438. readonly RG32UI: number;
  133439. readonly RGB32UI: number;
  133440. readonly RGBA32UI: number;
  133441. readonly RGB10_A2UI: number;
  133442. readonly R11F_G11F_B10F: number;
  133443. readonly RGB9_E5: number;
  133444. readonly RGB10_A2: number;
  133445. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  133446. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  133447. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  133448. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  133449. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  133450. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  133451. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ImageBitmap | ImageData | HTMLVideoElement | HTMLImageElement | HTMLCanvasElement): void;
  133452. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  133453. readonly TRANSFORM_FEEDBACK: number;
  133454. readonly INTERLEAVED_ATTRIBS: number;
  133455. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  133456. createTransformFeedback(): WebGLTransformFeedback;
  133457. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  133458. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  133459. beginTransformFeedback(primitiveMode: number): void;
  133460. endTransformFeedback(): void;
  133461. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  133462. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  133463. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  133464. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  133465. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  133466. }
  133467. interface ImageBitmap {
  133468. readonly width: number;
  133469. readonly height: number;
  133470. close(): void;
  133471. }
  133472. interface WebGLQuery extends WebGLObject {
  133473. }
  133474. declare var WebGLQuery: {
  133475. prototype: WebGLQuery;
  133476. new(): WebGLQuery;
  133477. };
  133478. interface WebGLSampler extends WebGLObject {
  133479. }
  133480. declare var WebGLSampler: {
  133481. prototype: WebGLSampler;
  133482. new(): WebGLSampler;
  133483. };
  133484. interface WebGLSync extends WebGLObject {
  133485. }
  133486. declare var WebGLSync: {
  133487. prototype: WebGLSync;
  133488. new(): WebGLSync;
  133489. };
  133490. interface WebGLTransformFeedback extends WebGLObject {
  133491. }
  133492. declare var WebGLTransformFeedback: {
  133493. prototype: WebGLTransformFeedback;
  133494. new(): WebGLTransformFeedback;
  133495. };
  133496. interface WebGLVertexArrayObject extends WebGLObject {
  133497. }
  133498. declare var WebGLVertexArrayObject: {
  133499. prototype: WebGLVertexArrayObject;
  133500. new(): WebGLVertexArrayObject;
  133501. };
  133502. // Type definitions for WebVR API
  133503. // Project: https://w3c.github.io/webvr/
  133504. // Definitions by: six a <https://github.com/lostfictions>
  133505. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  133506. interface VRDisplay extends EventTarget {
  133507. /**
  133508. * Dictionary of capabilities describing the VRDisplay.
  133509. */
  133510. readonly capabilities: VRDisplayCapabilities;
  133511. /**
  133512. * z-depth defining the far plane of the eye view frustum
  133513. * enables mapping of values in the render target depth
  133514. * attachment to scene coordinates. Initially set to 10000.0.
  133515. */
  133516. depthFar: number;
  133517. /**
  133518. * z-depth defining the near plane of the eye view frustum
  133519. * enables mapping of values in the render target depth
  133520. * attachment to scene coordinates. Initially set to 0.01.
  133521. */
  133522. depthNear: number;
  133523. /**
  133524. * An identifier for this distinct VRDisplay. Used as an
  133525. * association point in the Gamepad API.
  133526. */
  133527. readonly displayId: number;
  133528. /**
  133529. * A display name, a user-readable name identifying it.
  133530. */
  133531. readonly displayName: string;
  133532. readonly isConnected: boolean;
  133533. readonly isPresenting: boolean;
  133534. /**
  133535. * If this VRDisplay supports room-scale experiences, the optional
  133536. * stage attribute contains details on the room-scale parameters.
  133537. */
  133538. readonly stageParameters: VRStageParameters | null;
  133539. /**
  133540. * Passing the value returned by `requestAnimationFrame` to
  133541. * `cancelAnimationFrame` will unregister the callback.
  133542. * @param handle Define the hanle of the request to cancel
  133543. */
  133544. cancelAnimationFrame(handle: number): void;
  133545. /**
  133546. * Stops presenting to the VRDisplay.
  133547. * @returns a promise to know when it stopped
  133548. */
  133549. exitPresent(): Promise<void>;
  133550. /**
  133551. * Return the current VREyeParameters for the given eye.
  133552. * @param whichEye Define the eye we want the parameter for
  133553. * @returns the eye parameters
  133554. */
  133555. getEyeParameters(whichEye: string): VREyeParameters;
  133556. /**
  133557. * Populates the passed VRFrameData with the information required to render
  133558. * the current frame.
  133559. * @param frameData Define the data structure to populate
  133560. * @returns true if ok otherwise false
  133561. */
  133562. getFrameData(frameData: VRFrameData): boolean;
  133563. /**
  133564. * Get the layers currently being presented.
  133565. * @returns the list of VR layers
  133566. */
  133567. getLayers(): VRLayer[];
  133568. /**
  133569. * Return a VRPose containing the future predicted pose of the VRDisplay
  133570. * when the current frame will be presented. The value returned will not
  133571. * change until JavaScript has returned control to the browser.
  133572. *
  133573. * The VRPose will contain the position, orientation, velocity,
  133574. * and acceleration of each of these properties.
  133575. * @returns the pose object
  133576. */
  133577. getPose(): VRPose;
  133578. /**
  133579. * Return the current instantaneous pose of the VRDisplay, with no
  133580. * prediction applied.
  133581. * @returns the current instantaneous pose
  133582. */
  133583. getImmediatePose(): VRPose;
  133584. /**
  133585. * The callback passed to `requestAnimationFrame` will be called
  133586. * any time a new frame should be rendered. When the VRDisplay is
  133587. * presenting the callback will be called at the native refresh
  133588. * rate of the HMD. When not presenting this function acts
  133589. * identically to how window.requestAnimationFrame acts. Content should
  133590. * make no assumptions of frame rate or vsync behavior as the HMD runs
  133591. * asynchronously from other displays and at differing refresh rates.
  133592. * @param callback Define the eaction to run next frame
  133593. * @returns the request handle it
  133594. */
  133595. requestAnimationFrame(callback: FrameRequestCallback): number;
  133596. /**
  133597. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  133598. * Repeat calls while already presenting will update the VRLayers being displayed.
  133599. * @param layers Define the list of layer to present
  133600. * @returns a promise to know when the request has been fulfilled
  133601. */
  133602. requestPresent(layers: VRLayer[]): Promise<void>;
  133603. /**
  133604. * Reset the pose for this display, treating its current position and
  133605. * orientation as the "origin/zero" values. VRPose.position,
  133606. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  133607. * updated when calling resetPose(). This should be called in only
  133608. * sitting-space experiences.
  133609. */
  133610. resetPose(): void;
  133611. /**
  133612. * The VRLayer provided to the VRDisplay will be captured and presented
  133613. * in the HMD. Calling this function has the same effect on the source
  133614. * canvas as any other operation that uses its source image, and canvases
  133615. * created without preserveDrawingBuffer set to true will be cleared.
  133616. * @param pose Define the pose to submit
  133617. */
  133618. submitFrame(pose?: VRPose): void;
  133619. }
  133620. declare var VRDisplay: {
  133621. prototype: VRDisplay;
  133622. new(): VRDisplay;
  133623. };
  133624. interface VRLayer {
  133625. leftBounds?: number[] | Float32Array | null;
  133626. rightBounds?: number[] | Float32Array | null;
  133627. source?: HTMLCanvasElement | null;
  133628. }
  133629. interface VRDisplayCapabilities {
  133630. readonly canPresent: boolean;
  133631. readonly hasExternalDisplay: boolean;
  133632. readonly hasOrientation: boolean;
  133633. readonly hasPosition: boolean;
  133634. readonly maxLayers: number;
  133635. }
  133636. interface VREyeParameters {
  133637. /** @deprecated */
  133638. readonly fieldOfView: VRFieldOfView;
  133639. readonly offset: Float32Array;
  133640. readonly renderHeight: number;
  133641. readonly renderWidth: number;
  133642. }
  133643. interface VRFieldOfView {
  133644. readonly downDegrees: number;
  133645. readonly leftDegrees: number;
  133646. readonly rightDegrees: number;
  133647. readonly upDegrees: number;
  133648. }
  133649. interface VRFrameData {
  133650. readonly leftProjectionMatrix: Float32Array;
  133651. readonly leftViewMatrix: Float32Array;
  133652. readonly pose: VRPose;
  133653. readonly rightProjectionMatrix: Float32Array;
  133654. readonly rightViewMatrix: Float32Array;
  133655. readonly timestamp: number;
  133656. }
  133657. interface VRPose {
  133658. readonly angularAcceleration: Float32Array | null;
  133659. readonly angularVelocity: Float32Array | null;
  133660. readonly linearAcceleration: Float32Array | null;
  133661. readonly linearVelocity: Float32Array | null;
  133662. readonly orientation: Float32Array | null;
  133663. readonly position: Float32Array | null;
  133664. readonly timestamp: number;
  133665. }
  133666. interface VRStageParameters {
  133667. sittingToStandingTransform?: Float32Array;
  133668. sizeX?: number;
  133669. sizeY?: number;
  133670. }
  133671. interface Navigator {
  133672. getVRDisplays(): Promise<VRDisplay[]>;
  133673. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  133674. }
  133675. interface Window {
  133676. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  133677. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  133678. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  133679. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  133680. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  133681. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  133682. }
  133683. interface Gamepad {
  133684. readonly displayId: number;
  133685. }
  133686. type XRSessionMode =
  133687. | "inline"
  133688. | "immersive-vr"
  133689. | "immersive-ar";
  133690. type XRReferenceSpaceType =
  133691. | "viewer"
  133692. | "local"
  133693. | "local-floor"
  133694. | "bounded-floor"
  133695. | "unbounded";
  133696. type XREnvironmentBlendMode =
  133697. | "opaque"
  133698. | "additive"
  133699. | "alpha-blend";
  133700. type XRVisibilityState =
  133701. | "visible"
  133702. | "visible-blurred"
  133703. | "hidden";
  133704. type XRHandedness =
  133705. | "none"
  133706. | "left"
  133707. | "right";
  133708. type XRTargetRayMode =
  133709. | "gaze"
  133710. | "tracked-pointer"
  133711. | "screen";
  133712. type XREye =
  133713. | "none"
  133714. | "left"
  133715. | "right";
  133716. interface XRSpace extends EventTarget {
  133717. }
  133718. interface XRRenderState {
  133719. depthNear?: number;
  133720. depthFar?: number;
  133721. inlineVerticalFieldOfView?: number;
  133722. baseLayer?: XRWebGLLayer;
  133723. }
  133724. interface XRInputSource {
  133725. handedness: XRHandedness;
  133726. targetRayMode: XRTargetRayMode;
  133727. targetRaySpace: XRSpace;
  133728. gripSpace: XRSpace | undefined;
  133729. gamepad: Gamepad | undefined;
  133730. profiles: Array<string>;
  133731. }
  133732. interface XRSession {
  133733. addEventListener: Function;
  133734. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  133735. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  133736. requestAnimationFrame: Function;
  133737. end(): Promise<void>;
  133738. renderState: XRRenderState;
  133739. inputSources: Array<XRInputSource>;
  133740. }
  133741. interface XRReferenceSpace extends XRSpace {
  133742. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  133743. onreset: any;
  133744. }
  133745. interface XRFrame {
  133746. session: XRSession;
  133747. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  133748. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  133749. }
  133750. interface XRViewerPose extends XRPose {
  133751. views: Array<XRView>;
  133752. }
  133753. interface XRPose {
  133754. transform: XRRigidTransform;
  133755. emulatedPosition: boolean;
  133756. }
  133757. interface XRWebGLLayerOptions {
  133758. antialias ?: boolean;
  133759. depth ?: boolean;
  133760. stencil ?: boolean;
  133761. alpha ?: boolean;
  133762. multiview ?: boolean;
  133763. framebufferScaleFactor ?: number;
  133764. }
  133765. declare var XRWebGLLayer: {
  133766. prototype: XRWebGLLayer;
  133767. new(session: XRSession, context: WebGLRenderingContext | undefined, options?: XRWebGLLayerOptions): XRWebGLLayer;
  133768. };
  133769. interface XRWebGLLayer {
  133770. framebuffer: WebGLFramebuffer;
  133771. framebufferWidth: number;
  133772. framebufferHeight: number;
  133773. getViewport: Function;
  133774. }
  133775. interface XRRigidTransform {
  133776. position: DOMPointReadOnly;
  133777. orientation: DOMPointReadOnly;
  133778. matrix: Float32Array;
  133779. inverse: XRRigidTransform;
  133780. }
  133781. interface XRView {
  133782. eye: XREye;
  133783. projectionMatrix: Float32Array;
  133784. transform: XRRigidTransform;
  133785. }
  133786. interface XRInputSourceChangeEvent {
  133787. session: XRSession;
  133788. removed: Array<XRInputSource>;
  133789. added: Array<XRInputSource>;
  133790. }